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This category lists all of the [[Installations]] in [[Aurora]].
= 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The Ground Force Training Facility has been replaced by the **Ground Force Construction Complex**.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:Content]]
[[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.