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Installations

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Planetary Installations

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Removal of Low Gravity Infrastructure

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Changed in v2.6.0.

Low gravity infrastructure has been removed from the game. Populations living on bodies with gravity below their species minimum now require **twice as much infrastructure** as an equivalent colony cost world with tolerable gravity. Low‑gravity bodies still have a **minimum colony cost of 1**.

This reduces micromanagement for players, NPRs, and civilians while preserving the intended difficulty of low‑gravity environments.

Forced Labour Camps

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Introduced in v1.0.0.

Forced Labour ground units have been removed and replaced with two new installations:

  • Forced Labour Construction Camp
  • Forced Labour Mining Camp

Each costs **40 BP**, provides the same output as a Construction Factory or Mine, and requires **100,000 cargo points** (4× a Construction Factory).

Mechanics

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  • Can be built at any population.
  • Consumes **100,000 population** on creation.
  • Causes **5 unrest** immediately.
  • Requires **5,000 population** to operate (overseers).
  • Workers + survival infrastructure are included in the installation.
  • Affected by all production modifiers (radiation, unrest, political status, etc.).
  • Can be transported and deployed on hostile worlds with minimal infrastructure.

Strategic Notes

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  • Useful for making conquered populations productive quickly.
  • Three camps can offset occupation penalties for the cost of one factory/mine.
  • Can boost production on your own colonies at the cost of unrest.
  • Can be built in occupied worlds and shipped elsewhere.
  • Large transport size and population loss are major drawbacks.

Ground Forces Construction Complex

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Introduced in v1.0.0.

The Ground Force Training Facility has been replaced by the **Ground Force Construction Complex**.

Mechanics

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  • Same size as a Research Facility.
  • Requires **1,000,000 population** to operate.
  • Base build rate: **250 BP/year**.
  • Research upgrades:
    • 500 BP/year** → 8,000 RP
    • 1000 BP/year** → 60,000 RP

Reflects the increased effort required to construct, train, and support new ground forces.

Genetic Modification Centre

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Introduced in v1.0.0.

  • Produces **1,000,000 conversions per year** (up from 250k in VB6).
  • Requires **250,000 workers** (VB6 required none).

Conventional Industry

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Introduced in v1.0.0.

VB6 output:

  • 0.1 Construction Factories
  • 0.05 Refineries
  • 0.1 Mines

C# Aurora output:

  • 0.1 Construction Factories
  • 0.05 Ordnance Factories
  • 0.025 Fighter Factories
  • 0.05 Refineries
  • 0.1 Financial Centres
  • 0.15 Mines

Unused Construction Capacity

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Changed in v1.10.0.

When industrial allocation is below 100%, unused capacity is displayed separately for:

  • Construction
  • Ordnance
  • Fighters

Assign New Labs

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Changed in v1.12.0.

A new Assign New toggle has been added to the Research tab.

Mechanics

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  • Projects marked with (N) automatically receive new labs.
  • Labs are assigned in descending order of existing facilities.
  • When labs are removed, projects **without** (N) lose labs first.
  • You may toggle (N) on maxed projects to protect them from losing labs.

Worker Requirements

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Introduced in v1.0.0.

Workers are required only where workforce size meaningfully impacts infrastructure needs.

Installations Requiring Workers

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5,000 workers
  • Forced Labour Construction Camp
  • Forced Labour Mining Camp
50,000 workers
  • Construction Factory
  • Ordnance Factory
  • Fighter Factory
  • Fuel Refinery
  • Mine
  • Conventional Industry
  • Maintenance Facility
  • Financial Centre
250,000 workers
  • Terraforming Installation
  • Ground Force Construction Facility
  • Genetic Modification Centre
1,000,000 workers
  • Research Facility
  • Spaceport

Installations Without Worker Requirements

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Infrastructure, Deep Space Tracking Station, Automated Mine, Military Academy, Sector Command, Mass Driver, Civilian Mining Complex, Refuelling Station, Naval Headquarters, Ordnance Transfer Station, Cargo Shuttle Station.

Installations Without Required Tech

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Introduced in v1.0.0.

The following installations can be built before researching Trans‑Newtonian Theory:

  • Naval Shipyard Complex
  • Commercial Shipyard Complex
  • Research Facility
  • Spaceport
  • Ground Force Construction Complex
  • Military Academy
  • Naval Headquarters
  • Refuelling Station
  • Ordnance Transfer Station
  • Cargo Shuttle Station
  • Maintenance Facility
  • Financial Centre
  • Deep Space Tracking Station
  • Infrastructure

Removal of Planetary Defence Centres

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Introduced in v1.0.0.

Planetary Defence Centres (ground‑based ships) have been removed. They are replaced by a detailed ground‑combat system, including ground units capable of engaging ships within energy range.

Spacemaster Changes

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Introduced in v1.0.0.

Spacemaster Mode adds new controls in the Civilian Economy tab:

  • Dropdown to modify installation counts
  • Buttons to add/remove installation types

Replaces part of the VB6 SM Modification window.

Planetary Installations Table

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Introduced in v1.0.0.

Installation BP Cost Mineral Cost Workers Required
Fuel Refinery 120 120 Boronide 50,000
Naval Shipyard Complex 2,400 1,200 Duranium + 1,200 Neutronium 0
Construction Factory 120 60 Duranium + 60 Neutronium 50,000
Terraforming Installation 300 150 Duranium + 150 Boronide 125,000
Mine 120 120 Corundium 50,000
Research Facility 2,400 1,200 Duranium + 1,200 Mercassium 1,000,000
Infrastructure 2 1 Duranium + 1 Mercassium 0
Deep Space Tracking Station 300 100 Duranium + 100 Neutronium 0
Automated Mine 240 240 Corundium 0
Military Academy 2,400 1,200 Duranium + 1,200 Mercassium 0
Ground Force Construction Complex 2,400 2,400 Vendarite 1,000,000
Sector Command 1,200 400 Duranium + 400 Neutronium 0
Maintenance Facility 60 30 Duranium + 30 Neutronium 50,000
Mass Driver 300 100 Duranium + 100 Neutronium + 100 Boronide 0
Financial Centre 120 120 Corbomite 50,000
Conventional Industry 240 Mixed to Convert to TN facilities 50,000
Civilian Mining Complex 2,400 2,400 Corundium 0
Genetic Modification Centre 2,400 300 Duranium + 300 Uridium + 600 Mercassium 250,000
Refuelling Station 1,200 300 Duranium + 300 Boronide 0
Naval Headquarters 1,200 400 Duranium + 400 Neutronium 0
Ordnance Transfer Station 1,200 300 Duranium + 300 Boronide 0
Cargo Shuttle Station 1,200 300 Duranium + 300 Boronide + 300 Uridium 0
Forced Labour Construction Camp 40 20 Duranium + 20 Neutronium 5,000
Forced Labour Mining Camp 40 20 Duranium + 20 Corundium 5,000
Repair Yard 1,200 1,200 Duranium + 1,200 Neutronium 0
Ex‑Civilian Mining Complex 2,400 2,400 Corundium 0
Ordnance Factory 120 120 Tritanium 50,000
Fighter Factory 120 120 Vendarite 50,000
Spaceport 3,000 1,000 Duranium + 400 Neutronium + 400 Corbomite + 1,400 Uridium 0

Scrapping Installations

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Changed in v2.0.0.

Installations can be scrapped for **30%** of their wealth and mineral value.

Mechanics

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  • Done via the Civilian Economy tab.
  • Wealth returns to racial balance.
  • Minerals return to the parent population stockpile.