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= Planetary Installations = == Removal of Low Gravity Infrastructure == {{VersionChanged|2.6.0}} 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 == {{VersionIntro|1.0.0}} 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 === * 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 === * 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 == Ground Forces Construction Complex == {{VersionIntro|1.0.0}} The Ground Force Training Facility has been replaced by the **Ground Force Construction Complex**. === Mechanics === * 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 == {{VersionIntro|1.0.0}} * Produces **1,000,000 conversions per year** (up from 250k in VB6). * Requires **250,000 workers** (VB6 required none). == Conventional Industry == {{VersionIntro|1.0.0}} 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 == {{VersionChanged|1.10.0}} When industrial allocation is below 100%, unused capacity is displayed separately for: * Construction * Ordnance * Fighters == Assign New Labs == {{VersionChanged|1.12.0}} A new '''Assign New''' toggle has been added to the Research tab. === Mechanics === * 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 == {{VersionIntro|1.0.0}} Workers are required only where workforce size meaningfully impacts infrastructure needs. === Installations Requiring Workers === ; 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 === 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 == {{VersionIntro|1.0.0}} 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 == {{VersionIntro|1.0.0}} 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 == {{VersionIntro|1.0.0}} 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 == {{VersionIntro|1.0.0}} {| class="wikitable sortable" ! Installation ! BP Cost ! Mineral Cost ! Workers Required |- | [[Fuel Refinery|'''Fuel Refinery''']] | 120 | 120 Boronide | 50,000 |- | [[Naval Shipyard Complex|'''Naval Shipyard Complex''']] | 2,400 | 1,200 Duranium + 1,200 Neutronium | 0 |- | [[Construction Factory|'''Construction Factory''']] | 120 | 60 Duranium + 60 Neutronium | 50,000 |- | [[Terraforming Installation|'''Terraforming Installation''']] | 300 | 150 Duranium + 150 Boronide | 125,000 |- | [[Mine|'''Mine''']] | 120 | 120 Corundium | 50,000 |- | [[Research Facility|'''Research Facility''']] | 2,400 | 1,200 Duranium + 1,200 Mercassium | 1,000,000 |- | [[Infrastructure|'''Infrastructure''']] | 2 | 1 Duranium + 1 Mercassium | 0 |- | [[Deep Space Tracking Station|'''Deep Space Tracking Station''']] | 300 | 100 Duranium + 100 Neutronium | 0 |- | [[Mine|'''Automated Mine''']] | 240 | 240 Corundium | 0 |- | [[Military Academy|'''Military Academy''']] | 2,400 | 1,200 Duranium + 1,200 Mercassium | 0 |- | [[Ground Force Construction Complex|'''Ground Force Construction Complex''']] | 2,400 | 2,400 Vendarite | 1,000,000 |- | [[Sector Command|'''Sector Command''']] | 1,200 | 400 Duranium + 400 Neutronium | 0 |- | [[Maintenance Facility|'''Maintenance Facility''']] | 60 | 30 Duranium + 30 Neutronium | 50,000 |- | [[Mass Driver|'''Mass Driver''']] | 300 | 100 Duranium + 100 Neutronium + 100 Boronide | 0 |- | [[Financial Centre|'''Financial Centre''']] | 120 | 120 Corbomite | 50,000 |- | [[Conventional Industry|'''Conventional Industry''']] | 240 | Mixed to Convert to TN facilities | 50,000 |- | [[Civilian mining complex|'''Civilian Mining Complex''']] | 2,400 | 2,400 Corundium | 0 |- | [[Genetic Modification Centre|'''Genetic Modification Centre''']] | 2,400 | 300 Duranium + 300 Uridium + 600 Mercassium | 250,000 |- | [[Refuelling Station|'''Refuelling Station''']] | 1,200 | 300 Duranium + 300 Boronide | 0 |- | [[Naval Headquarters|'''Naval Headquarters''']] | 1,200 | 400 Duranium + 400 Neutronium | 0 |- | [[Ordnance Transfer Station|'''Ordnance Transfer Station''']] | 1,200 | 300 Duranium + 300 Boronide | 0 |- | [[Cargo Shuttle Station|'''Cargo Shuttle Station''']] | 1,200 | 300 Duranium + 300 Boronide + 300 Uridium | 0 |- | [[Forced Labour Construction Camp|'''Forced Labour Construction Camp''']] | 40 | 20 Duranium + 20 Neutronium | 5,000 |- | [[Mine|'''Forced Labour Mining Camp''']] | 40 | 20 Duranium + 20 Corundium | 5,000 |- | [[Repair Yard|'''Repair Yard''']] | 1,200 | 1,200 Duranium + 1,200 Neutronium | 0 |- | [[Civilian mining complex|'''Ex‑Civilian Mining Complex''']] | 2,400 | 2,400 Corundium | 0 |- | [[Ordnance Factory|'''Ordnance Factory''']] | 120 | 120 Tritanium | 50,000 |- | [[Fighter Factory|'''Fighter Factory''']] | 120 | 120 Vendarite | 50,000 |- | [[Spaceport|'''Spaceport''']] | 3,000 | 1,000 Duranium + 400 Neutronium + 400 Corbomite + 1,400 Uridium | 0 |} == Scrapping Installations == {{VersionChanged|2.0.0}} Installations can be scrapped for **30%** of their wealth and mineral value. === Mechanics === * Done via the Civilian Economy tab. * Wealth returns to racial balance. * Minerals return to the parent population stockpile. [[Category:Installations]] [[Category:Economy]]
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