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C# Suggestions / Re: My Take on Government
« Last post by Aloriel on Today at 12:09:13 PM »
I found the government simulator spreadsheet lacking in various ways. For one, it has no way of understanding the in game situation. If a hostile alien species is attacking our forces, there is no way the senate would disallow research on weaponry or construction of new warships. Unless it's been updated to include such things in the year or so since I tried it out, it still has issues like that.

It's part of why I'd like to see some sort of additions to Aurora. In the very least, I'd really like to see government departments similar to the OP's idea that actually have impact.
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Kelewan on Today at 10:34:55 AM »
I like the idea of "Colonization Pressure", but I think there is a factor missing.
Aurora does consider the security and environmental effects, but not being able to find a work and
to earn a living has been a major factor for migration around to world.

I would therefore suggest that either:
- a high unemployment rate increases the colonization pressure, or
- the number of unemployed workers could increase the maximum number of colonists

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for a system to be eligible for CMC spawning, it must have at least one colony with a population of at least 10M.
does this only count surface population? or does Ark module population count?
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Stating the obvious probably, but often even the obvious escapes me ;D

The cheapest way to extract minerals: manual mines. Then, Orbital Miners, but they are restricted to small bodies (can the body be populated? AM are fine though). And finally, the costliest option, Auto-mines.

I'm asking because I'm just starting with OM and it seems like a good middle ground. Although you need tugs to move them, and they can't be refitted unless you have a shipyard for them, which I don't.

Orbital Miners are the best way to mine.
You get the same productivity as a surface mine for the same cost, but it is 20% the size and does not require population to run.

The overhead cost to put the modules on an armorless space station is minimal.
The cost of a simple 5-module station is 86.7% modules. So the cost of overhead is about 15.3% of the cost of the modules.
The cost of a 50-module station is 88.6% modules. ~12.8% overhead.

The savings is in the cost of transportation.
To move a surface mine, you need 25kt of cargo hold, which runs empty in one direction.
To tug a 5-module orbital mining station, take the cargo hold off of your freighter, and replace the cargo shuttle bay with a tractor beam.
The outbound haul will be at roughly the same speed as before. The return trip will be faster. How much faster depends on the size of your tug relative to the station. Assuming roughly 1:1 size, the return leg is at 2x the speed of the outbound leg.
You now have a smaller and cheaper ship moving 5 times the mining capability in round trips that take ~25% less time, and which do not have to be accompanied by even more ships carrying population and infrastructure.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by pedter on Today at 04:19:47 AM »
2. I don't see any tech I can research to create a Sector Command. Where is it hidden?
2.  Is Improved Command and Control, I think in Logistics but it could be construction

Confirming that it's in Logistics rather than Construction / Production.

1. Does water in the atmosphere do something special? I'm injecting some for good measure...

Water vapour in the atmosphere is part of the water cycle and shows up based on hydro extent, temperature, and total pressure; you can control hydro extent of a body by adding or removing water vapour with terraformers. Below -28C hydro extent and water vapour freeze solid and out of the atmosphere respectively, above +100C the hydro extent boils off and exists entirely in the atmosphere as water vapour, and between the two you'll have some vapour in the atmosphere and some on the ground as hydro extent with higher total pressure resulting in higher water vapour partial pressure.

You may still find different values than -28C (I've also seen -17C, -18C, and -27C, but Titan just melted at -28C) from older sources but that is the v2.5.1 temperature at which ice sheets spontaneously melt and begin to evaporate into the atmosphere as the water cycle takes over. Some of how water vapour, liquid water, and solid ice move about can be found in the change log: https://aurora2.pentarch.org/index.php?topic=12523.msg155204#msg155204
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Andrew on Today at 03:37:55 AM »
2.  Is Improved Command and Control, I think in Logistics but it could be construction
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Questions, always questions!

1. Does water in the atmosphere do something special? I'm injecting some for good measure...
2. I don't see any tech I can research to create a Sector Command. Where is it hidden?
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C# Suggestions / Re: My Take on Government
« Last post by Zap0 on Yesterday at 11:27:28 PM »
I have often wished, especially in light of the advanced government system that Geoffrey has in Antimatter, that Aurora had some sort of government system that you could select. You could choose from the vague standards of authoritarian, democratic/parliamentarian, monarchic/imperial, and oligarchic. Each would have customizable government departments that provide certain bonuses that diminish based on sector distance. The democratic ones would have elections and a bicameral congress (senate from planets, representatives from population). Oligarchic would have a selection process for some sort of triumvirate or whatever.

One of the strengths of Aurora is the ambiguity of it's mechanics, allowing you to imagine a large variety of things and mold it into your mental image. Being more explicit can be detrimental to that, so I'd be careful with such mechanics unless they add a lot to the game. In some sense, the racial values (xenophobia etc.) can model some societal/government outlook already (not that these stats do much). Could adjust them every time there is a change in government.
Roleplaying some restrictions on actions or decision making process can totally be fun though, see the government simulator spreadsheet for instance.

Re: pictures, you're using Discord image links and Firefox tracking protection blocked them for me, since they track usage and whatnot. Discord images also tend to get unavailable after some time, better use a different image host in the future.
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C# Suggestions / Re: My Take on Government
« Last post by Aloriel on Yesterday at 10:58:11 PM »
I have often wished, especially in light of the advanced government system that Geoffrey has in Antimatter, that Aurora had some sort of government system that you could select. You could choose from the vague standards of authoritarian, democratic/parliamentarian, monarchic/imperial, and oligarchic. Each would have customizable government departments that provide certain bonuses that diminish based on sector distance. The democratic ones would have elections and a bicameral congress (senate from planets, representatives from population). Oligarchic would have a selection process for some sort of triumvirate or whatever.

Each would, of course, have it's benefits and drawbacks. Authoritarian and monarchic governments would maybe have reduced loyalty (e.g. much higher demand for PPV and garrisons), while democratic and oligarchic would require approval of certain actions (such as declaring war, political parties that you must appease by meeting their demands, etc.). Unhappy pops would rebel and form a new empire of their own design. Meanwhile, Authoritarian might have an increase in certain types of labor, while democratic might have improved financial and perhaps things like throughput of spaceports and the like.

Obviously, I haven't fully thought it out. It's just something I'd like to see at some point.
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Forum Issues / Re: It's nice to see the forum up again!
« Last post by Erik L on Yesterday at 08:04:48 PM »
Half of the wiki tables are now InnoDB and not the myISAM they are supposed to be. I've got no idea how to fix this. I do have a ticket open with the host for it.

The ultimate issue was out of drive space. I deleted around 90 gigs of logs to free up some space.
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