VB6 Aurora > VB6 Mechanics

Change for 7.20

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Steve Walmsley:
Structural Shells

In v7.2 a 'No Armour' check box has been added to the class window. Clicking this removes the normal armour from the class.

Designs with no armour instead have a new type of armour called 'structural shell'. This costs 1 per unit and has a strength of 20, essentially making it 5% of the cost of normal armour in terms of strength.

There are severe limitation on ships with no armour:
1) They cannot have engines
2) They cannot have military systems
3) The structural shell does not prevent damage. In effect, weapon fire passes straight through the 'armour'

This type of ship is ideally suited for orbital habitats or space stations of some type, such as fuel harvesting platforms, mining stations, etc., that require towing to move.

Steve Walmsley:
Orbital Habitats

The population capacity of orbital habitat modules has been increased from 50k to 200k. In combination with the new 'No Armour' option this significantly reduces the cost of building orbital habitats. For example, the habitat shown here allows a population of one million for a cost of 1134 BP. To support one million colonists with infrastructure on a colony cost 2.0 world would cost 400 BP, so the colony cost would have to be approaching 6.0 before the OH became cheaper. It could also be used for manned mines on some worlds as an alternative to automated mines, although for larger populations the service sector will become an issue.

Sidon class Orbital Habitat    1,253,000 tons     162 Crew     1134.8 BP      TCS 25060  TH 0  EM 0
1 km/s     No Armour     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 1    Max Repair 16 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Habitation Capacity 1,000,000   

Abdulah-Mansoor AM-10 Navigation Sensor (1)     GPS 1920     Range 10.5m km    Resolution 120

Steve Walmsley:
Changes to Maintenance

At the moment, maintenance for ships is based on minerals. When in orbit of maintenance facilities the maintenance clock doesn't move and the annual cost is is equal to 5% of all mineral used to build the ship. So if ship required 200 Duranium, 100 Neutronium, 100 Uridium and 200 Gallicite to build, the annual maintenance cost is 10 Duranium, 5 Neutronium, 5 Uridium and 10 Gallicite. While a ship is being overhauled, the annual cost is equal 20% of build cost, so in this case 40 Duranium, 20 Neutronium, 20 Uridium and 40 Gallicite.

This can require micromanagement to ensure all the correct minerals are in the same place as the ships. It can also be annoying when maintenance fails due to the lack of a single mineral.

Therefore I am revising maintenance for 7.2. Ships in orbit of maintenance facilities or undergoing overhauls will now consume maintenance supply points from the colony (the same type as used on ships for repairs & fixing breakdowns). As maintenance modules are non-military in v7.2 this allows tankers to deliver both fuel and maintenance supplies.

The number of maintenance supplies required will be equal to 25% of the build cost for ships in orbit and 100% for ships undergoing overhaul. This is not as severe as it sounds because 1 MSP requires 0.25 tons of minerals and costs 0.25 wealth, so the actual costs for maintenance are 6.25% and 25% of ship cost respectively (a slight increase on current). There are no longer any direct wealth costs for maintenance as this is covered by the cost of building the maintenance supply points.

If a colony has maintenance facilities but no maintenance supplies, ships in orbit will draw maintenance supplies from any designated supply ship in the same location. Supply ships can be flagged using the existing 'Supply Ship' flag in the Class window. If no supply ships are available, ships will draw on their own maintenance supplies.

These mechanics not only make maintenance cleaner, it will also make is easier for the next stage, which is implementing deep space maintenance facilities.

To reflect their extended use, I am changing the mineral requirements for building supply points to be more varied, as below:

Maintenance Supply Point
Duranium 0.05
Neutronium 0.025
Tritanium 0.025
Boronide 0.025
Mercassium 0.025
Uridium 0.025
Corundium 0.025
Gallicite 0.05
Total 0.25

Steve Walmsley:
Combine Populations

In v7.2 you have the option to combine two populations from the same race and species on the same planet if they both have the same political status.

This can be used in combination with Transfer Population to first transfer a population from one race to another and then combine that population with a population of the destination race. This makes amalgamating empires much easier. Alternatively, you can invade a population on the same planet as one of yours then combine them once they are both imperial populations.

Mechanics are as follows:
1) All installations, fuel, maintenance supplies and minerals are combined.
2) Shipyards are transferred to the receiving population. Any shipyard activity will continue as before.
3) Shipyard tasks are transferred and continue uninterrupted
4) Industrial tasks in the originating population are terminated.
5) Ground units are transferred
6) Teams, officers and POWs are transferred
7) Ships that are assigned to the originating population are reassigned to the receiving population
8) Ship components are transferred
9) Missile stockpiles are transferred
10) Mass driver packets in transit are assigned to the new population
11) Pops sending mass driver packets to the originating population will now send to the receiving population
12) Movement orders that reference the originating population will now reference the receiving one.
13) Missiles in flight targeting the originating population will change targeting to the receiving population.
14) Prefab PDC components will be transferred
15) Originating population production queue will be cleared
16) Research projects will be transferred
17) Originating population research queue will be cleared

Steve Walmsley:
Maintenance Supply Points

In addition to being constructed normally by construction factories, maintenance supply points (MSP) can also be produced by system body based maintenance facilities. This production can be turned on and off in the same way as fuel refineries

A new tech line has been added (Maintenance Production Rate) for the rate at which a single maintenance facility can produce MSP. The default is 30 MSP per year, which is three times faster than a construction factory with base technology of 10 BP. Each MSP has the same cost in terms of minerals and wealth regardless whether it is produced by construction factories or maintenance facilities.

The bottom half of the mining / maintenance tab has been replaced as minerals are no longer directly involved in maintenance (they are used to build MSP instead).

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