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Installations

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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The Ground Force Training Facility has been replaced by the **Ground Force Construction Complex**.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.