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Maintenance module

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This article contains information relevant to both the C# and VB6 versions of Aurora. Where differences exist, they are noted in the appropriate sections.

Component Information
Type Core
Class Commercial
Tech Branch Logistics & Ground Combat
Specifications
Size (HS) 100
Crew Required 50
Cost
Wealth 100 (C#) / 200 (VB6)
Duranium 50 (C#) / 100 (VB6)
Neutronium 0
Corbomite 0
Tritanium 0
Boronide 0
Mercassium 0
Vendarite 0
Sorium 0
Uridium 0
Corundium 0
Gallicite 0

Maintenance Modules are the shipboard equivalent of a Maintenance Facility. They have the same capacity as maintenance facilities(1000-6250 tons total in C#, depending on technology, or a flat 200 tons per ship in VB6). A ship with operating maintenance modules functions just like maintenance facilities at a colony would. If they are at a colony, they add maintenance capacity to the colony just like maintenance facilities do. If they are operating in deep space away from a colony (only possible in C#), they function like a colony would. They consume supplies just like a maintenance facility, as well (MSP in C#, or minerals in VB6), and those supplies must be present for the module to function at full efficiency.

Due to their mobile nature, maintenance modules are ideal for quickly setting up a forward operating base for a military group. As they require no ground population or installation transport, a single ship with adequate maintenance capacity and MSP/minerals on board can service a whole fleet for an extended period. In C# this works anywhere, and in VB6, you can just approach an arbitrary system body, unload the resources in its cargo hold, and remain in orbit.

VB6 Notes

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Maintenance modules in VB6 only work when they are in orbit of a colony with enough minerals to provide for the maintenance costs. They cannot function in deep space.

Maintenance modules can also be installed in PDCs, allowing a slightly more robust base to be rapidly deployed with the aid of a Construction Brigade or two.

Caution

If you have a group of maintenance vessels in orbit, don't send new ships to join that task group. You must send ships to the planet first, then tell them to join the task group, otherwise their production rate won't be added to the total. The same applies to asteroid miners, terraformers, orbital habitats and harvesters.

List of Components

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Engines and Power Plants: EngineFuel StorageJump EnginePower Plants
Beam Weaponry: Beam Fire ControlLasersParticle BeamsMesonsHigh-Powered MicrowavePlasma CarronadeRailgunsGauss Cannons
Missile Weaponry: Missile Fire ControlMissile LaunchersMagazines
Defensive Systems: ArmorShieldsCIWSSensor JammerFire Control JammerMissile JammerDecoy LauncherCloaking Device
Maintenance and Repairs: Engineering SpacesMaintenance Storage BayDamage ControlMaintenance module
Carriers and Fighters: Hangar deckFighter Pod Bay
Sensors: Active SensorEM SensorThermal SensorGeological Survey SensorsGravitational Survey SensorsELINT Modules
Command and Control: BridgeFlag BridgeAuxiliary ControlScience DepartmentMain EngineeringCombat Information CentrePrimary Flight Control
Transportation: Cargo HoldTroop Transport BayCryogenic TransportPassenger Accommodation
Logistics: Cargo Shuttle BayRefuelling SystemOrdnance Transfer SystemTractor Beam
Production: Orbital Mining ModuleSorium HarvesterTerraforming ModuleJump Point Stabilisation ModuleSalvage Module