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	<id>http://www.aurora4x.net/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=71.8.63.94</id>
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	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1018</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1018"/>
		<updated>2026-05-29T21:30:40Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: changed &amp;quot;Fuel Refining&amp;quot; to &amp;quot;Fuel&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Construction Factory]] • [[Maintenance Facility]] • [[Shipyards]] • [[Railguns]]&lt;br /&gt;
| Heavy industrial mineral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Direct fire weapons (excluding Gauss) require power plants; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]]&lt;br /&gt;
| Critical mineral: required for mines and energy weapons (other than railguns). Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| Every [[Engine]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1017</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1017"/>
		<updated>2026-05-29T21:28:01Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: removed Research Facility from uridium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Construction Factory]] • [[Maintenance Facility]] • [[Shipyards]] • [[Railguns]]&lt;br /&gt;
| Heavy industrial mineral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Direct fire weapons (excluding Gauss) require power plants; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]]&lt;br /&gt;
| Critical mineral: required for mines and energy weapons (other than railguns). Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| Every [[Engine]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1016</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1016"/>
		<updated>2026-05-29T21:27:35Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: Removed Buoys from corundium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Construction Factory]] • [[Maintenance Facility]] • [[Shipyards]] • [[Railguns]]&lt;br /&gt;
| Heavy industrial mineral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Direct fire weapons (excluding Gauss) require power plants; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[Research Facility]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]]&lt;br /&gt;
| Critical mineral: required for mines and energy weapons (other than railguns). Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| Every [[Engine]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1015</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1015"/>
		<updated>2026-05-29T21:26:32Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: Removed ECM from Uridium.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Construction Factory]] • [[Maintenance Facility]] • [[Shipyards]] • [[Railguns]]&lt;br /&gt;
| Heavy industrial mineral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Direct fire weapons (excluding Gauss) require power plants; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[Research Facility]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]] • [[Buoys]]&lt;br /&gt;
| Critical mineral: required for mines and energy weapons (other than railguns). Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| Every [[Engine]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1014</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1014"/>
		<updated>2026-05-29T21:25:52Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: Clarified corundium re: railguns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Construction Factory]] • [[Maintenance Facility]] • [[Shipyards]] • [[Railguns]]&lt;br /&gt;
| Heavy industrial mineral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Direct fire weapons (excluding Gauss) require power plants; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[ECM]] • [[Research Facility]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]] • [[Buoys]]&lt;br /&gt;
| Critical mineral: required for mines and energy weapons (other than railguns). Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| Every [[Engine]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1013</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1013"/>
		<updated>2026-05-29T21:17:31Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: Improved link to Engine page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Construction Factory]] • [[Maintenance Facility]] • [[Shipyards]] • [[Railguns]]&lt;br /&gt;
| Heavy industrial mineral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Direct fire weapons (excluding Gauss) require power plants; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[ECM]] • [[Research Facility]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]] • [[Buoys]]&lt;br /&gt;
| Critical mineral: required for both mines and energy weapons. Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| Every [[Engine]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1012</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1012"/>
		<updated>2026-05-29T21:16:14Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: Removed Fuel Harvester from sorium list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Construction Factory]] • [[Maintenance Facility]] • [[Shipyards]] • [[Railguns]]&lt;br /&gt;
| Heavy industrial mineral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Direct fire weapons (excluding Gauss) require power plants; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[ECM]] • [[Research Facility]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]] • [[Buoys]]&lt;br /&gt;
| Critical mineral: required for both mines and energy weapons. Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| [[Engines]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1011</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1011"/>
		<updated>2026-05-29T21:13:15Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: Added maint facs to neutronium list. moved railguns to end.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Construction Factory]] • [[Maintenance Facility]] • [[Shipyards]] • [[Railguns]]&lt;br /&gt;
| Heavy industrial mineral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Direct fire weapons (excluding Gauss) require power plants; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Fuel Harvester]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[ECM]] • [[Research Facility]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]] • [[Buoys]]&lt;br /&gt;
| Critical mineral: required for both mines and energy weapons. Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| [[Engines]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1010</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1010"/>
		<updated>2026-05-29T21:11:05Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: Revised to &amp;quot;Construction Factory&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Construction Factory]] • [[Railguns]] • [[Shipyards]]&lt;br /&gt;
| Heavy industrial mineral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Direct fire weapons (excluding Gauss) require power plants; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Fuel Harvester]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[ECM]] • [[Research Facility]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]] • [[Buoys]]&lt;br /&gt;
| Critical mineral: required for both mines and energy weapons. Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| [[Engines]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1009</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1009"/>
		<updated>2026-05-29T21:10:23Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: Added Construction Factories •  to neutronium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Construction Factories]] • [[Railguns]] • [[Shipyards]]&lt;br /&gt;
| Heavy industrial mineral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Direct fire weapons (excluding Gauss) require power plants; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Fuel Harvester]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[ECM]] • [[Research Facility]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]] • [[Buoys]]&lt;br /&gt;
| Critical mineral: required for both mines and energy weapons. Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| [[Engines]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1008</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1008"/>
		<updated>2026-05-29T21:09:43Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: Removed erroneous claim that neutronium is not used for armour.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Railguns]] • [[Shipyards]]&lt;br /&gt;
| Heavy industrial mineral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Direct fire weapons (excluding Gauss) require power plants; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Fuel Harvester]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[ECM]] • [[Research Facility]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]] • [[Buoys]]&lt;br /&gt;
| Critical mineral: required for both mines and energy weapons. Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| [[Engines]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1007</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1007"/>
		<updated>2026-05-29T21:08:31Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: Removed Ground Forces from neutronium list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Railguns]] • [[Shipyards]]&lt;br /&gt;
| Heavy industrial mineral; not used for armour despite the name.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Direct fire weapons (excluding Gauss) require power plants; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Fuel Harvester]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[ECM]] • [[Research Facility]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]] • [[Buoys]]&lt;br /&gt;
| Critical mineral: required for both mines and energy weapons. Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| [[Engines]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1006</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1006"/>
		<updated>2026-05-29T21:06:59Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: Removed superfluous reference to &amp;quot;Reactors&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Railguns]] • [[Shipyards]] • [[Ground Forces]]&lt;br /&gt;
| Heavy industrial mineral; not used for armour despite the name.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Direct fire weapons (excluding Gauss) require power plants; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Fuel Harvester]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[ECM]] • [[Research Facility]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]] • [[Buoys]]&lt;br /&gt;
| Critical mineral: required for both mines and energy weapons. Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| [[Engines]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1005</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1005"/>
		<updated>2026-05-29T21:05:36Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: Corrected claim about engines needing reactor power.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Railguns]] • [[Shipyards]] • [[Ground Forces]]&lt;br /&gt;
| Heavy industrial mineral; not used for armour despite the name.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Reactors]] • [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Direct fire weapons (excluding Gauss) require reactor power; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Fuel Harvester]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[ECM]] • [[Research Facility]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]] • [[Buoys]]&lt;br /&gt;
| Critical mineral: required for both mines and energy weapons. Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| [[Engines]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1004</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1004"/>
		<updated>2026-05-29T21:03:44Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: Clarified that minerals other than vendarite are needed for STOs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Railguns]] • [[Shipyards]] • [[Ground Forces]]&lt;br /&gt;
| Heavy industrial mineral; not used for armour despite the name.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Reactors]] • [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Every engine requires reactor power; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral (excluding STOs); also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Fuel Harvester]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[ECM]] • [[Research Facility]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]] • [[Buoys]]&lt;br /&gt;
| Critical mineral: required for both mines and energy weapons. Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| [[Engines]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1003</id>
		<title>Minerals</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Minerals&amp;diff=1003"/>
		<updated>2026-05-29T21:02:14Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: Added • Maintenance Supplies to Uridium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.&lt;br /&gt;
&lt;br /&gt;
Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mineral&lt;br /&gt;
! Primary Uses (links)&lt;br /&gt;
! Notes / Tips&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duranium&#039;&#039;&#039;&lt;br /&gt;
| [[Components|Ship Components]] • [[Armor|Armour]] • [[Installations]] • [[Infrastructure]] • [[Maintenance Supplies]]&lt;br /&gt;
| Backbone mineral; nearly everything consumes it. Early shortages cripple production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutronium&#039;&#039;&#039;&lt;br /&gt;
| [[Railguns]] • [[Shipyards]] • [[Ground Forces]]&lt;br /&gt;
| Heavy industrial mineral; not used for armour despite the name.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corbomite&#039;&#039;&#039;&lt;br /&gt;
| [[Shields]] • [[Armor|Advanced Armour]] • [[Sensors]] • [[Fire Controls]] • [[Cloaking]] • [[Decoys]]&lt;br /&gt;
| Required for defensive tech and CI→Financial Centre conversions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tritanium&#039;&#039;&#039;&lt;br /&gt;
| [[Missile Launcher]] • [[Magazine]] • [[Ordnance Factory]]&lt;br /&gt;
| Missile‑heavy doctrines consume large amounts; watch magazine scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boronide&#039;&#039;&#039;&lt;br /&gt;
| [[Reactors]] • [[Power Plants]] • [[Fuel Refinery]] • [[Energy Weapon Components]]&lt;br /&gt;
| Every engine requires reactor power; Boronide shortages stall fleet growth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercassium&#039;&#039;&#039;&lt;br /&gt;
| [[Research Facility]] • [[Infrastructure]] • [[Installations|Planetary Installations]]&lt;br /&gt;
| Not a sensor mineral for ships; mainly used for colony development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vendarite&#039;&#039;&#039;&lt;br /&gt;
| [[Ground Forces]] • [[CIWS]] • [[Gauss Cannons]]&lt;br /&gt;
| Only ground‑force mineral; also used in some point‑defense systems.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sorium&#039;&#039;&#039;&lt;br /&gt;
| [[Fuel Refining]] • [[Fuel Harvester]] • [[Jump Drives]]&lt;br /&gt;
| Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game.  Sorium is needed for Components, Fuel is needed for Fleets and Missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uridium&#039;&#039;&#039;&lt;br /&gt;
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[ECM]] • [[Research Facility]] • [[Maintenance Supplies]]&lt;br /&gt;
| Core sensor mineral; demand rises with tech level and fleet size.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corundium&#039;&#039;&#039;&lt;br /&gt;
| [[Mine|Mines]] • [[Lasers]] • [[Particle Beams]] • [[Mesons]] • [[Plasma Carronade]] • [[High-Powered Microwave]] • [[Buoys]]&lt;br /&gt;
| Critical mineral: required for both mines and energy weapons. Shortages are devastating.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gallicite&#039;&#039;&#039;&lt;br /&gt;
| [[Engines]] • [[Maintenance Supplies]]&lt;br /&gt;
| The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mining]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Lagrange_Point&amp;diff=995</id>
		<title>Lagrange Point</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Lagrange_Point&amp;diff=995"/>
		<updated>2026-05-18T17:41:17Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{bothversions}}&lt;br /&gt;
&#039;&#039;&#039;Lagrange Point&#039;&#039;&#039; (LP) allow for instant intra-[[system]] travel. Any ship can jump between any LP within a system, without requiring special components, nor do they suffer [[jump shock]]. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Every planet size 150 and over has a Lagrange Point sixty degrees behind it in its orbit. As the planet orbits the star, the Lagrange Point orbits with it. As some systems may have multiple large planets, they will also have multiple Lagrange Points (LP). &lt;br /&gt;
&lt;br /&gt;
These Lagrange Points can be stabilized by a ship with a stabilization module. Stabilized LPs act as mini-[[jump point]]s within their system (single or multi-star). Because jumps from LPs are to destinations within the same system, the gravitational stresses are far less than for an interstellar jump point and therefore a ship does not require a [[Jump drive]] to use LPs, nor suffer from [[Jump shock]]. Any ship can make an intra-system jump from one stabilized LP to any other stabilized LP in the same system, even one orbiting a different star within the system. When you select an LP as a movement destination, you will see a list of possible intra-system jump destinations. Ships moving within a system will automatically use LPs if it shortens the trip.&lt;br /&gt;
&lt;br /&gt;
Stabilized LPs are shown on the map simply as LP1, LP2, etc. In the [[Task Groups]] window they are shown next to the planet whose orbit they share. So you might see &#039;&#039;Jupiter Lagrange Point&#039;&#039; as a destination. When you add intra-system jump orders, the name of the planet sharing the orbit is listed. So an order may read &#039;&#039;Intra-system jump to Jupiter Lagrange Point&#039;&#039;. Because these are intra-system rather than interstellar jumps, there is no scattering on arrival.&lt;br /&gt;
&lt;br /&gt;
==Creation==&lt;br /&gt;
In [[CSharp|C#]], a player can create their own stabilised Lagrange points with ships equipped with a stabilisation module. Any planet or moon with a mass 0.25 Earth masses or larger can have a Lagrange point added. Points around smaller bodies take longer time to stabilise. &lt;br /&gt;
&lt;br /&gt;
The time in months required to stabilise a Lagrange point for a given body is equal to: &amp;lt;code&amp;gt;60 / SQRT(Planet Mass)&amp;lt;/code&amp;gt;. The production bonus of the ship commander will reduce this time.&lt;br /&gt;
&lt;br /&gt;
Some examples from the Solar System:&lt;br /&gt;
*Jupiter has a mass of 317 so it already has a stable Lagrange point.&lt;br /&gt;
*Saturn has a mass of 95 and would require six months.&lt;br /&gt;
*Uranus has a mass of 14 and would require 1.3 years.&lt;br /&gt;
*Neptune has a mass of 17 and would require 1.2 years.&lt;br /&gt;
*Earth has a mass of 1 and would require 5 years.&lt;br /&gt;
*Venus has a mass of 0.82 and would require 5.5 years.&lt;br /&gt;
&lt;br /&gt;
Mars has a mass of 0.11 and Mercury has a mass of 0.055 so they are too small.&lt;br /&gt;
&lt;br /&gt;
A new &#039;Stabilise Lagrange Point&#039; order is available for bodies where stabilisation is possible. The stabilisation ship remains at the associated body while the task is carried out. Apart from the location and different required time, this is very similar to a jump point stabilisation task.&lt;br /&gt;
&lt;br /&gt;
[http://aurora2.pentarch.org/index.php?topic=8495.msg116230#msg116230 01 Sep 2019] [http://aurora2.pentarch.org/index.php?topic=8495.msg118861#msg118861 14 Feb 2020]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* Real life [http://en.wikipedia.org/wiki/Lagrangian_point Lagrangian Point] on Wikipedia.&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Lagrange_Point&amp;diff=994</id>
		<title>Lagrange Point</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Lagrange_Point&amp;diff=994"/>
		<updated>2026-05-18T17:40:40Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{bothversions}}&lt;br /&gt;
&#039;&#039;&#039;Lagrange Point&#039;&#039;&#039; (LP) allow for instant intra-[[system]] travel. Any ship can jump between any LP within a system, without requiring special components, nor do they suffer [[jump shock]]. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Every planet size 150 and over has a Lagrange Point sixty degrees behind it in its orbit. As the planet orbits the star, the Lagrange Point orbits with it. As some systems may have multiple large planets, they will also have multiple Lagrange Points (LP). &lt;br /&gt;
&lt;br /&gt;
Stabilized LPs act as mini-[[jump point]]s within their system (single or multi-star). Because jumps from LPs are to destinations within the same system, the gravitational stresses are far less than for an interstellar jump point and therefore a ship does not require a [[Jump drive]] to use LPs, nor suffer from [[Jump shock]]. Any ship can make an intra-system jump from one stabilized LP to any other stabilized LP in the same system, even one orbiting a different star within the system. When you select an LP as a movement destination, you will see a list of possible intra-system jump destinations. Ships moving within a system will automatically use LPs if it shortens the trip.&lt;br /&gt;
&lt;br /&gt;
Stabilized LPs are shown on the map simply as LP1, LP2, etc. In the [[Task Groups]] window they are shown next to the planet whose orbit they share. So you might see &#039;&#039;Jupiter Lagrange Point&#039;&#039; as a destination. When you add intra-system jump orders, the name of the planet sharing the orbit is listed. So an order may read &#039;&#039;Intra-system jump to Jupiter Lagrange Point&#039;&#039;. Because these are intra-system rather than interstellar jumps, there is no scattering on arrival.&lt;br /&gt;
&lt;br /&gt;
==Creation==&lt;br /&gt;
In [[CSharp|C#]], a player can create their own stabilised Lagrange points with ships equipped with a stabilisation module. Any planet or moon with a mass 0.25 Earth masses or larger can have a Lagrange point added. Points around smaller bodies take longer time to stabilise. &lt;br /&gt;
&lt;br /&gt;
The time in months required to stabilise a Lagrange point for a given body is equal to: &amp;lt;code&amp;gt;60 / SQRT(Planet Mass)&amp;lt;/code&amp;gt;. The production bonus of the ship commander will reduce this time.&lt;br /&gt;
&lt;br /&gt;
Some examples from the Solar System:&lt;br /&gt;
*Jupiter has a mass of 317 so it already has a stable Lagrange point.&lt;br /&gt;
*Saturn has a mass of 95 and would require six months.&lt;br /&gt;
*Uranus has a mass of 14 and would require 1.3 years.&lt;br /&gt;
*Neptune has a mass of 17 and would require 1.2 years.&lt;br /&gt;
*Earth has a mass of 1 and would require 5 years.&lt;br /&gt;
*Venus has a mass of 0.82 and would require 5.5 years.&lt;br /&gt;
&lt;br /&gt;
Mars has a mass of 0.11 and Mercury has a mass of 0.055 so they are too small.&lt;br /&gt;
&lt;br /&gt;
A new &#039;Stabilise Lagrange Point&#039; order is available for bodies where stabilisation is possible. The stabilisation ship remains at the associated body while the task is carried out. Apart from the location and different required time, this is very similar to a jump point stabilisation task.&lt;br /&gt;
&lt;br /&gt;
[http://aurora2.pentarch.org/index.php?topic=8495.msg116230#msg116230 01 Sep 2019] [http://aurora2.pentarch.org/index.php?topic=8495.msg118861#msg118861 14 Feb 2020]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* Real life [http://en.wikipedia.org/wiki/Lagrangian_point Lagrangian Point] on Wikipedia.&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Civilian_mining_complex&amp;diff=993</id>
		<title>Civilian mining complex</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Civilian_mining_complex&amp;diff=993"/>
		<updated>2026-05-18T14:21:57Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: /* Gathering Wealth or Resources */ corrected tab for setting cmc buy/tax status&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{bothversions}}&lt;br /&gt;
A Civilian Mining Complex (&#039;&#039;CMC&#039;&#039;) is surface [[installations|facility]] built and managed by the private sector. CMC are either built as part of new Civilian Mining Colony established on mineral rich planets, moons and asteroids; or as an expansion to already existing CMC facilities. &lt;br /&gt;
&lt;br /&gt;
Each Civilian Mining Complex is equivalent to ten [[Automated Mine|automated mines]]. Each Civilian Mining Colony can have several CMCs and comes equipped with a [[Deep Space Tracking Station]], a built in [[Mass Driver]] and a small garrison. Such civilian endeavors are beneficial to your Empire, as even a small bare-bones facility will gain you access to additional raw materials and expand your sensor coverage in that area.&lt;br /&gt;
&lt;br /&gt;
==Civilian Mining Colony==&lt;br /&gt;
&lt;br /&gt;
New civilian mining colonies can be established on mineral rich planets, moons and asteroids if you don&#039;t yet have a [[colony]] on them. They are more likely to form in empires with large racial income (reflects the size of the civilian economy), and systems with large populations.&lt;br /&gt;
&lt;br /&gt;
When a mining colony is formed it comes equipped with 1-3 CMCs, a level 1 [[Deep Space Tracking Station]], and an infinite amount of [[Mass Driver]] capacity for civilian use. Where each CMC output is equivalent to 10 [[Automated Mine]]s using the Empire Mining Production ## Tons technology when it comes to determining extraction rate. Like other mines, they&#039;re also affected by the governor&#039;s Mining bonus.&lt;br /&gt;
&lt;br /&gt;
Each CMC also gets a small garrison consisting of 575 Infantry (INF+PWI), 8 Resupply Infantry (INF+LOG-S), 6 Anti Tank Team (INF+LAV), 4 Anti Air Team (INF+LAA), and 1 Infantry HQ (INF+HQ). The troops&#039; design will be created when the first CMC drops down, and new garrisons will retain the tech level of that design.&lt;br /&gt;
&lt;br /&gt;
In VB6 Aurora, a Garrison Battalion or a low-tech infantry (if the TN Garrison unit has not yet been researched) is created, named, and placed on the body upon CMC creation. &lt;br /&gt;
&lt;br /&gt;
In addition to the check for new mining colonies, all existing colonies are checked if they will be expanded current facilities by adding one extra CMC. Though new mining colonies will only be placed on an empty body, once a CMC exists the player can use it as any other colony under their control. (in VB6, another colony may be created by the player and used as a population center, mining base, military depot, etc.) This will not prevent expansion of the CMC in the future.&lt;br /&gt;
&lt;br /&gt;
When the minerals on the body a CMC is located on are all extracted, the colony will disband itself, generating an event and freeing the body for the player. If the player has placed anything on the CMC colony beforehand, however, only CMCs themselves are removed.&lt;br /&gt;
&lt;br /&gt;
In VB6 Aurora, a message will generate about the CMC shutting down. At this point, what will be left is a generic colony, possibly with some minerals stockpiled and a Garrison Battalion.  All that is left is to verify that the stockpile is empty, pick up that garrison and abandon the body.&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
&lt;br /&gt;
====C#====&lt;br /&gt;
&lt;br /&gt;
Each construction phase (5 days by default):&lt;br /&gt;
&lt;br /&gt;
# If a race has at least two colonies with population or infrastructure, that race rolls a random number from 1 to 50,000. If that random number is less than &amp;lt;code&amp;gt;Annual Wealth * (Construction Phase Seconds / Year Seconds)&amp;lt;/code&amp;gt;, a check is made for a potential new civilian mining complex. For example, for a race with 20,000 annual wealth checking during a construction cycle that is exactly five days, the number needed to pass would be 274 (20,000 * 432,000 / 31,536,000), which is 0.55%.&lt;br /&gt;
# If that check is passed, a list is made of all suitable locations for a civilian mining complex. A suitable location is a system body with at least &#039;&#039;10,000&#039;&#039; tons of Duranium or Gallicite that has an accessibility of at least 0.7. That system body must be in a system with at least one population of ten million and must be less than 80 AU (approx. 12 billion kilometers) from its parent star. If orbiting a non-primary star, that star must be within 80 AU of the primary or have an Lagrange Point within 80 AU that can link to a Lagrange Point within 80 AU of the primary.&lt;br /&gt;
# Once all suitable locations are determined, each location is given a score based on the total amount of minerals with accessibility of 0.5 or higher. Duranium scores double. The new mining complex is created at the location with the highest score. Population is not a factor beyond the ten million limit required for consideration of the parent system.&lt;br /&gt;
&lt;br /&gt;
For each existing civilian mining colony, a similar check is made in the construction phase to determine if an additional complex is added. For this check, the roll is 1-100,000.&lt;br /&gt;
&lt;br /&gt;
====VB6====&lt;br /&gt;
&lt;br /&gt;
Each [[5-day increment|production cycle]], the game will check for new mining colonies. A new Civilian Mining Colony will only generate after a number of conditions are met:[http://aurora2.pentarch.org/index.php/topic,1716.msg16335.html#msg16335]&lt;br /&gt;
&lt;br /&gt;
# First, a random number is generated between 1 and 1,000,000. That random number is compared to annual empire wealth generation.  If the random number is smaller than the annual empire wealth, the next generation step occurs. Otherwise, no new CMC will be generated that production cycle.&lt;br /&gt;
# Next step is to determine which system a body will be generated in.  Each System with more than 10m population is ranked from most population to least. The most populous system has a 50% chance to go on to the next step. If that fails, the next populous system is given a 50% chance, down the line. If all systems fail the chance, the CMC will be generated in the largest population system.&lt;br /&gt;
# Once a system has been chosen, a body must be chosen.  First, the body must be surveyed and have no existing colony on it.  It needs to orbiting the same star as the selected population, and be no more than 80AU away.&lt;br /&gt;
# On the first run through those bodies that qualify, Aurora checks for deposits of either Sorium or Duranium in excess of 25,000 tons with &amp;lt;nowiki&amp;gt;0.&amp;lt;/nowiki&amp;gt;8 accessibility or greater.&lt;br /&gt;
# If no bodies qualify, Aurora then checks for deposits of either Sorium or Duranium in excess of 15,000 tons with &amp;lt;nowiki&amp;gt;0.&amp;lt;/nowiki&amp;gt;7 accessibility.  A tonnage check similar to &#039;&#039;4B&#039;&#039; is performed to evaluate which body gets the CMC.&lt;br /&gt;
# Once either step 4 or 5 find at least one candidate, Aurora finds the total mineral deposits for each body.  The deposit size is multiplied by accessibility, ignoring all deposits of &amp;lt;nowiki&amp;gt;0.&amp;lt;/nowiki&amp;gt;4 or less.  &lt;br /&gt;
&lt;br /&gt;
Finally the world with the greatest total deposit is selected and a civilian mining colony is created on that body.&lt;br /&gt;
&lt;br /&gt;
Additionally, Each production cycle, each existing CMC is checked for expansion.  For each CMC, a random number between 1 and 4,000,000 is selected, and if the number is less than annual empire wealth, the CMC expands by 1.&lt;br /&gt;
&lt;br /&gt;
==Gathering Wealth or Resources==&lt;br /&gt;
 &lt;br /&gt;
Civilian Mining Complexes can be managed from the [[Population and Production]] screen {{key|F2}}, &#039;Mining&#039; tab. &lt;br /&gt;
Where the &#039;Civilian Mining Complexes status&#039; can be set to:&lt;br /&gt;
&lt;br /&gt;
;Minerals go to Civilian Sector: The default settings, is to have the CMC send their output to the civilian sector. This will yield 125 units of [[wealth]] per year per CMC in taxation, regardless of how much minerals are actually being mined out.&lt;br /&gt;
&lt;br /&gt;
;Purchase Mineral Output: Alternatively, you can purchase the CMC mineral output for 250 units of wealth per year per CMC. This amount is also not dependent on the amount of minerals that are extracted. &lt;br /&gt;
&lt;br /&gt;
:If you buy minerals this way, you can to direct the Mass Drivers of the CMC toward one of your colonies where you want to stockpile this minerals input. The colony must have a mass driver of its own to receive minerals, but only 1 mass driver is needed to receive any amount of minerals. Additionally, you can choose not to set a mass driver destination, in which case the minerals will stockpile and can be picked up by a cargo ship.&lt;br /&gt;
&lt;br /&gt;
[[Category:Installations]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Power_and_Propulsion&amp;diff=992</id>
		<title>Power and Propulsion</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Power_and_Propulsion&amp;diff=992"/>
		<updated>2026-05-14T15:46:08Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: /* Engine Technology */ (cont)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Power and Propulsion =&lt;br /&gt;
&lt;br /&gt;
This field covers all technologies related to engines, reactors, jump drives, fuel efficiency, thrust modifiers, and other systems that determine how ships move, jump, and generate power.&lt;br /&gt;
&lt;br /&gt;
== Jump Drives ==&lt;br /&gt;
Commercial Jump Drives are larger, less efficient and cannot be used by ships with military engines.&lt;br /&gt;
&lt;br /&gt;
=== Jump Point Theory ===&lt;br /&gt;
&lt;br /&gt;
Precursor technology for the various jump drive technologies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tech !! Jump Point Theory&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Jump Drive Efficiency ===&lt;br /&gt;
&lt;br /&gt;
Jump engines with higher levels of jump drive efficiency will permit larger ships to jump than lower efficiency engines of the same size. Ships with military engines are unable to traverse a wormhole created by a commercial jump engine and vice versa.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tech !! 4 !! 5 !! 6 !! 8 !! 10 !! 12 !! 15 !! 18 !! 21 !! 25&lt;br /&gt;
|-&lt;br /&gt;
! Efficiency&lt;br /&gt;
| 4 || 5 || 6 || 8 || 10 || 12 || 15 || 18 || 21 || 25&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 1000 || 2000 || 4000 || 8000 || 15000 || 30000 || 60000 || 120000 || 240000 || 500000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Jump Squadron Size ===&lt;br /&gt;
&lt;br /&gt;
A jump engine with this technology will hold open a jump point long enough for the listed number of ships to transit, including the jump ship.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Cost Multiplier&lt;br /&gt;
| 1.0 || 1.1 || 1.2 || 1.3 || 1.5 || 1.75 || 2 || 2.25 || 2.5 || 3&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 1000 || 2000 || 4000 || 8000 || 15000 || 30000 || 60000 || 125000 || 250000 || 500000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Squadron Jump Radius ===&lt;br /&gt;
&lt;br /&gt;
The maximum distance (in thousands of km) at which a ship equipped with a jump engine with this technology will emerge from a jump point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Radius (k km) !! 50 || 100 || 250 || 500 || 750 || 1000 || 1500 || 2000 || 2500 || 3000 || 4000&lt;br /&gt;
|-&lt;br /&gt;
! Cost Multiplier&lt;br /&gt;
| 1.0 || 1.1 || 1.2 || 1.3 || 1.5 || 1.75 || 2 || 2.25 || 2.5 || 3 || 3.6&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 1000 || 2000 || 4000 || 8000 || 15000 || 30000 || 60000 || 125000 || 250000 || 500000 || 1000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Engines ==&lt;br /&gt;
&lt;br /&gt;
=== Engine Technology ===&lt;br /&gt;
Base engine technology for engine component designs. Provides the listed power per HS of engine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Engine Type !! Conventional Engine !! Nuclear Radioisotope Engine !! Nuclear Thermal Engine !! Nuclear Pulse Engine !! Nuclear Gas-Core Engine !! Ion Drive&lt;br /&gt;
|-&lt;br /&gt;
! Power per HS&lt;br /&gt;
| 1 || 5 || 6.4 || 8 || 10 || 12.5&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| * || * || 2000 || 4000 || 6000 || 10000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Engine Type !! Magneto-plasma Drive !! Magnetic Confinement Fusion Drive !! Inertial Confinement Fusion Drive !! Solid Core Anti-matter Drive !! Gas Core Anti-matter Drive !! Plasma Core Anti-matter Drive !! Beam Core Anti-matter Drive !! Photonic Drive !! Quantum Singularity Drive&lt;br /&gt;
|-&lt;br /&gt;
! Power per HS&lt;br /&gt;
| 16 || 20 || 25 || 32 || 40 || 50 || 64 || 80 || 100&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 20000 || 40000 || 80000 || 150000 || 300000 || 600000 || 1250000 || 2500000 || 5000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fuel Consumption ===&lt;br /&gt;
Improves fuel efficiency. Engines with this technology use only the listed percentage of fuel compared to baseline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Consumption !! 1.0 || 0.9 || 0.8 || 0.7 || 0.6 || 0.5 || 0.4 || 0.3 || 0.25 || 0.2 || 0.16 || 0.125 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| * || 1000 || 2000 || 4000 || 8000 || 15000 || 30000 || 60000 || 120000 || 250000 || 500000 || 1000000 || 2000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Thrust (Maximum Engine Power Modifier) ===&lt;br /&gt;
Engines can be boosted above normal power output. Higher boost increases fuel use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Modifier !! x1 || x1.25 || x1.5 || x1.75 || x2 || x2.5 || x3&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| * || 500 || 1000 || 2000 || 4000 || 8000 || 15000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Min Thrust (Minimum Engine Power Modifier) ===&lt;br /&gt;
Engines can be reduced in power to improve fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Modifier !! x0.5 || x0.4 || x0.3 || x0.25 || x0.2 || x0.15 || x0.1&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| * || 1000 || 2000 || 4000 || 8000 || 15000 || 30000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Engine Size ===&lt;br /&gt;
Maximum size of engine in HS.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size (HS) !! 25 || 40 || 60 || 100 || 160 || 250 || 400&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| * || 2000 || 4000 || 8000 || 15000 || 30000 || 60000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Capacitor Recharge Rate ==&lt;br /&gt;
&lt;br /&gt;
The amount of power which an energy weapon will recharge every 5 seconds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rate !! 1 || 1.25 || 1.5 || 1.75 || 2 || 2.25 || 2.5 || 2.75 || 3 || 3.25 || 3.5 || 3.75 || 4 || 4.5 || 5&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| * || 1250 || 1500 || 1750 || 2000 || 2250 || 2500 || 2750 || 4000 || 5000 || 6000 || 7000 || 8000 || 11750 || 15000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rate !! 5.5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 20 || 25&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 22500 || 30000 || 45000 || 60000 || 92500 || 125000 || 187500 || 250000 || 312500 || 375000 || 437500 || 500000 || 1000000 || 2000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Power Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Power Plant Technology ===&lt;br /&gt;
Base technology used for creation of power plants. Required for engine development.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Reactor Type !! Radioisotope Thermal Generator !! Pressurised Water Reactor !! Pebble Bed Reactor !! Gaseous Fission Reactor !! Magnetic Mirror Fusion Reactor !! Stellarator Fusion Reactor !! Tokamak Fusion Reactor !! Solid-core Anti-matter Power Plant !! Plasma-core Anti-matter Power Plant !! Vacuum Energy Power Plant !! Quantum Singularity Power Plant&lt;br /&gt;
|-&lt;br /&gt;
! Power Output&lt;br /&gt;
| 2 || 2.5 || 3.2 || 4 || 5 || 6.4 || 8 || 12.8 || 20 || 32 || 40&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 600 || 1200 || 2400 || 3600 || 6000 || 12000 || 24000 || 90000 || 375000 || 1500000 || 3000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power vs Efficiency ===&lt;br /&gt;
Provides a power increase for reactors but also increases the chance of an explosion if the reactor is damaged.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tech !! No Boost !! +10% (7%) !! +20% (10%) !! +30% (15%) !! +40% (20%) !! +60% (30%) !! +80% (40%) !! +100% (50%)&lt;br /&gt;
|-&lt;br /&gt;
! Power Multiplier&lt;br /&gt;
| 1.0 || 1.1 || 1.2 || 1.3 || 1.4 || 1.6 || 1.8 || 2.0&lt;br /&gt;
|-&lt;br /&gt;
! Explosion Chance&lt;br /&gt;
| 5 || 7 || 10 || 15 || 20 || 30 || 40 || 50&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 250 || 500 || 1000 || 2000 || 4000 || 8000 || 15000 || 30000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Research Fields ==&lt;br /&gt;
* [[Biology and Genetics]]&lt;br /&gt;
* [[Construction and Production]]&lt;br /&gt;
* [[Defensive Systems]]&lt;br /&gt;
* [[Direct Fire Weapons]]&lt;br /&gt;
* [[Ground Combat]]&lt;br /&gt;
* [[Logistics]]&lt;br /&gt;
* [[Missiles]]&lt;br /&gt;
* [[Power and Propulsion]]&lt;br /&gt;
* [[Sensors and Control Systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
	<entry>
		<id>http://www.aurora4x.net/wiki/index.php?title=Power_and_Propulsion&amp;diff=991</id>
		<title>Power and Propulsion</title>
		<link rel="alternate" type="text/html" href="http://www.aurora4x.net/wiki/index.php?title=Power_and_Propulsion&amp;diff=991"/>
		<updated>2026-05-14T15:45:52Z</updated>

		<summary type="html">&lt;p&gt;71.8.63.94: /* Engine Technology */ fixed order of NR and NT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Power and Propulsion =&lt;br /&gt;
&lt;br /&gt;
This field covers all technologies related to engines, reactors, jump drives, fuel efficiency, thrust modifiers, and other systems that determine how ships move, jump, and generate power.&lt;br /&gt;
&lt;br /&gt;
== Jump Drives ==&lt;br /&gt;
Commercial Jump Drives are larger, less efficient and cannot be used by ships with military engines.&lt;br /&gt;
&lt;br /&gt;
=== Jump Point Theory ===&lt;br /&gt;
&lt;br /&gt;
Precursor technology for the various jump drive technologies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tech !! Jump Point Theory&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Jump Drive Efficiency ===&lt;br /&gt;
&lt;br /&gt;
Jump engines with higher levels of jump drive efficiency will permit larger ships to jump than lower efficiency engines of the same size. Ships with military engines are unable to traverse a wormhole created by a commercial jump engine and vice versa.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tech !! 4 !! 5 !! 6 !! 8 !! 10 !! 12 !! 15 !! 18 !! 21 !! 25&lt;br /&gt;
|-&lt;br /&gt;
! Efficiency&lt;br /&gt;
| 4 || 5 || 6 || 8 || 10 || 12 || 15 || 18 || 21 || 25&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 1000 || 2000 || 4000 || 8000 || 15000 || 30000 || 60000 || 120000 || 240000 || 500000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Jump Squadron Size ===&lt;br /&gt;
&lt;br /&gt;
A jump engine with this technology will hold open a jump point long enough for the listed number of ships to transit, including the jump ship.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Cost Multiplier&lt;br /&gt;
| 1.0 || 1.1 || 1.2 || 1.3 || 1.5 || 1.75 || 2 || 2.25 || 2.5 || 3&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 1000 || 2000 || 4000 || 8000 || 15000 || 30000 || 60000 || 125000 || 250000 || 500000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Squadron Jump Radius ===&lt;br /&gt;
&lt;br /&gt;
The maximum distance (in thousands of km) at which a ship equipped with a jump engine with this technology will emerge from a jump point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Radius (k km) !! 50 || 100 || 250 || 500 || 750 || 1000 || 1500 || 2000 || 2500 || 3000 || 4000&lt;br /&gt;
|-&lt;br /&gt;
! Cost Multiplier&lt;br /&gt;
| 1.0 || 1.1 || 1.2 || 1.3 || 1.5 || 1.75 || 2 || 2.25 || 2.5 || 3 || 3.6&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 1000 || 2000 || 4000 || 8000 || 15000 || 30000 || 60000 || 125000 || 250000 || 500000 || 1000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Engines ==&lt;br /&gt;
&lt;br /&gt;
=== Engine Technology ===&lt;br /&gt;
Base engine technology for engine component designs. Provides the listed power per HS of engine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Engine Type !! Conventional Engine !! Nuclear Radioisotope Engine !! Nuclear Thermal Engine !! Nuclear Pulse Engine !! Nuclear Gas-Core Engine !! Ion Drive&lt;br /&gt;
|-&lt;br /&gt;
! Power per HS&lt;br /&gt;
| 1 || 5 || 6.4 || 8 || 10 || 12.5&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| * || * || 4000 || 2000 || 6000 || 10000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Engine Type !! Magneto-plasma Drive !! Magnetic Confinement Fusion Drive !! Inertial Confinement Fusion Drive !! Solid Core Anti-matter Drive !! Gas Core Anti-matter Drive !! Plasma Core Anti-matter Drive !! Beam Core Anti-matter Drive !! Photonic Drive !! Quantum Singularity Drive&lt;br /&gt;
|-&lt;br /&gt;
! Power per HS&lt;br /&gt;
| 16 || 20 || 25 || 32 || 40 || 50 || 64 || 80 || 100&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 20000 || 40000 || 80000 || 150000 || 300000 || 600000 || 1250000 || 2500000 || 5000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fuel Consumption ===&lt;br /&gt;
Improves fuel efficiency. Engines with this technology use only the listed percentage of fuel compared to baseline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Consumption !! 1.0 || 0.9 || 0.8 || 0.7 || 0.6 || 0.5 || 0.4 || 0.3 || 0.25 || 0.2 || 0.16 || 0.125 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| * || 1000 || 2000 || 4000 || 8000 || 15000 || 30000 || 60000 || 120000 || 250000 || 500000 || 1000000 || 2000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Thrust (Maximum Engine Power Modifier) ===&lt;br /&gt;
Engines can be boosted above normal power output. Higher boost increases fuel use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Modifier !! x1 || x1.25 || x1.5 || x1.75 || x2 || x2.5 || x3&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| * || 500 || 1000 || 2000 || 4000 || 8000 || 15000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Min Thrust (Minimum Engine Power Modifier) ===&lt;br /&gt;
Engines can be reduced in power to improve fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Modifier !! x0.5 || x0.4 || x0.3 || x0.25 || x0.2 || x0.15 || x0.1&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| * || 1000 || 2000 || 4000 || 8000 || 15000 || 30000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Engine Size ===&lt;br /&gt;
Maximum size of engine in HS.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size (HS) !! 25 || 40 || 60 || 100 || 160 || 250 || 400&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| * || 2000 || 4000 || 8000 || 15000 || 30000 || 60000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Capacitor Recharge Rate ==&lt;br /&gt;
&lt;br /&gt;
The amount of power which an energy weapon will recharge every 5 seconds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rate !! 1 || 1.25 || 1.5 || 1.75 || 2 || 2.25 || 2.5 || 2.75 || 3 || 3.25 || 3.5 || 3.75 || 4 || 4.5 || 5&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| * || 1250 || 1500 || 1750 || 2000 || 2250 || 2500 || 2750 || 4000 || 5000 || 6000 || 7000 || 8000 || 11750 || 15000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rate !! 5.5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 20 || 25&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 22500 || 30000 || 45000 || 60000 || 92500 || 125000 || 187500 || 250000 || 312500 || 375000 || 437500 || 500000 || 1000000 || 2000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Power Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Power Plant Technology ===&lt;br /&gt;
Base technology used for creation of power plants. Required for engine development.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Reactor Type !! Radioisotope Thermal Generator !! Pressurised Water Reactor !! Pebble Bed Reactor !! Gaseous Fission Reactor !! Magnetic Mirror Fusion Reactor !! Stellarator Fusion Reactor !! Tokamak Fusion Reactor !! Solid-core Anti-matter Power Plant !! Plasma-core Anti-matter Power Plant !! Vacuum Energy Power Plant !! Quantum Singularity Power Plant&lt;br /&gt;
|-&lt;br /&gt;
! Power Output&lt;br /&gt;
| 2 || 2.5 || 3.2 || 4 || 5 || 6.4 || 8 || 12.8 || 20 || 32 || 40&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 600 || 1200 || 2400 || 3600 || 6000 || 12000 || 24000 || 90000 || 375000 || 1500000 || 3000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power vs Efficiency ===&lt;br /&gt;
Provides a power increase for reactors but also increases the chance of an explosion if the reactor is damaged.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tech !! No Boost !! +10% (7%) !! +20% (10%) !! +30% (15%) !! +40% (20%) !! +60% (30%) !! +80% (40%) !! +100% (50%)&lt;br /&gt;
|-&lt;br /&gt;
! Power Multiplier&lt;br /&gt;
| 1.0 || 1.1 || 1.2 || 1.3 || 1.4 || 1.6 || 1.8 || 2.0&lt;br /&gt;
|-&lt;br /&gt;
! Explosion Chance&lt;br /&gt;
| 5 || 7 || 10 || 15 || 20 || 30 || 40 || 50&lt;br /&gt;
|-&lt;br /&gt;
! RP Cost&lt;br /&gt;
| 250 || 500 || 1000 || 2000 || 4000 || 8000 || 15000 || 30000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Research Fields ==&lt;br /&gt;
* [[Biology and Genetics]]&lt;br /&gt;
* [[Construction and Production]]&lt;br /&gt;
* [[Defensive Systems]]&lt;br /&gt;
* [[Direct Fire Weapons]]&lt;br /&gt;
* [[Ground Combat]]&lt;br /&gt;
* [[Logistics]]&lt;br /&gt;
* [[Missiles]]&lt;br /&gt;
* [[Power and Propulsion]]&lt;br /&gt;
* [[Sensors and Control Systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>71.8.63.94</name></author>
	</entry>
</feed>