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
 
(21 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=
 
  
* Check Designed Systems - [[Template:Designed_Systems]]
+
{| style="width: 100%; background-color: #eeeeee; border: 1px solid #999; font-size: 95%; clear: both;"
 +
| || xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx
 +
|}
  
=Organization=
 
  
Current
+
==Stuff==
 +
My sandbox, projects, quick notes and general mess. Please ignore for the sake of your sanity.
  
;[[:Content]]
+
* 403 Shenanigans are fixed. Reverted most obvious issues. Find rest.
* [[:Category:Interface]]
+
* go over the changelogs, for each change add link to main article and make sure that all the details are covered there. 
* [[:Category:Tutorial]]
+
* Update links to [[Fast_OB]] and delete [[Fast_OOB]].
  
* [[:Category:Core_Concepts]]
+
----
* [[:Category:Components]]
 
* [[:Category:Designed Systems]]
 
* [[:Category:Installations]]
 
* [[:Category:Ship_Examples]]
 
 
 
* [[:Category:Development]]
 
  
;[[:Category:Media]]
+
* [[Colony]] need info on economy/production.
* [[:Category:Menu Bar Icons]]
+
* [[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]
  
;[[:Category:Templates]]
+
* Fucking [[Terraforming]] and [[Basic Ship Creation]]
* [[Template:Delete]]
 
  
 +
* [[armor]] double check.
  
= 1111 =
+
----
== Interface ==
 
  
[[:Category:Interface]]
+
* [[jump point]], [[interstellar travel]] some overlap.
* [[Hotkeys]]
+
** 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]
  
; F2  - Economics/Population and Production:
+
* [[Stealth]] <-- cloaking and Thermal reduction tech + ship speed.
* [[Population and Production]] latest and most comprehensive(?), but incomplete.
 
* [[Population]] covers summary tab only
 
* [[Economics]] covers Mining and Maintenance tabs only
 
* [[Teams]] from the Teams/Academy tab
 
  
; F3 - System Map
+
* [[NPR]] more mechanics; [[Ancient races]] add 'non-NPR computer opponents' per steve.
; F11- Galactic Map
+
* [[Species]] ??? [[Genetic Modification]]
* [[Galactic Map]] - stub
 
* [[System Map]], [[System Map - Complete Reference]]
 
  
; F4 - Commanders/Leaders/Officers (make your mind)
+
* [[technology]] [[List of Research Costs]]  - no idea how to proceed.
* [[Leaders]] - covers the topic.
+
* [[Diplomacy Rules]] delete ?
 +
* [[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]
  
 +
----
  
* F5 - Class Design
+
* [[Components]], [[Core components]], [[Other Components]], [[Aurora_Player_Designed_Systems]], [[:Category:Designed_Systems]]
* F6 - Ships
+
** 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.
* F7 - Fighter Squadrons
+
** To big of undertaking atm.
* F9 - System Information
 
* F12- Task Groups
 
* Ctrl+F - Intelligence / Diplomacy or Intelligence / Foreign Relations:
 
*...
 
  
== Manual\Guides\whatever ==
 
; Getting Started
 
* [[Download & Install]]
 
* [[FAQ]]
 
* [[Glossary]]
 
  
; Getting Started - New Game
+
;Designed Systems
* [[Aurora Tutorial]] - New Game \ World generation
+
The systems listed here are player designed.
** [[Create a custom race]]
 
** [[Government Types]]
 
** [[Main Empire Theme]]
 
  
; Tutorial
+
* '''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.
* [[Quickstart for Beginners]]
 
* [[Tips for beginners]]
 
  
* [[Advanced Warship Tutorial]]
+
* [[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.
* [[Basic Beam Warship Tutorial]]
 
* [[Basic Sequence of Play]]
 
* [[Basic Ship Creation]]
 
* [[Fleet Operations for Beginners]]
 
* [[Time, Turns and Interrupts]]
 
  
* [[Fast OOB]] - Creating starting fleets (4.77)
+
* [[Power Plants]]  
* [[Video Tutorials]]
 
  
;Misc
+
* [[Missiles]] - [[Missile Fire Control]], [[[Missile Launchers]], [[[Magazine]]
* [[SpaceMaster Mode]]
 
* [[Game Slowdown]]
 
* [[Aurora Screens]]
 
  
* [[Modding]]
+
* [[Beam Overview|Beam weapons]] -
* [[Modding/themes]]
 
  
== Manual\Guides\whatever 2 ==
+
*Beam Fire Control
* [[Leaders]]
+
*Lasers
* [[Research]], also [[List of Research Costs]]
+
*Gauss Cannon
* [[Colonization for Beginners]]
+
*High Power Microwave
* [[Diplomacy]], also [[Diplomacy Rules]]
+
*Meson Cannon
* [[Espionage]]
+
*Particle Beam
 +
*Plasma Carronade
  
===Economics===
+
*CIWS
;Related to colonies 
 
* [[Installations]]
 
  
* [[Mining]]
+
*[[Shields]] Shields - Absorption Shields - Standard
** [[Mineral Accessibility]]
+
*Cloaking Device
** [[Mineral Generation]]
+
*Jump Engines
** [[Mineral Shortages]]
 
** [[Asteroid mining]]
 
  
* [[Colony cost]]
 
* [[Infrastructure]]
 
* [[Terraforming]]
 
* [[Genetic Modification]]
 
* [[Political Status]]
 
* [[Unrest]]
 
  
;Trade and Transport
+
* [[installations]] could use some polish and standardization.
* [[Trade System]]  
 
* [[Trade System (v4.x)]]
 
  
* [[Civilian contracts]]
+
* [[Commercial_Shipyard_Complex]], [[Shipyards]] and [[Shipyards_and_Shipbuilding]] - one must go. Wait after 403, can't edit the last.
* [[Commercial Shipping]]
+
** [[Shipyards_and_Shipbuilding]] is a tutorial, [[Commercial_Shipyard_Complex]] is a component, so  [[Shipyards]] should be reworked into ??
* [[Civilian mining complex]] ?
 
  
===Forces===
+
----
[[Ships]] - need overview of ships not links to campigns.
+
All advanced topics on naval combat.
 +
* [[ship]]s and [[fleet]]s add overview.
  
:Basic ship concepts?
+
* [[Fire Controls]], [[ECM]], [[ECCM]] ?
* [[Core components]]/[[Other components]] - Why it can't be covered on one page?
 
  
 
* [[Armour and Shields]]  (linked [[Armor]],[[Shields]])
 
* [[Armour and Shields]]  (linked [[Armor]],[[Shields]])
Line 137: Line 99:
 
** [[Missiles]] - Missiles, Drones and Buoys
 
** [[Missiles]] - Missiles, Drones and Buoys
 
** [[Point Defense]]
 
** [[Point Defense]]
* [[Sensors]]    (linked [[Active Sensors/Fire Control]], [[Geological Survey Sensors]], [[Gravitational Survey Sensors]])
 
* [[Cloaking]]    (linked [[Cloaking Device]])
 
  
;Operations
+
* [[Combat Overview]] - an overview, [[Ship Combat]] - the UI - flip/rename?
* [[Ship Maintenance]]
+
 
 +
* [[Ship Maintenance]] - will change in 7.2
 
** [[Ship Maintenance Details]]
 
** [[Ship Maintenance Details]]
* [[Ship repair]]
+
 
 
* [[Refueling]]
 
* [[Refueling]]
 
;Combat
 
* [[Combat Overview]]
 
* [[Carrier]]
 
* [[Fleet Training]]
 
* [[Ship Combat]]
 
 
* [[Task Group Initiative]]
 
* [[Task Group Initiative]]
 
* [[Ramming]]
 
* [[Ramming]]
  
;other
 
* [[Planetary Defence Centre]]
 
* [[Ground Units]]
 
  
=Sorting\Checking=
+
Naval organization. [http://aurora2.pentarch.org/index.php?topic=7826.0].
* Long list of examples.
+
* [[:File:Task force.png]], [[:File:Taskgroups-naval.png]]
 +
 
 +
==Organization==
 +
 
 +
;[[:Category:AuroraWiki]]
 +
* [[AuroraWiki:Templates]] - update documentation.
  
* [[Active Sensor Design]]
+
;[[:Category:Content]]
* [[Aurora Player Designed Systems]]
+
* [[:Category:Interface]] - reference articles, that covers the game screens and user interface elements, at least in brief.
* [[Beam Ships]]
+
* [[:Category:Tutorial]] - tutorials...- add description linked from main. Adapt steves tutorials that were copy&pasted from the forum.
* [[Box Launchers]]
+
* [[:Category:Development]] -changelogs
* [[Conditional Orders]]
 
* [[EM Detection Sensors]]
 
* [[Escorts]]
 
* [[Fast Attack Craft]]
 
* [[Fighters]]
 
* [[Fire Controls]]
 
  
* [[Missile-armed Escorts]]
+
* [[:Category:Components]] \ [[:Category:Designed Systems]] - List of components
* [[Missile Launchers]]
+
* [[:Category:Installations]] - List of installations.
* [[Missile series]]
 
* [[Shock Damage]]
 
* [[Non Player Race]]
 
* [[Turrets]]
 
  
== Misc ==
 
  
* [[Shipyards]]
+
* [[:Category:Core_Concepts]]
* [[Salvage]]
+
* [[:Category:Ship_Examples]]
* [[Disassemble]]
+
* ???
* [[Supply]]
 
* [[Survey]]
 
** [[Gravitational Survey]]
 
* [[Research Project]]
 
  
;Concepts
+
==Sorting\Checking==
* [[Interstellar travel]]
 
* [[Trans Newtonian Elements]]
 
  
;Starmaps objects - missing
+
* [[EM Detection Sensors]]
* [[Black Holes]]
+
* [[Missile series]]
* [[Comet]]
+
* [[Shock Damage]]
* [[Nebulae]]
+
* [[Sector]]s
* [[Jump Gate]]
 
* [[Jump points]]
 
* [[Lagrange Point]]
 
* [[Ruins]] ?
 
  
 
; TBA ?
 
; TBA ?
 
* [[Transponders]]
 
* [[Transponders]]
 
* [[Tectonics]]
 
* [[Tectonics]]
 +
* [[Conditional Orders]]
  
==Reminder==
+
;Misc
 +
* [[Modding]]
 +
* [[Modding/themes]]
 +
* [[Supply]]
 +
* [[Research Project]]
  
;Site
 
* [[Template repository]]  - rename
 
 
* [[Tempate:Ship Examples]]
 
* [[Tempate:Ship Examples]]
* [[Transclusion]]
+
* Long list of examples.
* [[MediaWiki]]
+
* Garbage stuff.
* [[Mediawiki.common.css]]
 
* [[Monobook.css]]
 
* [[Mw:Manual:$wgServer]]
 
  
;No idea
+
; player content space or delete 
 
* [[New Earth Campaign]]
 
* [[New Earth Campaign]]
 
* [[Terran Commonwealth]]
 
* [[Terran Commonwealth]]
 
* [[Terran Federation (Erik)]]
 
* [[Terran Federation (Erik)]]
* [[Mailing lists/GmaneRow]]
 
* [[Mailing lists/ListRow]]
 
 
;Don't Care
 
* [[Add-on Software]]
 
* [[List of software categories]]
 
* [[Operating system]]
 
* [[Software design]]
 
* [[Software developer]]
 
* [[Software release life cycle]]
 
* [[Website]]
 
 
 
= OK =
 
== Components ==
 
* [[Core components]]
 
* [[Other components]]
 
 
Not sure why separate pages for core and other .
 
 
{{Template:Components}}
 
 
;Basic Systems
 
* [[Bridge]]
 
* [[Crew Quarters]]
 
* [[Engineering Sections]]
 
* [[Fuel Storage]]
 
* [[Maintenance Storage Bay]]
 
 
;Power and Propulsion
 
* [[Engine]]
 
* [[Jump drive]]
 
* [[Power Plants]]
 
 
;[[Sensors]]
 
* Active Sensors [[Active Sensors/Fire Control]]
 
* [[Geological Survey Sensors]]
 
* [[Gravitational Survey Sensors]]
 
* [[EM Sensor]]
 
* [[Thermal Sensors]]
 
 
;Energy Weapons
 
* [[Lasers]]
 
* [[Mesons]]
 
* [[High-Powered Microwave]]
 
* [[Particle Beams]]
 
* [[Plasma Carronade]]
 
 
;Missiles/Kinetic Weapons
 
* [[Missile Launcher]]
 
* [[Magazine]]
 
* [[Railguns]]
 
* [[Gauss Cannons]]
 
* [[CIWS]]
 
 
;Fire Control
 
* [[Beam Fire Control]]
 
*Missile Fire Control - [[Active Sensors/Fire Control]]
 
 
;Defensive Systems
 
* [[Armor]]
 
* [[Shields]]
 
* [[Cloaking Device]]
 
* [[Damage Control]]
 
 
;Ground Combat
 
* [[Combat Drop Module]]
 
* [[Troop Transport Bay]]
 
* [[PDC Barracks]]
 
 
;Transport and Industry
 
* [[Cargo Handling System]]
 
* [[Cargo Hold]]
 
* [[Cryogenic Transport]]
 
* [[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]]
 
 
 
==Development ==
 
* [[:Category:Development]]
 
Too many, what is convention here?
 
 
* [[5.50:Release Notes]]
 
* [[6.00:Release Notes]]
 
* [[6.0:Release Notes]]
 
* [[6.40:Release Notes]]
 
* [[6.4:Release Notes]]
 
* [[6.4X:Release Notes]]
 
 
* [[Version 5.50]]
 
* [[Version 6.0]]
 
* [[Version 6.4]]
 
* [[Version 6.42]]
 
* [[Version History]]
 
 
 
=Info dump=
 
 
==Races and  alien incursions==
 
 
Player, [[Non Player Race]]. Trans-Newtonian Empire and a Conventional Empire.
 
You turn off all alien incursions during game creation
 
 
;Precursors
 
The Precursors are an ancient robotic race that dominated the galaxy until they were defeated by the [[#Invaders|Invaders]]. Since then, they have fallen into decay and all that remains are few isolated groups of robotic ships that guard the ruins of defeated foes waiting for new instructions that never arrive. Their mission is simply to eliminate all non-Precursor life.
 
  
Precursors robotic ships guard some of the alien [[ruins]] and occasionally random encounters with small Precursor ships maybe created in non-ruin system. They have no real populations, although they may have small listening posts and weapon caches in the system. Although few in number and they don't have any survey ships for exploration, they are likely to be higher tech than your own Empire at game start and any starting NPRs. You will need to overwhelm, outsmart or simply avoid them until you are ready. Leave this selected as Precursors provide valuable combat experience. Rather than a complete Empire similar to your own (which is what NPRs will be).
+
==Installation backup==
  
;Invaders
+
moved from Population_and_Production, leftover from from 'Chapter 3: Population' Tutorial. Backup until I can check its deciminated in the individual pages.  
The Invaders are an ancient extra-galactic race that defeated the Precursors civilization during their last invasion. They are always hostile, very high tech and extremely dangerous. For a starting game, its best to disable them so leave that box unchecked.
 
Also beware Invaders tend to explore a lot, causing the game to become [[Game Slowdown|slower]].
 
  
;Star Swarm
+
* '''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.
An species of living ships that reproduce in space. Individually they are weak, but can be very dangerous in numbers.
+
* '''[[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 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