Aurora is on version 2.5.0 C#, available at the Aurora Forums.

Contact Erik on the forum for a wiki account.

Difference between revisions of "User:Mor"

From AuroraWiki
Jump to navigation Jump to search
m
 
(26 intermediate revisions by the same user not shown)
Line 1: Line 1:
HI, I am Mor.
+
HI, I am Mor. I am not a native English speaker, I know my edits will be mercilessly edited by <strike>highly respectable and valued members of the community</strike> grammar Nazis ;)  Also feel free to [[{{TALKPAGENAME}}|drop me a message]] if you think that I can help in anyway.  
  
 +
When making many maintenance edits, I try to mark them minor edits so you can hide them in recent changes by clicking "hide minor"
  
 +
==top==
 +
{| style="width: 100%; background-color: #f9f9f9; border: 1px solid #e9e9e9; font-size: 95%; clear: both;"
 +
| || xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx
 +
|}
  
=Sandbox=
 
  
* [[Main_Page]] - issues with templates not updating, manual purge didn't help, probably cache issue.
+
{| style="width: 100%; background-color: #eeeeee; border: 1px solid #999; font-size: 95%; clear: both;"
 +
| || xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx
 +
|}
  
  
* Designed Systems - [[Template:Designed_Systems]]
+
==Stuff==
 +
My sandbox, projects, quick notes and general mess. Please ignore for the sake of your sanity.
  
 +
* 403 Shenanigans are fixed. Reverted most obvious issues. Find rest.
 +
* go over the changelogs, for each change add link to main article and make sure that all the details are covered there. 
 +
* Update links to [[Fast_OB]] and delete [[Fast_OOB]].
  
=Organization=
+
----
  
Current
+
* [[Colony]] need info on economy/production.
 +
* [[Galaxy]] need more technical info and links to related topics.
 +
* [[Ground_combat]] planetary assault\defense need to be reworked.
 +
* [[Trade System]] hard to follow, rework to cover all economical aspects?
 +
** [http://aurora2.pentarch.org/index.php?topic=1342.msg11146#msg11146 wealth formula]
  
[[:Content]]
+
* Fucking [[Terraforming]] and [[Basic Ship Creation]]
*[[:Category:Core_Concepts]]
 
*[[:Category:Components]]
 
*[[:Category:Designed Systems]]
 
*[[:Category:Installations]]
 
  
*[[:Category:Ship_Examples]]
+
* [[armor]] double check.
*[[:Category:Tutorial]]
 
  
[[:Category:Media]]
+
----
*[[:Category:Menu Bar Icons]]
 
  
=Content=
+
* [[jump point]], [[interstellar travel]] some overlap.
==yet UnSorted==
+
** Refs [https://www.reddit.com/r/aurora/comments/43btf6/how_does_system_generation_work/czh4tvb], [http://aurora2.pentarch.org/index.php?topic=7255.msg80028#msg80028]
  
*[[Active Sensor Design]]
+
* [[Stealth]] <-- cloaking and Thermal reduction tech + ship speed.
*[[Aurora Player Designed Systems]]
 
*[[Beam Ships]]
 
*[[Box Launchers]]
 
*[[Conditional Orders]]
 
*[[EM Detection Sensors]]
 
*[[Escorts]]
 
*[[Espionage]]
 
*[[Fast Attack Craft]]
 
*[[Fighters]]
 
*[[Fire Controls]]
 
*[[Leaders]]
 
*[[Missile-armed Escorts]]
 
*[[Missile Launchers]]
 
*[[Missile series]]
 
*[[Shock Damage]]
 
*[[Non Player Race]]
 
*[[Turrets]]
 
  
 +
* [[NPR]] more mechanics; [[Ancient races]] add 'non-NPR computer opponents' per steve.
 +
* [[Species]] ??? [[Genetic Modification]]
  
*[[Shipyards]]
+
* [[technology]] [[List of Research Costs]] - no idea how to proceed.
*[[Salvage]]
+
* [[Diplomacy Rules]] delete ?
*[[Disassemble]]
+
* [[Trans Newtonian Elements]] - gathering info for the list to make it more useful\palatable, maybe short strategy guide: [http://aurora2.pentarch.org/index.php?topic=8229.msg85007#msg85007] [http://aurora2.pentarch.org/index.php?topic=4940.msg50571#msg50571]
*[[Supply]]
 
*[[Survey]]
 
**[[Gravitational Survey]]
 
*[[Research Project]]
 
  
 +
----
  
== Misc ==
+
* [[Components]], [[Core components]], [[Other Components]], [[Aurora_Player_Designed_Systems]], [[:Category:Designed_Systems]]
; User interface - mostly
+
** According to Erik [[Aurora_Player_Designed_Systems]] is a relic, and there is no reason why [[Components]], [[Core components]], [[Other Components]] shoudn't be merged.
*[[System Map]]
+
** To big of undertaking atm.
**[[System Map - Complete Reference]]
 
*[[Diplomacy]]
 
**[[Diplomacy Rules]]
 
*[[Economics]]
 
*[[Population]]
 
*[[Population and Production]]
 
*[[Research]]
 
**[[List of Research Costs]]
 
*[[Teams]]
 
  
;Concepts
 
*[[Interstellar travel]]
 
*[[Trans Newtonian Elements]]
 
  
;Starmaps objects - missing
+
;Designed Systems
*[[Black Holes]]
+
The systems listed here are player designed.
*[[Comet]]
 
*[[Nebulae]]
 
*[[Jump Gate]]
 
*[[Jump points]]
 
*[[Lagrange Point]]
 
*[[Ruins]] ?
 
  
; TBA ?
+
* '''Engines''' - There are two different types of propulsion system. [[Jump drive]]s are used for instantaneous [[interstellar travel]] between systems; Sub-light [[engine]]s are used to travel interplanetary distances, these can be used on ships and missiles.
*[[Transponders]]
 
*[[Tectonics]]
 
  
 +
* [[Sensors|Sensor]] arrays offer data on the environment surrounding a ship or a missile. [[Active Sensors]] can scan for targets, and are needed for target acquisition. Passive [[EM Detection Sensors|EM]] and [[Thermal Sensors|Thermal sensors]] observe surrounding space.
  
== Economics ==
+
* [[Power Plants]]
  
;Related to colonies 
+
* [[Missiles]] - [[Missile Fire Control]], [[[Missile Launchers]], [[[Magazine]]
*[[Installations]]
 
  
*[[Mining]]
+
* [[Beam Overview|Beam weapons]] -
**[[Mineral Accessibility]]
 
**[[Mineral Generation]]
 
**[[Mineral Shortages]]
 
**[[Asteroid mining]]
 
  
*[[Colony cost]]
+
*Beam Fire Control
*[[Infrastructure]]
+
*Lasers
*[[Terraforming]]
+
*Gauss Cannon
*[[Genetic Modification]]
+
*High Power Microwave
*[[Political Status]]
+
*Meson Cannon
*[[Unrest]]
+
*Particle Beam
 +
*Plasma Carronade
  
;Trade and Transport
+
*CIWS
*[[Trade System]]
 
*[[Trade System (v4.x)]]
 
  
*[[Civilian contracts]]
+
*[[Shields]] Shields - Absorption Shields - Standard
*[[Commercial Shipping]]
+
*Cloaking Device
*[[Civilian mining complex]] ?
+
*Jump Engines
  
  
==Forces ==
+
* [[installations]] could use some polish and standardization.
[[Ships]] - need overview of ships not links to campigns.
 
  
:Basic ship concepts?
+
* [[Commercial_Shipyard_Complex]], [[Shipyards]] and [[Shipyards_and_Shipbuilding]] - one must go. Wait after 403, can't edit the last.
*[[Core components]]/[[Other components]] - Why it can't be covered on one page?
+
** [[Shipyards_and_Shipbuilding]] is a tutorial, [[Commercial_Shipyard_Complex]] is a component, so  [[Shipyards]] should be reworked into ??
  
*[[Armour and Shields]]  (linked [[Armor]],[[Shields]])
+
----
*Weapons
+
All advanced topics on naval combat.
**[[Beam Overview]] - Beam Weapons and CIWS
+
* [[ship]]s and [[fleet]]s add overview.
**[[Beam Weapon Range]]
 
**[[Missiles]] - Missiles, Drones and Buoys
 
**[[Point Defense]]
 
*[[Sensors]]    (linked [[Active Sensors/Fire Control]], [[Geological Survey Sensors]], [[Gravitational Survey Sensors]])
 
*[[Cloaking]]    (linked [[Cloaking Device]])
 
  
;Operations
+
* [[Fire Controls]], [[ECM]], [[ECCM]] ?
*[[Ship Maintenance]]
 
**[[Ship Maintenance Details]]
 
*[[Ship repair]]
 
*[[Refueling]]
 
  
;Combat
+
* [[Armour and Shields]]  (linked [[Armor]],[[Shields]])
*[[Combat Overview]]
+
*Weapons
*[[Carrier]]
+
** [[Beam Overview]] - Beam Weapons and CIWS
*[[Fleet Training]]
+
** [[Beam Weapon Range]]
*[[Ship Combat]]
+
** [[Missiles]] - Missiles, Drones and Buoys
*[[Task Group Initiative]]
+
** [[Point Defense]]
*[[Ramming]]
 
  
;other
+
* [[Combat Overview]] - an overview, [[Ship Combat]] - the UI - flip/rename?
*[[Planetary Defence Centre]]
 
*[[Ground Units]]
 
  
 +
* [[Ship Maintenance]] - will change in 7.2
 +
** [[Ship Maintenance Details]]
  
== Components ==
+
* [[Refueling]]
*[[Core components]]
+
* [[Task Group Initiative]]
*[[Other components]]
+
* [[Ramming]]
  
Not sure why separate pages for core and other .
 
  
{{Template:Components}}
+
Naval organization. [http://aurora2.pentarch.org/index.php?topic=7826.0].
 +
* [[:File:Task force.png]], [[:File:Taskgroups-naval.png]]
  
;Basic Systems
+
==Organization==
*[[Bridge]]
 
*[[Crew Quarters]]
 
*[[Engineering Sections]]
 
*[[Fuel Storage]]
 
*[[Maintenance Storage Bay]]
 
  
;Power and Propulsion
+
;[[:Category:AuroraWiki]]
*[[Engine]]
+
* [[AuroraWiki:Templates]] - update documentation.
*[[Jump drive]]
 
*[[Power Plants]]
 
  
;[[Sensors]]
+
;[[:Category:Content]]
* Active Sensors [[Active Sensors/Fire Control]]  
+
* [[:Category:Interface]] - reference articles, that covers the game screens and user interface elements, at least in brief.
*[[Geological Survey Sensors]]
+
* [[:Category:Tutorial]] - tutorials...- add description linked from main. Adapt steves tutorials that were copy&pasted from the forum.
*[[Gravitational Survey Sensors]]
+
* [[:Category:Development]] -changelogs
*[[EM Sensor]]
 
*[[Thermal Sensors]]
 
  
;Energy Weapons
+
* [[:Category:Components]] \ [[:Category:Designed Systems]] - List of components
*[[Lasers]]
+
* [[:Category:Installations]] - List of installations.
*[[Mesons]]
 
*[[High-Powered Microwave]]
 
*[[Particle Beams]]
 
*[[Plasma Carronade]]
 
  
;Missiles/Kinetic Weapons
 
*[[Missile Launcher]]
 
*[[Magazine]]
 
*[[Railguns]]
 
*[[Gauss Cannons]]
 
*[[CIWS]]
 
  
;Fire Control
+
* [[:Category:Core_Concepts]]
*[[Beam Fire Control]]
+
* [[:Category:Ship_Examples]]
*Missile Fire Control - [[Active Sensors/Fire Control]]  
+
* ???
  
;Defensive Systems
+
==Sorting\Checking==
*[[Armor]]
 
*[[Shields]]
 
*[[Cloaking Device]]
 
*[[Damage Control]]
 
  
;Ground Combat
+
* [[EM Detection Sensors]]
*[[Combat Drop Module]]
+
* [[Missile series]]
*[[Troop Transport Bay]]
+
* [[Shock Damage]]
*[[PDC Barracks]]
+
* [[Sector]]s
  
;Transport and Industry
+
; TBA ?
*[[Cargo Handling System]]
+
* [[Transponders]]
*[[Cargo Hold]]
+
* [[Tectonics]]
*[[Cryogenic Transport]]
+
* [[Conditional Orders]]
*[[Luxury Passenger Accommodation]]
 
*[[Asteroid mining module]]
 
*[[Sorium Harvester]]
 
*[[Salvage Module]]
 
*[[Terraforming module]]
 
*[[Construction module]]
 
 
 
;Other Components
 
*[[Flag bridge]]
 
*[[Orbital Habitat Module]]
 
*[[Boat bay]]
 
*[[Hangar deck]]
 
*[[Ship to Ship Tractor]]
 
 
 
 
 
==[[Installations]]==
 
 
 
{{Template:Installations}}
 
 
 
;Factories
 
*[[Construction Factory]]
 
*[[Conventional Industry]]
 
*[[Fighter Factory]]
 
*[[Fuel Refinery]]
 
*[[Ground Force Training Facility]]
 
*[[Ordnance Factory]]
 
 
 
;Mines
 
*[[Mine]] <- [[Automated Mine]]
 
 
 
;Shipyards
 
*[[Commercial Shipyard Complex]] <-  [[Naval Shipyard Complex]]
 
 
 
;Misc Civilian
 
*[[Commercial Spaceport]]
 
*[[Financial Centre]]
 
*[[Genetic Modification Centre]]
 
*[[Mass Driver]]
 
*[[Research Lab]]
 
*[[Terraforming Installation]]
 
 
 
;Military
 
*[[Deep Space Tracking Station]]
 
*[[Maintenance Facility]]
 
*[[Military Academy]]
 
*[[Sector Command]]
 
 
 
 
 
== Documentation \ Tutorials ==
 
*[[Aurora Tutorial]] - New Game \ World generation
 
**[[Government Types]]
 
**[[Main Empire Theme]]
 
 
 
; Tutorials
 
*[[Advanced Warship Tutorial]]
 
*[[Basic Beam Warship Tutorial]]
 
*[[Basic Sequence of Play]]
 
*[[Basic Ship Creation]]
 
*[[Create a custom race]]
 
*[[Colonization for Beginners]]
 
*[[Fleet Operations for Beginners]]
 
*[[Tips for beginners]]
 
*[[Time, Turns and Interrupts]]
 
*[[Quickstart for Beginners]]
 
 
 
*[[Fast OOB]] - Creating starting fleets (4.77)
 
*[[Video Tutorials]]
 
 
 
; Misc
 
*[[Aurora Download]] - just a link
 
*[[Installation]] - Walkthrough for Windows 7 (v6.21)
 
*[[Requirements]] - Requirements and New Game setup. (4.77)
 
*[[Aurora Screens]]
 
 
 
 
 
*[[SpaceMaster Mode]]
 
*[[FAQ]]
 
*[[Glossary]]
 
*[[Hotkeys]]
 
*[[Game Slowdown]]
 
 
 
 
 
*[[Modding]]
 
*[[Modding/themes]]
 
 
 
==Site==
 
 
 
*[[Main Page]]
 
*[[Aurora Wiki:Current]]
 
 
 
 
 
*[[Template repository]]  - rename
 
*[[Tempate:Ship Examples]]
 
*[[Transclusion]]
 
  
 +
;Misc
 +
* [[Modding]]
 +
* [[Modding/themes]]
 +
* [[Supply]]
 +
* [[Research Project]]
  
*[[MediaWiki]]
+
* [[Tempate:Ship Examples]]
*[[Mediawiki.common.css]]
+
* Long list of examples.
*[[Monobook.css]]
+
* Garbage stuff.
*[[Mw:Manual:$wgServer]]
 
  
 +
; player content space or delete 
 +
* [[New Earth Campaign]]
 +
* [[Terran Commonwealth]]
 +
* [[Terran Federation (Erik)]]
  
==No idea==
+
==Installation backup==
*[[New Earth Campaign]]
 
*[[Terran Commonwealth]]
 
*[[Terran Federation (Erik)]]
 
  
*[[Mailing lists/GmaneRow]]
+
moved from Population_and_Production, leftover from from 'Chapter 3: Population' Tutorial. Backup until I can check its deciminated in the individual pages.
*[[Mailing lists/ListRow]]
 
  
==Don't Care==
+
* '''Sector Command HQ:''' Construction of a [[Sector Command|sector command]] headquarters creates a sector with the colony as the sector capital. Higher levels of sector command headquarters increase the radius of the sector.
*[[Add-on Software]]
+
* '''[[Military Academy:''' The size of the colony’s military academy. Each level of an academy produces five commanders and 1000 crewmen per year, with the crewmen having 100 grade points. Changes to a empire’s Training Level (see the Empire window) will reduce the number of crewmen produced but increase their starting grade points.
*[[List of software categories]]
+
* '''Deep Space Tracking Station (DSTS):''' DSTS provide EM and Thermal sensor capability for a colony. The first DSTS has a sensor strength equal to the racial Planetary Sensor Strength. Each additional DSTS adds 25% to the colony’s sensor strength.
*[[Operating system]]
+
* '''Maintenance Facility:''' A maintenance facility is able to maintain ships of a certain size in orbit. Each level of maintenance facility increases that size by 200 tons, so a Level 20 Maintenance Facility could handle ships of up to 4000 tons. If a ship of the maximum size or less is in orbit, it does not suffer maintenance failures and therefore does not use up spares.
*[[Software design]]
+
* '''Mass Driver Capacity:''' The tonnage of minerals that this population can launch per year. A single mass driver is sufficient to catch any amount of minerals.
*[[Software developer]]
+
* '''Shipyards/Slipways:''' Shipyards give the colony the ability to construct ships (see the Manage Shipyards tab). Their annual construction rate is based on the racial Shipbuilding Rate (see Research) and modified by Shipbuilding bonuses provided by the planetary and sector governors. Each shipyard requires population in the manufacturing sector to support it based on a formula of:''' Number of Slipways x Capacity x 0.0001
*[[Software release life cycle]]
+
* '''Construction Factories:''' Construction Factories (CF) are used to build all other planetary installations, such as shipyards, mines, all factory types, fighter bases, etc. Their annual rate of construction is based on the racial Construction Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each CF requires 50,000 supporting population.
*[[Website]]
+
* '''Ordnance Factories (v4.8):''' Ordnance Factories (OF) are used to build missiles. Their annual rate of construction is based on the racial Ordnance Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each OF requires 50,000 supporting population.
 +
* '''Fighter Factories (v4.8):''' Fighter Factories (FF) are used to construct all fighter types. Their annual construction rate is based on the racial Fighter Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. As with other factories, they require 50,000 population to support them.
 +
* '''Fuel Refineries:''' Fuel Refineries convert mined Sorium into fuel for spacecraft. Each ton of Sorium produces 2000 litres of fuel. Their annual rate of production in terms of tons of Sorium processed is based on the racial Fuel Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each Refinery requires supporting 50,000 population.
 +
* '''Mines:''' Mines extract Trans-Newtonian minerals from the core of the planet or moon on which the colony is based. Each mine extracts every available mineral at a annual rate based on the racial Mining Production Rate and modified by the accessibility of each mineral and the Mining Bonuses provided by the planetary and sector governors. Each mine requires 50,000 supporting population.
 +
* '''Automated Mines:''' Automated Mines function exactly like the mines except they do not require a supporting population. This makes them ideal for hostile worlds or small moons and asteroids that do not have enough gravity to support a population.
 +
* '''Terraforming Facilities (TF):''' [[Terraforming]] Facilities are used to change the composition of gases in the atmosphere. Each TF can add or remove an amount of gas equal to the racial Terraforming Rate, modified by the Terraforming bonuses of the planetary and sector governors.
 +
* '''Research Labs. The total number of Research Points (RP) produced by a colony is equal to the number of Research Labs multiplied by the racial Research Rate, modified by the Research bonuses provided by the planetary and sector governors. Each Research Lab require one million supporting population. See the Research tab for details on Research Projects
 +
* '''Ground Force Training Facilities (GFTF). Each GFTF can train one [[Ground Units|ground unit]]. Every GFTF produces 100 training points per year
 +
-->
 +
* '''Sector Command HQ:''' Construction of a [[Sector Command|sector command]] headquarters creates a sector with the colony as the sector capital. Higher levels of sector command headquarters increase the radius of the sector.
 +
* '''[[Military Academy:''' The size of the colony’s military academy. Each level of an academy produces five commanders and 1000 crewmen per year, with the crewmen having 100 grade points. Changes to a empire’s Training Level (see the Empire window) will reduce the number of crewmen produced but increase their starting grade points.
 +
* '''Deep Space Tracking Station (DSTS):''' DSTS provide EM and Thermal sensor capability for a colony. The first DSTS has a sensor strength equal to the racial Planetary Sensor Strength. Each additional DSTS adds 25% to the colony’s sensor strength.
 +
* '''Maintenance Facility:''' A maintenance facility is able to maintain ships of a certain size in orbit. Each level of maintenance facility increases that size by 200 tons, so a Level 20 Maintenance Facility could handle ships of up to 4000 tons. If a ship of the maximum size or less is in orbit, it does not suffer maintenance failures and therefore does not use up spares.
 +
* '''Mass Driver Capacity:''' The tonnage of minerals that this population can launch per year. A single mass driver is sufficient to catch any amount of minerals.
 +
* '''Shipyards/Slipways:''' Shipyards give the colony the ability to construct ships (see the Manage Shipyards tab). Their annual construction rate is based on the racial Shipbuilding Rate (see Research) and modified by Shipbuilding bonuses provided by the planetary and sector governors. Each shipyard requires population in the manufacturing sector to support it based on a formula of:''' Number of Slipways x Capacity x 0.0001
 +
* '''Construction Factories:''' Construction Factories (CF) are used to build all other planetary installations, such as shipyards, mines, all factory types, fighter bases, etc. Their annual rate of construction is based on the racial Construction Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each CF requires 50,000 supporting population.
 +
* '''Ordnance Factories (v4.8):''' Ordnance Factories (OF) are used to build missiles. Their annual rate of construction is based on the racial Ordnance Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each OF requires 50,000 supporting population.
 +
* '''Fighter Factories (v4.8):''' Fighter Factories (FF) are used to construct all fighter types. Their annual construction rate is based on the racial Fighter Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. As with other factories, they

Latest revision as of 19:37, 17 February 2016

HI, I am Mor. I am not a native English speaker, I know my edits will be mercilessly edited by highly respectable and valued members of the community grammar Nazis ;) Also feel free to drop me a message if you think that I can help in anyway.

When making many maintenance edits, I try to mark them minor edits so you can hide them in recent changes by clicking "hide minor"

top

xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx


xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx


Stuff

My sandbox, projects, quick notes and general mess. Please ignore for the sake of your sanity.

  • 403 Shenanigans are fixed. Reverted most obvious issues. Find rest.
  • go over the changelogs, for each change add link to main article and make sure that all the details are covered there.
  • Update links to Fast_OB and delete Fast_OOB.


  • Stealth <-- cloaking and Thermal reduction tech + ship speed.


Designed Systems

The systems listed here are player designed.

  • Engines - There are two different types of propulsion system. Jump drives are used for instantaneous interstellar travel between systems; Sub-light engines are used to travel interplanetary distances, these can be used on ships and missiles.
  • Sensor arrays offer data on the environment surrounding a ship or a missile. Active Sensors can scan for targets, and are needed for target acquisition. Passive EM and Thermal sensors observe surrounding space.
  • Beam Fire Control
  • Lasers
  • Gauss Cannon
  • High Power Microwave
  • Meson Cannon
  • Particle Beam
  • Plasma Carronade
  • CIWS
  • Shields Shields - Absorption Shields - Standard
  • Cloaking Device
  • Jump Engines



All advanced topics on naval combat.


Naval organization. [5].

Organization

Category:AuroraWiki
Category:Content
  • Category:Interface - reference articles, that covers the game screens and user interface elements, at least in brief.
  • Category:Tutorial - tutorials...- add description linked from main. Adapt steves tutorials that were copy&pasted from the forum.
  • Category:Development -changelogs


Sorting\Checking

TBA ?
Misc
player content space or delete

Installation backup

moved from Population_and_Production, leftover from from 'Chapter 3: Population' Tutorial. Backup until I can check its deciminated in the individual pages.

  • Sector Command HQ: Construction of a sector command headquarters creates a sector with the colony as the sector capital. Higher levels of sector command headquarters increase the radius of the sector.
  • [[Military Academy: The size of the colony’s military academy. Each level of an academy produces five commanders and 1000 crewmen per year, with the crewmen having 100 grade points. Changes to a empire’s Training Level (see the Empire window) will reduce the number of crewmen produced but increase their starting grade points.
  • Deep Space Tracking Station (DSTS): DSTS provide EM and Thermal sensor capability for a colony. The first DSTS has a sensor strength equal to the racial Planetary Sensor Strength. Each additional DSTS adds 25% to the colony’s sensor strength.
  • Maintenance Facility: A maintenance facility is able to maintain ships of a certain size in orbit. Each level of maintenance facility increases that size by 200 tons, so a Level 20 Maintenance Facility could handle ships of up to 4000 tons. If a ship of the maximum size or less is in orbit, it does not suffer maintenance failures and therefore does not use up spares.
  • Mass Driver Capacity: The tonnage of minerals that this population can launch per year. A single mass driver is sufficient to catch any amount of minerals.
  • Shipyards/Slipways: Shipyards give the colony the ability to construct ships (see the Manage Shipyards tab). Their annual construction rate is based on the racial Shipbuilding Rate (see Research) and modified by Shipbuilding bonuses provided by the planetary and sector governors. Each shipyard requires population in the manufacturing sector to support it based on a formula of: Number of Slipways x Capacity x 0.0001
  • Construction Factories: Construction Factories (CF) are used to build all other planetary installations, such as shipyards, mines, all factory types, fighter bases, etc. Their annual rate of construction is based on the racial Construction Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each CF requires 50,000 supporting population.
  • Ordnance Factories (v4.8): Ordnance Factories (OF) are used to build missiles. Their annual rate of construction is based on the racial Ordnance Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each OF requires 50,000 supporting population.
  • Fighter Factories (v4.8): Fighter Factories (FF) are used to construct all fighter types. Their annual construction rate is based on the racial Fighter Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. As with other factories, they require 50,000 population to support them.
  • Fuel Refineries: Fuel Refineries convert mined Sorium into fuel for spacecraft. Each ton of Sorium produces 2000 litres of fuel. Their annual rate of production in terms of tons of Sorium processed is based on the racial Fuel Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each Refinery requires supporting 50,000 population.
  • Mines: Mines extract Trans-Newtonian minerals from the core of the planet or moon on which the colony is based. Each mine extracts every available mineral at a annual rate based on the racial Mining Production Rate and modified by the accessibility of each mineral and the Mining Bonuses provided by the planetary and sector governors. Each mine requires 50,000 supporting population.
  • Automated Mines: Automated Mines function exactly like the mines except they do not require a supporting population. This makes them ideal for hostile worlds or small moons and asteroids that do not have enough gravity to support a population.
  • Terraforming Facilities (TF): Terraforming Facilities are used to change the composition of gases in the atmosphere. Each TF can add or remove an amount of gas equal to the racial Terraforming Rate, modified by the Terraforming bonuses of the planetary and sector governors.
  • Research Labs. The total number of Research Points (RP) produced by a colony is equal to the number of Research Labs multiplied by the racial Research Rate, modified by the Research bonuses provided by the planetary and sector governors. Each Research Lab require one million supporting population. See the Research tab for details on Research Projects
  • Ground Force Training Facilities (GFTF). Each GFTF can train one ground unit. Every GFTF produces 100 training points per year

-->

  • Sector Command HQ: Construction of a sector command headquarters creates a sector with the colony as the sector capital. Higher levels of sector command headquarters increase the radius of the sector.
  • [[Military Academy: The size of the colony’s military academy. Each level of an academy produces five commanders and 1000 crewmen per year, with the crewmen having 100 grade points. Changes to a empire’s Training Level (see the Empire window) will reduce the number of crewmen produced but increase their starting grade points.
  • Deep Space Tracking Station (DSTS): DSTS provide EM and Thermal sensor capability for a colony. The first DSTS has a sensor strength equal to the racial Planetary Sensor Strength. Each additional DSTS adds 25% to the colony’s sensor strength.
  • Maintenance Facility: A maintenance facility is able to maintain ships of a certain size in orbit. Each level of maintenance facility increases that size by 200 tons, so a Level 20 Maintenance Facility could handle ships of up to 4000 tons. If a ship of the maximum size or less is in orbit, it does not suffer maintenance failures and therefore does not use up spares.
  • Mass Driver Capacity: The tonnage of minerals that this population can launch per year. A single mass driver is sufficient to catch any amount of minerals.
  • Shipyards/Slipways: Shipyards give the colony the ability to construct ships (see the Manage Shipyards tab). Their annual construction rate is based on the racial Shipbuilding Rate (see Research) and modified by Shipbuilding bonuses provided by the planetary and sector governors. Each shipyard requires population in the manufacturing sector to support it based on a formula of: Number of Slipways x Capacity x 0.0001
  • Construction Factories: Construction Factories (CF) are used to build all other planetary installations, such as shipyards, mines, all factory types, fighter bases, etc. Their annual rate of construction is based on the racial Construction Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each CF requires 50,000 supporting population.
  • Ordnance Factories (v4.8): Ordnance Factories (OF) are used to build missiles. Their annual rate of construction is based on the racial Ordnance Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each OF requires 50,000 supporting population.
  • Fighter Factories (v4.8): Fighter Factories (FF) are used to construct all fighter types. Their annual construction rate is based on the racial Fighter Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. As with other factories, they