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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 ||..."
 
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= Terraforming Module =
{{bothversions}}
{{ComponentInfo
|type = Core
|class = Commercial
|techbranch = Biology / Genetics
|staticsizehs =  500
|partcost  =    500
|ducost    =    250
|boronide  =    250
|crewreq  =    100
}}


{| class="wikitable" align="right"
Like an [[Orbital Mining Module]], a '''Terraforming Module''' is used in lieu of a [[Terraforming Installation]]. Unlike Orbital Mining Modules, however, they can work on any interstellar [[Body]]. Terraforming Modules produce atmosphere at the same rate as a Terraforming Installation, but as they're manned by crew they don't require infrastructure and population to run. Because of this, it is common for empires to exclusively use Terraforming Modules and ignore infrastructure and Terraforming Installations altogether. Terraforming Modules are [[Research|researched]] under the [[Biology and Genetics]] section for 5000 RP.
! 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 || 0
|-
| Gallicite || 0
|}


Like an [[Orbital Mining Module]], a '''Terraforming Module''' is used in lieu of a [[Terraforming Installation]]. Unlike Orbital Mining Modules, however, they can work on any interstellar [[Body]]. Terraforming Modules produce atmosphere at the same rate as a Terraforming Installation, but as they're manned by crew they don't require infrastructure and population to run. Because of this, it is common for empires to exclusively use Terraforming Modules and ignore infrastructure and Terraforming Installations altogether.
In order to use a Terraforming Module, you must first create a colony on the world you plan to inhabit. From the {{key|F9}} menu, select a habitable planet you want to terraform and establish a colony there. On the Population and Production page {{key|F2}}, select the new colony and go to the "Environment" tab. Select the gas you want to add or remove, and the Terraforming Module will begin to add or remove the gas accordingly. At the bottom left of the panel, right below "Teraform Rate vs Earth" you will see how many Terraform Installations and Modules are active for this planet.
 
In order to use a Terraforming Module, you must first create a colony on the world you plan to inhabit. From the F9 menu, select a habitable planet you want to terraform and establish a colony there. On the Population and Production page (F2), select the new colony and go to the "Environment" tab. Select the gas you want to add or remove, and the terraforming module will begin to add or remove the gas accordingly.


; Caution (VB6 only)
; Caution (VB6 only)
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[[Terraforming]]
[[Terraforming]]


{{ComponentList}}
{{Components}}


[[Category:Components
[[Category:Components]]

Latest revision as of 19:27, 6 October 2026


This article contains information relevant to both the C# and VB6 versions of Aurora.

Where differences exist, they are noted in the appropriate sections.


Component Information
Type Core
Class Commercial
Tech Branch Biology / Genetics
Specifications
Size (HS) 500
Size (Tons) 25000
Crew Required 100
Production Cost
Wealth (BP) 500
Duranium 250
Neutronium {{{necost}}}
Corbomite {{{cbcost}}}
Tritanium {{{trcost}}}
Boronide {{{bocost}}}
Mercassium {{{mecost}}}
Vendarite {{{vecost}}}
Sorium {{{socost}}}
Uridium {{{urcost}}}
Corundium {{{cdcost}}}
Gallicite {{{gacost}}}


Like an Orbital Mining Module, a Terraforming Module is used in lieu of a Terraforming Installation. Unlike Orbital Mining Modules, however, they can work on any interstellar Body. Terraforming Modules produce atmosphere at the same rate as a Terraforming Installation, but as they're manned by crew they don't require infrastructure and population to run. Because of this, it is common for empires to exclusively use Terraforming Modules and ignore infrastructure and Terraforming Installations altogether. Terraforming Modules are researched under the Biology and Genetics section for 5000 RP.

In order to use a Terraforming Module, you must first create a colony on the world you plan to inhabit. From the F9 menu, select a habitable planet you want to terraform and establish a colony there. On the Population and Production page F2, select the new colony and go to the "Environment" tab. Select the gas you want to add or remove, and the Terraforming Module will begin to add or remove the gas accordingly. At the bottom left of the panel, right below "Teraform Rate vs Earth" you will see how many Terraform Installations and Modules are active for this planet.

Caution (VB6 only)

If you have a group of terraformers in orbit, don't send new ships to join that task group. You must send ships to the planet first, then tell them to join the task group, otherwise their production rate won't be added to the total. The same applies to asteroid miners, maintenance vessels, orbital habitats and harvesters. This is not an issue in C#.

See Also

[edit]

Terraforming