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Genetic Modification Centre

From Aurora 4x Wiki
Genetic Modification Centre
Cargo Size 500,000
Population Required 250,000 (C#) / 50,000 (VB6)
Total Cost (BP) 2400 (C#) / 120 (VB6)
Duranium 300 (C#) / 60 (VB6)
Neutronium
Corbomite 1200 (C# only)
Tritanium 30 (VB6 only)
Boronide 600 (C# only)
Mercassium 300 (C# only)
Sorium
Uridium
Corundium
Gallicite
Vendarite 30 (VB6 only)

Function

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Genetic Modification Centres are installations that allow you to modify the genetics of your population to allow your citizens to live in more hostile environments. Each centre can modify a certain number of citizens per year. In C#, this can be increased with tech. In VB6, it is a fixed 250,000 per GMC per year.

Conversion Rate (C#) 500,000 640,000 800,000 1,000,000 1,250,000 1,600,000 2,000,000 2,500,000 3,200,000 4,000,000 5,000,000
RP cost Free 2,500 5,000 10,000 20,000 40,000 80,000 150,000 300,000 600,000 1,200,000

Operation

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In order to perform genetic modification on your population, first you have to had designed a new species. See Genetic Modification for detailed instructions. Once a species has been researched, use the F2 Economic sscreen to begin transforming your population. In C#, it is at the bottom of the Industry tab, and in VB6, it is in the Environment / GMC tab. In either case, this allows you to choose which target species you wish to transform the existing population into. Only one project may be active at a time, regardless of the number of centres - extra centres merely increase conversion speed.

Shutting Down (VB6 only)

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Genetic modification centres can be mass-shutdown via the Civilian / Ind Status tab of the Economics screen. This will immediately stop all genetic modification as freeing up population for other industries. Shutting down in this way will require a 6-month warm-up time to restart construction.