Aurora is on version 2.5.0 C#, available at the Aurora Forums.
Contact Erik on the forum for a wiki account.
VB6 Aurora:Basic Sequence of Play
Check Conditional Orders: (if any conditions are met, immediately create the associated order at the top of the order list)
Movement Phase (This section repeats a number of times equal to the number of movement sub-pulses. This may just be one sub-pulse for the whole increment or many sub-pulses. If an event is generated during a sub-pulse, that becomes the last sub-pulse and the time for the increment is reduced accordingly)
- - Fleets Move
- - Fighter Groups Move
- - Fighter Groups Reload (remaining rearm time is reduced)
- - Monsters Move (including precursors)
- - Missile Salvos move (including intercept, point blank point defence and damage allocation\planetary bombardment)
- - Life pod Endurance Check (any lifepods that have exhausted their endurance are removed)
- - Sensor Update (all sensors are checked for new contacts)
End of Movement Sub-pulses
Check Primary Special Orders (If a fleet has no move orders, its primary special orders are checked Check Secondary Special Orders. (If a fleet still has no move orders, its secondary special orders are checked Ion Storms are updated Damage Control takes place
Fire Phase
- - Weapons are recharged or reloaded
- - Shields are recharged
- - Point Defence in area mode is assigned targets
- - Ships fire weapons
- - Planets launch missiles
- - Fighters launch missiles
- - Combat results from energy weapons are applied
- - Monsters (including precursors) fire weapons. Damage is applied as each monster fires
End of Fire Phase
Construction Cycle (This only takes place within an increment if a sufficient number of seconds has passed since the last Construction Cycle)
- Worker Availability (The distribution of workers within all populations is checked and any shortages affect efficiency)
- Population Growth
- Orbital Motion
- Comet Motion
- System Failure Check (maintenance check for ships)
- Mining Production
- Harvester Production
- Ordnance Production
- Fighter Production
- Installation Construction
- Fuel Production
- Terraforming
- Shipbuilding
- Ground Unit Training
- Research
- Creation of Officers and Academy Graduates
- Crew Grade Increase (due to commander training)
- Monster Shipbuilding
- Ruins Check (for new tech and exploitation)
- Abandoned Installation Check (to see if any have been recovered by cybernetic teams)
- Radiation Reduction (including Dust)
- Ground Combat
- Complete Sensor Check
- Communication Check (for attempts to communicate)
- Reduce Negotiation Modifiers
- Check for loss of Commanders in accidents
- Check for Commander medical problems
- Check for increases in Commander attributes due to experience
- Check for Inactive Research Facilities
- Check for Low Fuel
- Check for New Ion Storms
- Check for Ion Damage to Populations
End of Construction Cycle
Update Time
Update Economics, Events and System Map if loaded.