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Difference between revisions of "User:Mor"

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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 source of the annoying Forbidden errors. poorly configured anti-spam bot?! maybe the regex one as it sometimes go down to removing a single word to pass a change.
 
  
* [[Components]], [[Core components]], [[Other Components]], [[Aurora_Player_Designed_Systems]], [[:Category:Designed_Systems]]
+
{| style="width: 100%; background-color: #eeeeee; border: 1px solid #999; font-size: 95%; clear: both;"
** Need a list of all components and designed components - wait for 7.1
+
| || xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx
** Make sense of the current system, and possible merging.
+
|}
  
* Colonies article - to cover\link-to all aspects of planetary exploration.
 
* Systems? article - types of system, bodies ...
 
* ships or fleets -  from basic ship components, management, roles..
 
  
=Organization=
+
==Stuff==
 +
My sandbox, projects, quick notes and general mess. Please ignore for the sake of your sanity.
  
Current
+
* 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]].
  
;[[:Category:Content]]
+
----
* [[:Category:Interface]]
 
* [[:Category:Tutorial]]
 
  
* [[:Category:Core_Concepts]]
+
* [[Colony]] need info on economy/production.
* [[:Category:Components]]
+
* [[Galaxy]] need more technical info and links to related topics.
* [[:Category:Designed Systems]]
+
* [[Ground_combat]] planetary assault\defense need to be reworked.
* [[:Category:Installations]]
+
* [[Trade System]] hard to follow, rework to cover all economical aspects?
* [[:Category:Ship_Examples]]
+
** [http://aurora2.pentarch.org/index.php?topic=1342.msg11146#msg11146 wealth formula]
  
* [[:Category:Development]]
+
* Fucking [[Terraforming]] and [[Basic Ship Creation]]
  
;[[:Category:Media]]
+
* [[armor]] double check.
* [[:Category:Menu Bar Icons]]
 
  
;[[:Category:Templates]]
+
----
* maintenance
 
** [[Template:Delete]]
 
** [[Template:stub]]
 
* [[:Category:Navigation_templates]]
 
* [[:Category:Infobox_templates]]
 
  
= 1111 =
+
* [[jump point]], [[interstellar travel]] some overlap.
== Interface ==
+
** 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]
  
[[Game interface]], [[:Category:Interface]]
+
* [[Stealth]] <-- cloaking and Thermal reduction tech + ship speed.
  
* [[Hotkeys]]
+
* [[NPR]] more mechanics; [[Ancient races]] add 'non-NPR computer opponents' per steve.
* [[New game]]  
+
* [[Species]] ??? [[Genetic Modification]]
  
; F2 - Economics/Population and Production:
+
* [[technology]] [[List of Research Costs]] - no idea how to proceed.
* [[Population and Production]] latest and most comprehensive(?), but incomplete.
+
* [[Diplomacy Rules]] delete ?
* [[Population]] covers summary tab only
+
* [[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]
* [[Economics]] covers Mining and Maintenance tabs only
 
  
; F3 - System Map
+
----
; F11- Galactic Map
 
* [[Galactic Map]] - stub
 
* [[System Map]],
 
  
 +
* [[Components]], [[Core components]], [[Other Components]], [[Aurora_Player_Designed_Systems]], [[:Category:Designed_Systems]]
 +
** 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.
 +
** To big of undertaking atm.
  
== Manual\Guides\whatever ==
 
; Getting Started
 
* [[Download & Install]]  - Download\install\requirements\[[Add-on Software]]
 
* [[FAQ]]
 
* [[Glossary]]
 
 
; Getting Started - New Game
 
* [[Quickstart for Beginners]]/[[New game]]
 
** [[Create a custom race]]
 
** [[Government Types]]
 
** [[Main Empire Theme]]
 
 
; Tutorial
 
* [[Quickstart for Beginners]]
 
* [[Tips for beginners]]
 
 
* [[Basics of the System Map]]
 
* [[Colonization for Beginners]]
 
 
* [[Advanced Warship Tutorial]]
 
* [[Basic Beam Warship Tutorial]]
 
* [[Basic Sequence of Play]]
 
* [[Basic Ship Creation]]
 
* [[Fleet Operations for Beginners]]
 
 
* [[Fast OOB]] - Creating starting fleets (4.77)
 
* [[Video Tutorials]]
 
 
;Misc
 
* [[SpaceMaster Mode]]
 
* [[Game Slowdown]]
 
* [[Aurora Screens]]
 
 
* [[Modding]]
 
* [[Modding/themes]]
 
  
== Manual\Guides\whatever 2 ==
+
;Designed Systems
 +
The systems listed here are player designed.
  
* [[Leaders]]
+
* '''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.
* [[Teams]]
 
* [[Time, Turns and Interrupts]]
 
  
* [[Research]], also [[List of Research Costs]]
+
* [[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.
  
* [[Diplomacy]], also [[Diplomacy Rules]]
+
* [[Power Plants]]  
* [[Espionage]]
 
  
* [[Computer Opponents]] NPR and "aliens".
+
* [[Missiles]] - [[Missile Fire Control]], [[[Missile Launchers]], [[[Magazine]]
  
* [[Survey]]
+
* [[Beam Overview|Beam weapons]] -
  
;Concepts
+
*Beam Fire Control
* [[Interstellar travel]]
+
*Lasers
* [[Trans Newtonian Elements]]
+
*Gauss Cannon
 +
*High Power Microwave
 +
*Meson Cannon
 +
*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 151: 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]]
  
* [[Active Sensor Design]]
+
==Organization==
* [[Aurora Player Designed Systems]]
 
* [[Box Launchers]]
 
* [[EM Detection Sensors]]
 
* [[Fast Attack Craft]]
 
* [[Fighters]]
 
* [[Fire Controls]]
 
  
* [[Missile Launchers]]
+
;[[:Category:AuroraWiki]]
* [[Missile series]]
+
* [[AuroraWiki:Templates]] - update documentation.
* [[Shock Damage]]
 
* [[Turrets]]
 
  
== Misc ==
+
;[[: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
  
* [[Shipyards]]
+
* [[:Category:Components]] \ [[:Category:Designed Systems]] - List of components
* [[Salvage]]
+
* [[:Category:Installations]] - List of installations.
* [[Disassemble]]
 
* [[Supply]]
 
  
* [[Research Project]]
 
  
Star systems
+
* [[:Category:Core_Concepts]]
* Multi-star systems (1-4) and RL-systems
+
* [[:Category:Ship_Examples]]
* [[Black Holes]] systems
+
* ???
* [[Nebulae]] systems
 
  
Solar Bodies
+
==Sorting\Checking==
* Planets\moons.
 
* Asteroid\[[Comet]]
 
* [[Jump points]]
 
* [[Lagrange Point]]
 
  
* [[Jump Gate]]
+
* [[EM Detection Sensors]]
* [[Ruins]] ?
+
* [[Missile series]]
 +
* [[Shock Damage]]
 +
* [[Sector]]s
  
 
; TBA ?
 
; TBA ?
Line 216: Line 143:
 
* [[Conditional Orders]]
 
* [[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 
* Garbage stuff.
 
 
* [[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
 
* [[List of software categories]]
 
* [[Operating system]]
 
* [[Software design]]
 
* [[Software developer]]
 
* [[Software release life cycle]]
 
* [[Website]]
 
 
= OK =
 
== Components ==
 
[[:Category:Components]] \ [[Core components]] \ [[Other components]]. Not sure why separate pages for core and other - not enough content.
 
  
{{Template:Components}}
+
==Installation backup==
  
==[[Installations]]==
+
moved from Population_and_Production, leftover from from 'Chapter 3: Population' Tutorial. Backup until I can check its deciminated in the individual pages.
  
{{Template:Installations}}
+
* '''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 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