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Minerals: Difference between revisions

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| '''Uridium'''
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| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[ECM]] • [[Research Facility]]
| [[Sensors|Active Sensors]] • [[Sensors|Passive Sensors]] • [[Active Sensors/Fire Control|Fire Controls]] • [[ECM]] • [[Research Facility]] • [[Maintenance Supplies]]
| Core sensor mineral; demand rises with tech level and fleet size.
| Core sensor mineral; demand rises with tech level and fleet size.
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Revision as of 17:02, 29 May 2026

Minerals are the foundation of Aurora 4X’s trans‑Newtonian economy. Every ship, missile, installation, ground unit, and industrial structure is built from specific combinations of the eleven TN minerals. Mineral availability determines the pace of expansion, the scale of military production, and the long‑term viability of an empire. Each deposit has a finite quantity and an accessibility rating that directly affects mining output; high‑accessibility deposits provide full yield, while low‑accessibility deposits require many more mines to extract useful amounts. As deposits deplete, accessibility declines after the 50% mark, reducing efficiency and forcing empires to expand outward in search of new sources. Strategic mineral management—surveying, prioritizing high‑value deposits, establishing remote mining colonies, and balancing consumption across shipbuilding, weapons, research, and infrastructure—is one of the core challenges of Aurora C#.

Below is a summary of each mineral, its primary uses, and notes to help guide early‑ and mid‑game planning.

Mineral Primary Uses (links) Notes / Tips
Duranium Ship ComponentsArmourInstallationsInfrastructureMaintenance Supplies Backbone mineral; nearly everything consumes it. Early shortages cripple production.
Neutronium RailgunsShipyardsGround Forces Heavy industrial mineral; not used for armour despite the name.
Corbomite ShieldsAdvanced ArmourSensorsFire ControlsCloakingDecoys Required for defensive tech and CI→Financial Centre conversions.
Tritanium Missile LauncherMagazineOrdnance Factory Missile‑heavy doctrines consume large amounts; watch magazine scaling.
Boronide ReactorsPower PlantsFuel RefineryEnergy Weapon Components Every engine requires reactor power; Boronide shortages stall fleet growth.
Mercassium Research FacilityInfrastructurePlanetary Installations Not a sensor mineral for ships; mainly used for colony development.
Vendarite Ground ForcesCIWSGauss Cannons Only ground‑force mineral; also used in some point‑defense systems.
Sorium Fuel RefiningFuel HarvesterJump Drives Fuel bottlenecks halt fleets; gas giant harvesting is essential mid‑game. Sorium is needed for Components, Fuel is needed for Fleets and Missiles.
Uridium Active SensorsPassive SensorsFire ControlsECMResearch FacilityMaintenance Supplies Core sensor mineral; demand rises with tech level and fleet size.
Corundium MinesLasersParticle BeamsMesonsPlasma CarronadeHigh-Powered MicrowaveBuoys Critical mineral: required for both mines and energy weapons. Shortages are devastating.
Gallicite EnginesMaintenance Supplies The engine mineral; most common mid‑game crisis. Limits shipbuilding speed.