Installations: Difference between revisions
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This | = 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The Ground Force Training Facility has been replaced by the **Ground Force Construction Complex**.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" | {| class="wikitable sortable" | ||
| Line 7: | Line 169: | ||
! Workers Required | ! Workers Required | ||
|- | |- | ||
| '''Fuel Refinery''' | | [[Fuel Refinery|'''Fuel Refinery''']] | ||
| 120 | | 120 | ||
| 120 Boronide | | 120 Boronide | ||
| 50,000 | | 50,000 | ||
|- | |- | ||
| '''Naval Shipyard Complex''' | | [[Naval Shipyard Complex|'''Naval Shipyard Complex''']] | ||
| 2,400 | | 2,400 | ||
| 1,200 Duranium + 1,200 Neutronium | | 1,200 Duranium + 1,200 Neutronium | ||
| 0 | | 0 | ||
|- | |- | ||
| '''Construction Factory''' | | [[Construction Factory|'''Construction Factory''']] | ||
| 120 | | 120 | ||
| 60 Duranium + 60 Neutronium | | 60 Duranium + 60 Neutronium | ||
| 50,000 | | 50,000 | ||
|- | |- | ||
| '''Terraforming Installation''' | | [[Terraforming Installation|'''Terraforming Installation''']] | ||
| 300 | | 300 | ||
| 150 Duranium + 150 Boronide | | 150 Duranium + 150 Boronide | ||
| 125,000 | | 125,000 | ||
|- | |- | ||
| '''Mine''' | | [[Mine|'''Mine''']] | ||
| 120 | | 120 | ||
| 120 Corundium | | 120 Corundium | ||
| 50,000 | | 50,000 | ||
|- | |- | ||
| '''Research Facility''' | | [[Research Facility|'''Research Facility''']] | ||
| 2,400 | | 2,400 | ||
| 1,200 Duranium + 1,200 Mercassium | | 1,200 Duranium + 1,200 Mercassium | ||
| Line 42: | Line 204: | ||
| 0 | | 0 | ||
|- | |- | ||
| '''Deep Space Tracking Station''' | | [[Deep Space Tracking Station|'''Deep Space Tracking Station''']] | ||
| 300 | | 300 | ||
| 100 Duranium + 100 Neutronium | | 100 Duranium + 100 Neutronium | ||
| 0 | | 0 | ||
|- | |- | ||
| '''Automated Mine''' | | [[Mine|'''Automated Mine''']] | ||
| 240 | | 240 | ||
| 240 Corundium | | 240 Corundium | ||
| 0 | | 0 | ||
|- | |- | ||
| '''Military Academy''' | | [[Military Academy|'''Military Academy''']] | ||
| 2,400 | | 2,400 | ||
| 1,200 Duranium + 1,200 Mercassium | | 1,200 Duranium + 1,200 Mercassium | ||
| 0 | | 0 | ||
|- | |- | ||
| '''Ground Force Construction Complex''' | | [[Ground Force Construction Complex|'''Ground Force Construction Complex''']] | ||
| 2,400 | | 2,400 | ||
| 2,400 Vendarite | | 2,400 Vendarite | ||
| 1,000,000 | | 1,000,000 | ||
|- | |- | ||
| '''Sector Command''' | | [[Sector Command|'''Sector Command''']] | ||
| 1,200 | | 1,200 | ||
| 400 Duranium + 400 Neutronium | | 400 Duranium + 400 Neutronium | ||
| 0 | | 0 | ||
|- | |- | ||
| '''Maintenance Facility''' | | [[Maintenance Facility|'''Maintenance Facility''']] | ||
| 60 | | 60 | ||
| 30 Duranium + 30 Neutronium | | 30 Duranium + 30 Neutronium | ||
| 50,000 | | 50,000 | ||
|- | |- | ||
| '''Mass Driver''' | | [[Mass Driver|'''Mass Driver''']] | ||
| 300 | | 300 | ||
| 100 Duranium + 100 Neutronium + 100 Boronide | | 100 Duranium + 100 Neutronium + 100 Boronide | ||
| 0 | | 0 | ||
|- | |- | ||
| '''Financial Centre''' | | [[Financial Centre|'''Financial Centre''']] | ||
| 120 | | 120 | ||
| 120 Corbomite | | 120 Corbomite | ||
| 50,000 | | 50,000 | ||
|- | |- | ||
| '''Conventional Industry''' | | [[Conventional Industry|'''Conventional Industry''']] | ||
| 240 | | 240 | ||
| Mixed to Convert to TN facilities | | Mixed to Convert to TN facilities | ||
| 50,000 | | 50,000 | ||
|- | |- | ||
| '''Civilian Mining Complex''' | | [[Civilian mining complex|'''Civilian Mining Complex''']] | ||
| 2,400 | | 2,400 | ||
| 2,400 Corundium | | 2,400 Corundium | ||
| 0 | | 0 | ||
|- | |- | ||
| '''Genetic Modification Centre''' | | [[Genetic Modification Centre|'''Genetic Modification Centre''']] | ||
| 2,400 | | 2,400 | ||
| 300 Duranium + 300 Uridium + 600 Mercassium | | 300 Duranium + 300 Uridium + 600 Mercassium | ||
| 250,000 | | 250,000 | ||
|- | |- | ||
| '''Refuelling Station''' | | [[Refuelling Station|'''Refuelling Station''']] | ||
| 1,200 | | 1,200 | ||
| 300 Duranium + 300 Boronide | | 300 Duranium + 300 Boronide | ||
| 0 | | 0 | ||
|- | |- | ||
| '''Naval Headquarters''' | | [[Naval Headquarters|'''Naval Headquarters''']] | ||
| 1,200 | | 1,200 | ||
| 400 Duranium + 400 Neutronium | | 400 Duranium + 400 Neutronium | ||
| 0 | | 0 | ||
|- | |- | ||
| '''Ordnance Transfer Station''' | | [[Ordnance Transfer Station|'''Ordnance Transfer Station''']] | ||
| 1,200 | | 1,200 | ||
| 300 Duranium + 300 Boronide | | 300 Duranium + 300 Boronide | ||
| 0 | | 0 | ||
|- | |- | ||
| '''Cargo Shuttle Station''' | | [[Cargo Shuttle Station|'''Cargo Shuttle Station''']] | ||
| 1,200 | | 1,200 | ||
| 300 Duranium + 300 Boronide + 300 Uridium | | 300 Duranium + 300 Boronide + 300 Uridium | ||
| 0 | | 0 | ||
|- | |- | ||
| '''Forced Labour Construction Camp''' | | [[Forced Labour Construction Camp|'''Forced Labour Construction Camp''']] | ||
| 40 | | 40 | ||
| 20 Duranium + 20 Neutronium | | 20 Duranium + 20 Neutronium | ||
| 5,000 | | 5,000 | ||
|- | |- | ||
| '''Forced Labour Mining Camp''' | | [[Mine|'''Forced Labour Mining Camp''']] | ||
| 40 | | 40 | ||
| 20 Duranium + 20 Corundium | | 20 Duranium + 20 Corundium | ||
| 5,000 | | 5,000 | ||
|- | |- | ||
| '''Repair Yard''' | | [[Repair Yard|'''Repair Yard''']] | ||
| 1,200 | | 1,200 | ||
| 1,200 Duranium + 1,200 Neutronium | | 1,200 Duranium + 1,200 Neutronium | ||
| 0 | | 0 | ||
|- | |- | ||
| '''Ex‑Civilian Mining Complex''' | | [[Civilian mining complex|'''Ex‑Civilian Mining Complex''']] | ||
| 2,400 | | 2,400 | ||
| 2,400 Corundium | | 2,400 Corundium | ||
| 0 | | 0 | ||
|- | |- | ||
| '''Ordnance Factory''' | | [[Ordnance Factory|'''Ordnance Factory''']] | ||
| 120 | | 120 | ||
| 120 Tritanium | | 120 Tritanium | ||
| 50,000 | | 50,000 | ||
|- | |- | ||
| '''Fighter Factory''' | | [[Fighter Factory|'''Fighter Factory''']] | ||
| 120 | | 120 | ||
| 120 Vendarite | | 120 Vendarite | ||
| 50,000 | | 50,000 | ||
|- | |- | ||
| '''Spaceport''' | | [[Spaceport|'''Spaceport''']] | ||
| 3,000 | | 3,000 | ||
| 1,000 Duranium + 400 Neutronium + 400 Corbomite + 1,400 Uridium | | 1,000 Duranium + 400 Neutronium + 400 Corbomite + 1,400 Uridium | ||
| 0 | | 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: | [[Category:Installations]] | ||
[[Category:Economy]] | |||
Latest revision as of 07:42, 13 April 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.