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= Planetary Installations =
'''Installations''' are structures which perform a variety of tasks on the [[colony]] they are on. Installations are built by industrial capacity, and they can be transported to a different planet with freighters. Most installations require sufficient resources and/or manpower to operate at peak performance.


==Installation Types==
== Removal of Low Gravity Infrastructure ==
===Factories===
{{VersionChanged|2.6.0}}
Factories will give you a certain amount of build points(BP) on the colony you build them. Factory Production rates can be increased with research. If you intend to build something at your colony, make sure you have enough [[minerals]] and [[wealth]].
* '''[[Conventional Industry]]''' - Pre [[Trans-Newtonian]] technology installation. Best upgraded to better installations as soon as possible. Conventional Industry acts as a mixture of other factory types, but at very low efficiency (every 1000 conventional industry can be replaced with 475 trans-Newtonian installations in [[CSharp|C#]], or 250 in [[VB6]].)
* '''[[Construction Factory]]''' - Used to build every installation in Aurora, and can also build [[space station]]s. Requires 50,000 population per installation. Base rate is 10/year/factory, upgradeable via research.
* '''[[Forced Labour Construction Camp]]''' (C# only) - Produces installations at the same speed as normal Construction Factories and costs less, but permanently consumes a substantial amount of population, and creates unrest.
* '''[[Ordnance Factory]]''' - Used to produce [[missiles]]. Requires 50,000 population per installation. Base rate is 10/year/factory, upgradeable via research.
* '''[[Fighter Factory]]''' - Used to build [[fighters]]. Requires 50,000 population per installation. Base rate is 10/year/factory, upgradable via research.
* '''[[Fuel Refinery]]''' - Used to refine [[Sorium]] into [[fuel]]. Requires 50,000 population per installation. Base rate is 20,000 litres/year/refinery, upgradable via research. Refineries consume 1 ton of Sorium per 2000 litres refined. This conversion rate does not change with additional research.
* '''[[Ground Force Construction Complex]]''' (C#) / '''[[Ground Force Training Facility]]''' (VB6) - Used to train new [[ground forces]]. Requires 1,000,000 population per installation.  


===Research===
Low gravity infrastructure has been removed from the game. 
* '''[[Research Facility]]'''(C#) / '''[[Research Lab]]''' (VB6) - Required to perform research. Requires 1 million population to operate. Base research rate is 200 RP/year/lab, upgradable via research, or by finding [[ruins]].  
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'''.


===Wealth===
This reduces micromanagement for players, NPRs, and civilians while preserving the intended difficulty of low‑gravity environments.
* '''[[Financial Centre]]''' - Increases the [[wealth]] created on the planet. Requires 50,000 population to operate.  


===Mining===
== Forced Labour Camps ==
* '''[[Mine]]''' - Manned mines. Require 50,000 population to operate. Base rate is 10/year/mine, upgradable via research. Note: lower than 1.0 accessibility affects the base rate as a percentage, i.e. .6 accessibility mines at 6/year/mine.
{{VersionIntro|1.0.0}}
* '''[[Forced Labour Mining Camp]]''' (C# only) - Produces minerals identically to a mine and costs less, but permanently consumes a substantial amount of population, and creates unrest.
* '''[[Automated Mine]]''' - Produces minerals identically to a mine, except twice as expensive (240 vs 120), and requires no population to operate. Regular mines can also be converted to automated mines at a cost of 150.
* '''[[Mass Driver]]''' - Used to launch and catch packets of minerals. Each driver can launch 5000 tons of minerals per year to any other colony in the same system, without needing to ship the minerals in a freighter. In C#, the target colony needs to have its own Mass Driver to be a valid target. In VB6, any colony may be targeted, and if that colony doesn't have a Mass Driver of its own, then the packets will act like an orbital bombardment when they arrive, instead of transferring minerals.  


===Ship Production and Maintenance===
Forced Labour ground units have been removed and replaced with two new installations:
* '''[[Maintenance Facility]]''' - Used to provide support to orbiting military starships; civilian ships do not need maintenance. Requires 50,000 population per installation. In C#, they support 1000 tons of ships each (upgradeable with research). In VB6, they supports all ships that have a mass of less than 200 tons times the number of facilities. Consumes minerals to support military ships proportional to their build cost. See [[Ship Maintenance]]. They also produce the [[MSP]] that are needed to maintain ships that are away from base.
* '''[[Naval Shipyard Complex]]''' - Used to build [[military vessels]]. Base capacity 1,000 tons. Each shipyard has a number of slips and can build 1 ship per slip. The shipyard is also only configured to build 1 class of ships (though in some cases very similar versions of ships may be built without retooling). Population requirements are 250 per slipway per ton (C#) or 1,000,000 population per slipway plus 100 per slipway per ton (VB6). Base building rate is 400 pts/year. This is upgradeable via research. Naval shipyards can also build [[commercial vessels]] if desired, but this is usually impractical.
* '''[[Commercial Shipyard Complex]]''' - Identical to the naval shipyard complex, except that capacity is 10x larger for the same cost and workforce, and it cannot build military vessels.
* '''[[Repair Yard]]''' - Used to repair [[damage]]d ships. These have the same size and worker need as commercial shipyards, but can work on military ships. However, they cannot construct new ships, they can only repair damage.


===Leadership Facilities===
* '''Forced Labour Construction Camp'''
* '''[[Sector Command]]''' - Allows creation of a [[sector]]. A sector governor oversees a number of systems. A fraction (1/4) of his bonuses are applied to each colony under his jurisdiction. The command radius starts at 1 for one Sector Command, and increases by 1 every time you double the number of facilities (so radius 2 requires 2 facilities, radius 3 required 4, radius 4 requires 8, etc.) These can only be built with the Improved Command And Control technology.
* '''Forced Labour Mining Camp'''
* '''[[Naval Headquarters]]''' (C# only) - Allows creation of [[Naval Admin Commands]]. These function the same way as sector commands, and have the same base radius.
* '''[[Military Academy]]''' - Generates [[leaders]] to command your [[fleet]]s, [[ground forces]], lead [[research]] projects, and govern [[colony|colonies]]. They also train ship [[crew]]s.


===Managing Inhospitable Worlds===
Each costs '''40 BP''', provides the same output as a Construction Factory or Mine, and requires '''100,000 cargo points''' (4× a Construction Factory).
* '''[[Infrastructure]]''' - Infrastructure is used by colonies to support population on bodies with low suitability. Infrastructure is only usable on worlds with at least 0.1g of gravity.
* '''[[Infrastructure|Low-Gravity Infrastructure]]''' (C#) / '''[[Infrastructure|Underground Infrastructure]]''' (VB6) - The same as infrastructure, except it can be used on low-gravity worlds as well, but it is also more expensive.
* '''[[Terraforming Installation]]''' - Used to modify the atmosphere to a more hospitable type. Requires 250,000 population to operate. Base rate is .001 atm/year/installation, upgradeable via research. It has a mass of 125,000 tons, 5 times as much as a normal industrial installation. See [[Terraforming]].
* '''[[Genetic Modification Centre]]''' - Needs Biology/Genetics research. Modifies base race into engineered race at the rate of 250,000 per year per centre. New race is subject to riots if it is considered a minority, and an engineered race cannot be engineered again.


===Logistics===
=== Mechanics ===
* '''[[Spaceport]]''' - Allows all loading/unloading operations to complete faster including minerals, installations and troops. Loading time is divided by the level of the spaceport plus one. In C#, they also allow colonies to transfer [[fuel]] and [[missiles]] to and from ships.  
* Can be built at any population. 
* '''[[Cargo Shuttle Station]]''' (C# only) - Similar to a spaceport, but only reduces cargo loading/unloading times.
* Consumes '''100,000 population''' on creation.
* '''[[Ordnance Transfer Station]]''' (C# only) - Similar to a spaceport, but only allows missile transfer.  
* Causes '''5 unrest''' immediately.
* '''[[Refuelling Station]]''' (C# only) - Similar to a spaceport, but only allows fuel transfer.
* 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.


===Sensors===
=== Strategic Notes ===
* '''[[Deep Space Tracking Station]]''' - Passive thermal and EM sensors. The ground system for sensing approaching fleets. Each station has a base rating of 200. This is upgradeable via research.  
* 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.


==Construction==
== Ground Forces Construction Complex ==
Each item that is constructed requires a build cost equal to the mineral cost. For example, a Shipyard complex requires 1200 Duranium and 1200 Neutronium, for a total cost of 2400. One construction factory will require 240 years at the base rate to complete the yard. Of course, multiple factories will reduce this time - 240 factories will only take one year for the same shipyard.
{{VersionIntro|1.0.0}}


==Transporting Installations==
The Ground Force Training Facility has been replaced by the '''Ground Force Construction Complex'''.
Once constructed, installations can be transported to other colonies. Transporting most installations is possible either by using [[Civilian shipping]] [[civilian contracts|contracts]] or using your own freighters. Shipyards are an exception, as they may only be moved by towing them with a [[tug]].  


Most facilities weighs 25,000 tons (one normal [[Cargo Hold]]), but some are larger, and infrastructure are smaller. If a ship tries to transport a facility but cannot carry it all at once, the facility is automatically broken down into fractional facilities, allowing you to transport it in several runs or by using several ships. Note that fractional facilities produce nothing - they must be moved in full before they have any benefit on the destination world.
=== 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 


In VB6, some installations are immobile. In C#, all installations can be moved.  
Reflects the increased effort required to construct, train, and support new ground forces.


==Conventional Empire Start==
== Genetic Modification Centre ==
If you start a [[conventional]] empire, many installation types will require you to research [[Trans-Newtonian]] technology, and you will only have basic installations available. In particular, no additional factories can be built until you research the Trans-Newtonian Technology tech.
{{VersionIntro|1.0.0}}


After you research this technology, you can start to convert your Conventional Industry into your choice of Construction Factories, Mines, Fighter Factories, Fuel Refineries, Ordnance Factories, or (in C# only) Financial Centres.
* Produces '''1,000,000 conversions per year''' (up from 250k in VB6). 
* Requires '''250,000 workers''' (VB6 required none).


{{Installations}}
== Conventional Industry ==
[[Category:Installations| ]]
{{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]]

Latest revision as of 08:01, 15 September 2026

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.