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Naval Overview

From Aurora 4x Wiki
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Introduced in v1.0.0.

Instead of the Task Forces and Task Groups in VB6 Aurora, C# Aurora takes an approach similar to the optional functionality of the VB6 Naval Organisation tab, albeit with much easier and more flexible UI. There are four primary components of Naval Organisation: Admin Commands, Fleets (VB6 Task Groups), Sub-Fleets and Ships. Every race starts with a single top level Admin Command (which can’t be deleted but can be renamed). All other Admin Commands descend in a tree from this one. You can only attach an Admin Command to another Admin Command but you can have an unlimited number of levels in the Admin Command hierarchy.

Fleets can only be attached to Admin Commands. Many fleets can be attached to the same Admin Command but each fleet can only be attached to one Admin Command.

Sub-Fleets can only be attached to a Fleet, or to another sub-fleet. You can have an unlimited number of levels within the sub-fleet hierarchy. These are used to organise the ships within the larger fleets. Sub-fleets have no on-map function and all ships within the sub-fleet hierarchy move within the parent fleet. You can detach a sub-fleet, at which point it becomes a full fleet in its own right. Any sub-fleets further down the sub-fleet hierarchy become sub-fleets of this new fleet. A new ‘join as sub-fleet’ order is available. When one fleet joins another using this order, its ships will automatically form a sub-fleet within the joined fleet, allowing them to subsequently detach as a whole unit.

A Ship can be attached to a Fleet or to a sub-fleet. When attached to a sub-fleet, it is still a member of the parent Fleet at the top of the sub-fleet hierarchy.

The sidebar tree of the new Naval Organisation window has full drag and drop functionality so you can move Admin Commands, Fleets, Sub-Fleets and Ships around as long as the above rules are followed. You can also drag ships and sub-fleets between different fleets as long as they are in the same physical location. Entire sections of the tree can be moved with a single drag-drop. Also, you can open up multiple Fleet windows and drag and drop between the trees in two different windows.

Admin Commands

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Introduced in v1.0.0.

Every race starts with a single top level Admin Command (which can’t be deleted but can be renamed). All other Admin Commands descend in a tree from this one. You can only attach an Admin Command to another Admin Command but you can have an unlimited number of levels in the Admin Command hierarchy. Fleets can only be attached to Admin Commands. Many fleets can be attached to the same Admin Command but each fleet can only be attached to one Admin Command.

An Admin Command can be created at a population with a Naval Headquarters. Each level of a Naval Headquarters costs 1200 BP and can be moved with the same cargo requirement as a research facility. Naval Headquarters function similarly to Sector Commands, with each doubling of the level adding +1 to the command radius.

Command radius examples:

Level Radius
1 1
2 2
4 3
8 4

Admin Command types and bonuses:

Type Bonuses
Naval 25% of commander bonus for Crew Training, Reaction, Engineering, Tactical
Patrol 25% Reaction & Engineering; double radius
Survey 25% Survey & Engineering; double radius
Logistics 25% Logistics; 10% Mining & Terraforming
Industrial 25% Mining & Terraforming; 10% Logistics
General 10% Crew Training, Fleet Training, Reaction, Engineering, Tactical, Survey; 5% Industrial & Logistics
Training Enables Fleet Training; uses commander Crew Training bonus

Additional bonuses apply if an Admin Command is within the radius of its parent Admin Command. Bonuses stack multiplicatively.


Assignment of Ships to Populations

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Introduced in v1.0.0.

In VB6 Aurora, ships such as terraformers or asteroid miners had to be assigned to populations individually. In C# Aurora, assignment is at the fleet level. Populations automatically grab unassigned fleets in orbit during production, preventing idle ships.

Sub Fleet View

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Changed in v2.0.0.

The Naval Organization window now allows viewing sub-fleet summary details in the same way as fleets. Movement orders, standing orders, and history apply only to the fleet or its parent fleet.


Admin Command Required Ranks

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Changed in v2.0.0.

Required rank for an Admin Command is the highest of:

  • One rank higher than the highest-ranked ship commander directly under it
  • One rank higher than the highest required rank of any subordinate Admin Command
  • One rank higher than the highest-ranked commander of any subordinate Admin Command
  • The manually assigned minimum rank

Automated Assignment for Naval Admin Commands

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Changed in v2.0.0.

A new automated assignment system allows players to specify commander requirements for Admin Commands. Options include:

Option Function
Automated Assignment Enables auto-selection during construction phase
Priority Determines assignment order
Required Bonus Must be present for candidate selection
Secondary/Tertiary Bonus Used for ranking candidates
Assign Admin Commander Immediately assigns best candidate
Assign Admin Vacancies Fills all empty Admin Commands
Reassign All Clears and reassigns all Admin Commands

Minimum Rank can also be set to stabilize rank requirements.


Squadrons

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Changed in v2.0.0.

Squadrons are administrative subdivisions of hangar space on a ship. They allow grouping parasite craft for organization and movement.

Key mechanics:

  • Created via “Create Squadron” when selecting a ship
  • Ships dragged into a squadron move into the parent ship’s hangar
  • Entire squadrons can be moved if hangar space exists
  • Two new orders:
 * Land on Specified Mothership as Squadron  
 * Land and Join Specified Squadron  
  • Detaching a squadron creates a new fleet but leaves an empty squadron behind
  • Ships remember their last assigned squadron


Flag Bridges and Naval Admin Commands

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Changed in v2.6.0.

Flag bridges can now host Naval Admin Commands. These commands:

  • Have zero radius
  • Cannot have subordinate commands
  • Are vulnerable to ship destruction or commander death

Parasites on Transported Items

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Changed in v1.12.0.

Parasites now appear on the Transported Items tab for Fleets and Ships.