Installations
Planetary Installations
[edit]Removal of Low Gravity Infrastructure
[edit]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
[edit]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
[edit]- 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
[edit]- 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
[edit]Introduced in v1.0.0.
The Ground Force Training Facility has been replaced by the **Ground Force Construction Complex**.
Mechanics
[edit]- 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
[edit]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
[edit]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
[edit]Changed in v1.10.0.
When industrial allocation is below 100%, unused capacity is displayed separately for:
- Construction
- Ordnance
- Fighters
Assign New Labs
[edit]Changed in v1.12.0.
A new Assign New toggle has been added to the Research tab.
Mechanics
[edit]- 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
[edit]Introduced in v1.0.0.
Workers are required only where workforce size meaningfully impacts infrastructure needs.
Installations Requiring Workers
[edit]- 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
[edit]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
[edit]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
[edit]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
[edit]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
[edit]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
[edit]Changed in v2.0.0.
Installations can be scrapped for **30%** of their wealth and mineral value.
Mechanics
[edit]- Done via the Civilian Economy tab.
- Wealth returns to racial balance.
- Minerals return to the parent population stockpile.