Fighter Factory: Difference between revisions
Wiki-admin (talk | contribs) m 1 revision imported |
No edit summary |
||
| Line 44: | Line 44: | ||
Fighter Factories require the standard 25,000 tons of cargo space (5 cargo holds), similar to most installations. | Fighter Factories require the standard 25,000 tons of cargo space (5 cargo holds), similar to most installations. | ||
[[Category:Installations]] | |||
Latest revision as of 15:28, 3 April 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. |
| Fighter Factory | |
|---|---|
| Cargo Size | 25,000 |
| Workers Required | 50,000 |
| Total Cost (BP) | 120 |
| Duranium | 0 (C#) / 30 (VB6) |
| Neutronium | — |
| Corbomite | — |
| Tritanium | — |
| Boronide | — |
| Mercassium | — |
| Sorium | — |
| Uridium | — |
| Corundium | — |
| Gallicite | — |
| Vendarite | 120 (C#) / 90 (VB6) |
Function
[edit]Fighter Factories are installations that allow construction of fighters, which are ships under 500 tons. This frees up shipyards to produce the larger and more costly warships. Shipyards can still produce fighters, and (depending on tech levels) they can sometimes be faster and more efficient, but shipyards need to be retooled to produce a new class, whereas fighter factories can change over to a new design instantly.
A fighter factory produces the racial fighter production rate per year modified by the planetary and sector governor's Factory Production bonus and require 50,000 civilians each to operate.
- Formula: (Racial Fighter Production Rate) * (Sector Governor Factory Production Bonus * 0.25) * (Planetary Governor Production Bonus)
Operation
[edit]Factories are managed on the Industry tab of the Economics Screen F2.
New Projects
[edit]Select Fighters on the Construction Options dropdown menu. Missiles and the remaining options are constructed by Ordnance Factories and Construction Factories respectively.
Once an item is selected, you can choose the number to construct along with the percentage of industry to devote to the project and the desired task group the new fighters will become members of. If a higher percentage is chosen than is available, the project will enter the queue and will begin when an enough industry has been freed up to meet the percentage requirements.
Tip: In VB6, if a task group for the fighters is not specified at the time of construction, the fighters may be permanently lost.
Current Projects
[edit]Clicking on an existing project allows you to change the requested number of items, percentage of industry at anytime and target task group. Attempted to set the total percentage of industry used will display an error dialog notifying you of this.
Current projects can also be cancelled, paused or moved into the queue. Paused projects do not release their industry for other projects, so move them into the queue if additional industry is required.
Note: Selected a new project, then clicking on an existing project and finally back on the new project will result in the focus still being granted to the existing project. To correct, pick a different new project and then back to what you want to build.
Shutting Down
[edit]In VB6, fighter factories can be mass-shutdown via the Civilian / Ind Status tab of the Economics screen. This will immediately shutdown all Fighter production and remove any Wealth costs associated with the production, as well as freeing up all workers employed at the factories. Shutting down in this way will require a 6-month warm-up time to restart production.
In both versions, production can also be shutdown by simply not building anything at the factories. This will remove the resource and Wealth costs, but the factory will still need its usual workforce.
Misc
[edit]Fighter Factories require the standard 25,000 tons of cargo space (5 cargo holds), similar to most installations.