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14 April 2026
- 18:4418:44, 14 April 2026 Naval Overview (hist | edit) [7,050 bytes] Pedroig (talk | contribs) (Created page with "== Naval Organization == {{VersionIntro|1.0.0}} 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...")
- 18:2118:21, 14 April 2026 Ground Forces Overview (hist | edit) [30,364 bytes] Pedroig (talk | contribs) (Created page with "==Unit Design Overview == {{VersionIntro|1.0.0}} Ground Forces and Ground Combat are undergoing a major expansion in C#. The VB6 Ground Unit becomes the '''Formation''' and the VB6 Ground Unit Type becomes the '''Formation Template'''. There are no longer fixed unit types or values; instead, Formations and Templates are created through a detailed design process at multiple levels, enabling simulation of a wide range of science‑fiction ground forces. The most gran...")
13 April 2026
- 07:5207:52, 13 April 2026 Deep Space Population (hist | edit) [7,952 bytes] Pedroig (talk | contribs) (Created page with "= Deep Space Populations = A DSP can be created in the same way as a named waypoint, by clicking the ‘Create Deep Space Population’ button on the Miscellaneous tab of the Tactical Map, selecting a location on the map and choosing a name. A new population will be created at that location and it will be displayed on the map as a yellow dot with the associated population name. The DSP will appear in the Economics window like any other population, except for the suffix...")
6 April 2026
- 10:0610:06, 6 April 2026 User Interface (hist | edit) [32,910 bytes] Pedroig (talk | contribs) (Created page with "= User Interface = This page describes user interface options, controls, and quality-of-life features in Aurora C#, including tactical and galactic map behaviour, window management, and related UI tools. == Screen Resolution == {{VersionIntro|1.0.0}} C# Aurora requires a minimum screen resolution and uses mostly fixed-size windows, with only a few resizable map views. C# Aurora will launch with a minimum resolution of 1440 x 900.<br> The windows will not be re-sizeabl...")
- 00:3300:33, 6 April 2026 Nomenclature (hist | edit) [8,595 bytes] Pedroig (talk | contribs) (Created page with "= Nomenclature = This page describes the naming systems used by Aurora 4X and how naming themes are used for systems, commanders, ships, and classes. Efficient nomenclature is vital for managing large empires, allowing players to distinguish between different fleet roles and galactic sectors at a glance. == Naming Themes == {{VersionIntro|1.0.0}} In the legacy VB6 version of Aurora, racial themes were rigid "all-in-one" packages. If you chose a "British" theme, you we...")
5 April 2026
- 23:1123:11, 5 April 2026 Game Setup (hist | edit) [6,421 bytes] Pedroig (talk | contribs) (Created page with "= Game Setup = This page describes all options available when creating a new Aurora 4X game. It serves as the canonical reference for the New Game window and related mechanics. <!-- thumb|right|300px|New Game Setup window --> __TOC__ == New Game Settings == {{VersionIntro|1.0.0}} The following global settings can be configured when creating a new game: * Percentage modifier for '''Research Speed''' (all races) * Percentage modifier for '''...")
4 April 2026
- 20:2120:21, 4 April 2026 Missile Research (hist | edit) [6,469 bytes] Pedroig (talk | contribs) (Created page with "= Missiles = == Missile == Missile technologies determine the performance of missile subsystems including guidance, warheads, ECM, retargeting, and special-purpose payloads. === Active Terminal Guidance === Improves missile terminal hit chance. {| class="wikitable" style="text-align:center;" ! Guidance Bonus || 15% || 20% || 25% || 32% || 40% || 50% || 60% |- ! RP Cost | 1,000 || 2,000 || 4,000 || 8,000 || 16,000 || 32,000 || 64,000 |} === Missile Warhead Strength ==...")
- 19:5219:52, 4 April 2026 Ground Research (hist | edit) [11,032 bytes] Pedroig (talk | contribs) (Created page with "= Ground Combat = == Ground Unit Capabilities == These technologies provide environmental and operational bonuses that modify how ground units perform on different worlds or in special situations. {| class="wikitable" style="text-align: center;" ! Technology !! RP Cost !! Description |- | Boarding Combat Capability || 2,500 || Allows infantry units to launch boarding attacks against enemy ships. |- | Desert Warfare Capability || 2,500 || Grants double hit chance on pla...")
- 19:3519:35, 4 April 2026 Direct Fire Weapons (hist | edit) [16,336 bytes] Pedroig (talk | contribs) (Created page with "= Direct Fire Weapons = == Lasers == Lasers are direct‑fire energy weapons that use a focal lens to concentrate power into a damaging beam. Laser performance is determined by four primary technologies: focal size (damage and HS), wavelength (range retention), capacitor recharge rate (rate of fire), and reduced‑size modifications (compact but slower‑firing variants). === Laser Focal Size === Laser Focal Size determines the calibre of the laser. Larger focal sizes...")
- 18:4618:46, 4 April 2026 Sensors and Control Systems (hist | edit) [5,966 bytes] Pedroig (talk | contribs) (Created page with "== Sensors == Sensors and Control Systems covers all technologies related to detecting, tracking, and identifying targets, surveying star systems, countering electronic interference, and managing ship command functions. These technologies improve situational awareness, targeting accuracy, electronic resilience, and overall fleet coordination. === Active Grav Sensors === Active sensor strength per hull space of the component. Provides the strength of the output pulse for...")
- 18:2418:24, 4 April 2026 Power and Propulsion (hist | edit) [6,223 bytes] Pedroig (talk | contribs) (Created page with "= Power and Propulsion = 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. == Jump Drives == Commercial Jump Drives are larger, less efficient and cannot be used by ships with military engines. === Jump Point Theory === Precursor technology for the various jump drive technologies. {| class="wikitable" ! Tech !! Jump Point Theory |...")
- 17:4417:44, 4 April 2026 Logistics (hist | edit) [6,814 bytes] Pedroig (talk | contribs) (Created page with "= Logistics = Logistics covers all technologies related to cargo handling, crew support, maintenance, refuelling, hangars, salvage, and transport systems. These technologies determine how efficiently ships can move goods, support crews, refuel, repair, and operate over long deployments. == Cargo Handling == === Cargo Shuttle Capability === Used by ships and bases to load and unload cargo. {| class="wikitable" ! Type !! Conventional Shuttles !! TN Cargo Shuttles !! Im...")
- 16:3316:33, 4 April 2026 Defensive Systems (hist | edit) [4,964 bytes] Pedroig (talk | contribs) (Created page with "= Defensive Systems = Defensive Systems covers all technologies related to ship survivability, including armour, shields, cloaking, thermal reduction, and damage control. These technologies determine how well a ship can avoid detection, absorb damage, repair itself, and mitigate incoming threats. == Damage Control == Damage Control systems allow ships to repair internal damage without requiring a shipyard. {| class="wikitable" ! Type !! Damage Control !! Improved Dama...")
- 16:1716:17, 4 April 2026 Construction and Production (hist | edit) [4,298 bytes] Pedroig (talk | contribs) (Created page with "= Construction and Production = Construction and Production covers all industrial, economic, and infrastructure‑related technologies in Aurora 4X. These technologies improve construction speed, mining output, fuel production, research efficiency, shipbuilding rate, wealth generation, and the ability to build or operate specialized industrial modules. == Construction Rate == Annual construction rate for one unit of Industrial Capacity. {| class="wikitable" ! BP/year...")
- 16:1216:12, 4 April 2026 Biology and Genetics (hist | edit) [4,339 bytes] Pedroig (talk | contribs) (Created page with "= Biology and Genetics = Biology and Genetics covers all biological sciences in Aurora 4X, including terraforming, environmental tolerance, genetic modification, colony cost reduction, and biological enhancements. These technologies improve long‑term habitability, population growth, and the ability to engineer new species. == Colonization Cost Reduction == Reduces the colony cost of planets or moons by a percentage, improving habitability and reducing infrastructure...")
- 15:2815:28, 4 April 2026 Racial Information (hist | edit) [52 bytes] Pedroig (talk | contribs) (Created page with "Espionage Category:Intelligence")
- 15:2615:26, 4 April 2026 Component Project Design (hist | edit) [90 bytes] Pedroig (talk | contribs) (Created page with "This will eventually bring up Player Designed Systems Category:Fleet Organization")
- 14:2414:24, 4 April 2026 Wealth (hist | edit) [21 bytes] Pedroig (talk | contribs) (Created page with "Category:Colonies")
- 13:5713:57, 4 April 2026 Modding (hist | edit) [1,428 bytes] Pedroig (talk | contribs) (Created page with "In short, Mods which tinker with the code or the database are NOT ALLOWED without express permission from Steve. Any outside "tools" which interact with either the code or the database should follow these guidelines as well. Here is the old forum post: <blockquote> To make it easy, I will add a post to Mods that are 'approved' so they can be tagged. Approved status will be for mods where I have either chatted to the Mod creator and I am happy it won't cause any issues...")
- 13:3013:30, 4 April 2026 Ground Combat (hist | edit) [6,769 bytes] Pedroig (talk | contribs) (Created page with "== Base Ground Combat Rules == Ground combat is conducted after the naval combat phase of each increment. One combat round will be performed for every eight hours that passed in the increment. Combat potentially takes place on any system body where populations exist from two or more hostile powers. If only one side has ground forces present, there may be a conquest (rules and code TBD). If ground forces are present from two or more hostile powers, ground combat will tak...")
- 11:4911:49, 4 April 2026 Anti-Missile Tutorial (hist | edit) [4,714 bytes] Pedroig (talk | contribs) (Created page with "= Anti-Missile Missile (AMM) Defense in Aurora 4X C# = Anti-missile missiles (AMMs) are a core component of point-defense in Aurora 4X (C#). They are designed to intercept hostile anti-ship missiles (ASMs) at long range, reducing the number of incoming weapons that must be handled by close-in beam defenses. Effective AMM systems require coordinated design across sensors, fire controls, launchers, magazines, and missile engineering. == Overview == In C# Aurora, missile...")
- 09:3709:37, 4 April 2026 Minerals (hist | edit) [3,319 bytes] Pedroig (talk | contribs) (Redirected page to Mineral) Tag: New redirect
- 09:3509:35, 4 April 2026 Mineral (hist | edit) [3,333 bytes] Pedroig (talk | contribs) (Created page with "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 prov...")
3 April 2026
- 16:5116:51, 3 April 2026 Collier (hist | edit) [151 bytes] Pedroig (talk | contribs) (Created page with "Placeholder: Collier is a ship which rearms other ships. Needs an ordnance transfer system on it and ordnance, aka missiles.")
- 16:5016:50, 3 April 2026 Tanker (hist | edit) [300 bytes] Pedroig (talk | contribs) (Created page with "Placeholder: 1. Tankers are technically ships which take fuel from terminal to terminal. 2. Oilers are ships which refuel other ships, whether in harbour or underway. Need to both check the Tanker and it needs to have a refueling system on it. Big fuel tanks preferred. Category:Ship Types")
- 16:1516:15, 3 April 2026 Jump Engines (hist | edit) [29 bytes] Pedroig (talk | contribs) (Created page with "Category:Designed Systems")
- 16:1116:11, 3 April 2026 Fighter Pod Bay (hist | edit) [111 bytes] Pedroig (talk | contribs) (Created page with "This is to be discontinued in 2.8 here for legacy sake.")
- 01:1101:11, 3 April 2026 Thermal Sensors (hist | edit) [3,281 bytes] Storijophe (talk | contribs) (Created from wayback machine page)
- 00:2500:25, 3 April 2026 Shipyard (hist | edit) [15,058 bytes] Storijophe (talk | contribs) (Created page with "{{bothversions}} '''Shipyards''' are orbital installations that specialise in the manufacture, refit, repair and scrap of ships and defensive structures. Shipyards are rated by their maximum construction tonnage(capacity) and come in two basic variants: Naval and Commercial. C# also adds Repair Yards. Each shipyard has a number of slipways, and each slipway can be used to work on one ship at a...")
12 March 2026
- 23:0423:04, 12 March 2026 Commanders (hist | edit) [5,068 bytes] Pedroig (talk | contribs) (Created page with "= Commanders = '''Commanders''' are the “talent pool” of every Empire, improving performance in their respective fields. Commanders are divided into: * Scientists – lead research projects * Civilian Administrators – govern colonies and sectors * Naval Officers – command ships * Ground Commanders – command ground units Each commander type has abilities relevant to their field. Commanders are trained at Military Academy...")
- 23:0123:01, 12 March 2026 Ground Units / Ground Combat (hist | edit) [15,501 bytes] Pedroig (talk | contribs) (Created page with "= Creating Ground Units / Ground Combat = == Ground Forces: Unit Design == Ground Forces and Ground Combat are undergoing a huge expansion in C#. The VB6 Ground Unit becomes the Formation and the VB6 Ground Unit Type becomes the Formation Template. However, there are no longer any fixed unit types or unit values. Instead, there is endless scope for Formations and Formation Templates, based on a detailed design process at the Formation level and below. This will allow t...")
- 22:4522:45, 12 March 2026 Reasearch (hist | edit) [6,321 bytes] Pedroig (talk | contribs) (Created page with "300px|thumb|Science: better delegate it.<br/>Image Pulsar Schematic by Roy Smits/Wikipedia '''Research''' is the backbone of any good trans-Newtonian empire. Research is required to do almost anything in Aurora, from speeding up your mines to building fighters that travel at the speed of light. More precisely, it should be called "Research & Development", because what you do in order to get that shiny new ion-powered spaceship engine (or s...")
- 22:4222:42, 12 March 2026 Ships and Fleets (hist | edit) [7,097 bytes] Pedroig (talk | contribs) (Created page with "'''Ships''' are the focus of Aurora, with the player commanding ships arranged into Fleets (or "Task Groups" in VB6). Ships are designed using Components, both Core components and Player Designed Systems. After being designed, ships are produced at a shipyard. Depending on their components, ships are broadly classed as either Commercial vessels or Military vessels. Most combat-relevant equipment (and a few other items, like...")
11 March 2026
- 15:3215:32, 11 March 2026 Passenger Accommodation (hist | edit) [494 bytes] Pedroig (talk | contribs) (Created page with "= Passenger Accommodation = Passenger Accommodation modules allow a ship to transport a small number of colonists. These modules are used by civilian passenger liners; for player use, Cryogenic Transport is more efficient. {| class="wikitable" style="text-align:center" |+ Passenger Accommodation ! Facility ! Standard ! Small |- ! Size (tons) | 2,500 | 250 |- ! Capacity | 250 | 25 |- ! Cost (BP) | 100 | 20 |- ! RP Cost (C#) | Free | Free |} Category:Components")
- 15:3015:30, 11 March 2026 Missile Jammer (hist | edit) [247 bytes] Pedroig (talk | contribs) (Created page with "ECM (in versions 2.2.0 and later) is a set of three ship systems that reduce the effectiveness of enemy sensors and missiles. ; '''Sensor Jammer''' ; '''Missile Jammer''' ; '''Fire Control Jammer''' ---- {{Components}} Category:Components")
- 15:3015:30, 11 March 2026 Fire Control Jammer (hist | edit) [247 bytes] Pedroig (talk | contribs) (Created page with "ECM (in versions 2.2.0 and later) is a set of three ship systems that reduce the effectiveness of enemy sensors and missiles. ; '''Sensor Jammer''' ; '''Missile Jammer''' ; '''Fire Control Jammer''' ---- {{Components}} Category:Components")
- 15:2915:29, 11 March 2026 Sensor Jammer (hist | edit) [247 bytes] Pedroig (talk | contribs) (Created page with "ECM (in versions 2.2.0 and later) is a set of three ship systems that reduce the effectiveness of enemy sensors and missiles. ; '''Sensor Jammer''' ; '''Missile Jammer''' ; '''Fire Control Jammer''' ---- {{Components}} Category:Components")
- 15:2715:27, 11 March 2026 Active Sensor (hist | edit) [5,834 bytes] Pedroig (talk | contribs) (Created page with "= Active Sensors / Fire Control = 900px|thumb|Active sensors project window '''Active Sensors''' and '''Missile Fire Controls''' are player-designed Components. * Active search Sensors are necessary for any fleet. They are needed to target hostiles and to detect incoming missiles. * Missile Fire Controls can only operate in conjunction with an active search sensor. The active sensor does not have to be on the same ship. == Des...")
- 12:1512:15, 11 March 2026 Flag Bridge (hist | edit) [462 bytes] Pedroig (talk | contribs) (Created page with "{{ComponentInfo | type = Core | class = Military | tech = Logistics & Ground Combat | size = 5 | wealth = 125 | duranium = 25 }} A '''Flag Bridge''' contains the facilities required for a high‑ranking fleet officer... <div style="clear: both;"></div> {{Components}} Category:Components")
- 11:4311:43, 11 March 2026 Terraforming Module (hist | edit) [1,908 bytes] Pedroig (talk | contribs) (Created page with "= Terraforming Module = {| class="wikitable" align="right" ! colspan="2" | Component Information |- | Type || Core |- | Class || Commercial |- | Tech Branch || Biology / Genetics |- ! colspan="2" | Specifications |- | Size (HS) || 500 |- ! colspan="2" | Cost |- | Wealth || 500 |- | Duranium || 250 |- | Neutronium || 0 |- | Corbomite || 0 |- | Tritanium || 0 |- | Boronide || 250 |- | Mercassium || 0 |- | Vendarite || 0 |- | Sorium || 0 |- | Uridium || 0 |- | Corundium ||...")
22 February 2026
- 19:2719:27, 22 February 2026 Current Version (hist | edit) [5 bytes] Wiki-admin (talk | contribs) (Created page with "2.7.1")