When recently making absurd large constructions in Aurora, I noticed some limitations in the program where the interface would start to bug out, or you would start getting error messages of different kinds. I open this topic to collect some of those. Maybe some know similar boundaries, or maybe in others game they don't exists in the same way, which I would find interesting.
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Maximum armorSome time ago I already found the maximum armor limit of 350k boxes. Anything more results in game crashing errors when such a ship is selected in the ship overview window.
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Maximum ship sizeMaximum armor also results in maximum ships sizes, so a ship of ~7.75 million tons is the last ship size that can have full 100 armor layers, and ~7.75 billion tons is the the largest ship/station that can ever be built.
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Maximum cargo storagesLies safely around 1770 standard cargo bays, or ~22 million tons of mineral capacity. If you go over this it will show an error during ship design already. Not sure if it would crash like with the armor when you still went through with it, but better not risk that, right?
o There is also some limit intertwined with the maintenance storage bays that cannot be built anymore on larger ships. I don't know at which size it starts though, only that 35 million tons already disallow building those, while 3 million is still fine, so somewhere between that.
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Maximum cryogenic transportsIs surprisingly accurate at 30 million population. Huh. Like with the armor, it kind of seems artificially set up?
Causes the same error as with the cargo storages.
///Edit(6.8.14): Correction or update - I successfully tested 100m cryogenic storage in 6.43 (more is likely possible too), so either the issue had been fixed, or the error originated only indirectly from cryo, though it would be kind of unlikely to have that lying spot on by 30m.
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Maximum fuelNow this is interesting. You can not have more than 430 Ultra Large Fuel Storages on your ship, which equals a total fuel capacity of 2,15 billion liters. Sounds much, but with strong engines it might not even get you 30 million kilometers far if installed on sufficiently large ships. This may narrow in the maximum viable ship size even closer, even though they would just be "uselessly short ranged" or "really really slow" if going above.
I have not tested though if you can add different fuel tanks in large quantities to that, so it stays open if you could possibly exceed this limit a bit further.(even if, there is a good chance that you don't end up with much more either before those flip you of too
)
//Edit: As shown in by Erik Luken in comments below, the exact limit here is actually 2^31 = 2.14748 billion liters. This eliminates any suspicion about artificial limitation. It's just the way programs work. I have to correct that you can only have 429 Ultra Large Fuel Storages + some smaller ones. You cannot exceed this limit by any means, so no stapling of smaller fuel modules.
Interestingly this limit also applies to fleets, though here it doesn't render the ship or fleet unusable. You will simply see a number of error windows depending on how many times the total fleet fuel has broken the limitation. You can click through them and be fine.
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Maximum sorium harvestersAs if not being able to have large enough fuel storages wasn't enough, even the ability of replenishing those is compromised.
The limit lies with ~15,330 modules, also know as 2,15 billion litres per year. ...Seems familiar? Yep, you can exactly harvest a 'one maximum fuel tank' in exactly one year. Coincidence? Or evil plotting?
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//Edit: Largest possible jump shipI forgot because this limit is fairly obvious. Since the maximum jump engine efficiency is 25, and the maximum engine size is 1000, you can never build a functioning jump ship that is larger than 1.25 million tons. No problem for military, but narrows in commercials quite a bit. Also, if you like me are into rebuilding famous Scifi ships, you will see that for example a Galaxy-class (4.96 million tons) will not be possible to build with "warp engine", so you would have to search for other solutions.
/Edit/////Edit(12.8.14):As noted in posts below, civilian jump engines are 7.5 times more efficient and can thus support a maximum ship size of to 9.375m tons. This is about enough for a 200 cargo hold ship, or a slow 250 one.
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///Edit(2.6.15):Maximum Ground Units on ColonyFollowing recent insights into the field of planetary logistics, it appears generals are of the stupid folk, and cannot for the life of it count beyond 500 or start to count double. The maximum possible amount of ground units on every singular body is apparently exactly 500 battalions. That means to stay safe one should not have more than 23 divisions stationed on a colony, as 24 would bring it up to 504, resulting in a number of click-through error windows and some battalions appearing double in the troop list. Note that it doesn't matter whether the troops are on ground, PDC or even orbiting ships.
The errors will also only appear on the colony's selection, or even just when the +PDC or +Ships tab is selected on the ground unit window of the overburdened colony, as only the active process of listing the troops is limited. So in theory you could still have an infinite troop haven by simply never selecting to show the orbiting or PDC stationed troops.(not wise to do for the main colony though, as it severely impairs colony window load-up)
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///Edit(2.7.15):Maximum Medals per officerSince there is only space for 9 medals to be shown, having more than that will lead to a couple of identical error windows to appear upon every future officer selection. Since given medals cannot be retracted once given, it is advisable to watch not to overfill with honors and/or give unnecessary junk medals to some who are likely to have real achievements one day.
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///Edit(19.7.15):Soft Maximum Amount of Weapons on ShipsThis is a soft maximum because it only results in some inconvenience, but no errors. When exceeding a certain amount of weapon entries, the "Combat Overview" window where you assign all weapons to fire controls won't be able to display them all anymore down in the summary section. The weapons still function, and you simply have to remember the assignment of ammunition of what goes beyond that maybe.
The limit could either be because of A: maximum weapon slots, B: maximum lines that can be displayed, or C: a maximum sign count for the window. I couldn't test out which one it is yet, but here are the stats to when I saw the summary became cut off: After
907 weapons, more couldn't be seen. That made for
986 lines, or (not exactly counted) approximately
61,100 signs.
Since the last one is so close to a power of 2 and the last line is cut off mid-line:
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...it seems save to assume that the real limit lies with 2^16=65536 signs.
Conclusion: Keep weapon names short, so more firepower can be cramped onto one ship.
/edit///There will likely be other limits, but I only found those out of actual need. The question about those is, if they indeed are intentionally set up, then why those program bug like looking error messages. I mean, I would totally be fine with a
"enough is enough you little powergamer :-)" popup note.
I know it would speak to me, and I had it coming, and then also know not to worry about game integrity.
However, if those limits are unintentional, then I am really marveling about what mechanics in the program background managed to create those symmetries by accident.(well, not "accident", as a mathematical function can only at max produce a "unexpeccident" for the short sighted humans or so)