Installations
Planetary Installations
Removal of Low Gravity Infrastructure
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
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
- 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
Introduced in v1.0.0.
The Ground Force Training Facility has been replaced by the **Ground Force Construction Complex**.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
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
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
Changed in v1.10.0.
When industrial allocation is below 100%, unused capacity is displayed separately for:
- Construction
- Ordnance
- Fighters
Assign New Labs
Changed in v1.12.0.
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
Introduced in v1.0.0.
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
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
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
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
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
Changed in v2.0.0.
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.