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C# Suggestions / Re: My Take on Government
« Last post by doodle_sm on Today at 01:25:16 PM »
I don't see any screens in your post. Did they get eaten?

I can see it on my end. He's using Deep Space Populations to represent various ministries in a government. The Deep Space Population governors are what I am assuming help represent the ministry themselves
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C# Suggestions / Re: My Take on Government
« Last post by Zap0 on Today at 12:30:23 PM »
I don't see any screens in your post. Did they get eaten?
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Forum Issues / Re: It's nice to see the forum up again!
« Last post by Jeltz on Today at 12:14:22 PM »
The wiki is still down :(

-j-
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by gpt3 on Today at 10:34:28 AM »
Engine technology:
I know this topic has already been raised, but every time I play I wait for the engines to reach at least the level of the Nuclear Pulse Engine.
Maybe it would be worth raising the cost of researching the initial stages of the engines, that would extend the time they can be used, both by players and AI?

Counterpoint: I use NRE tech quite a bit in my conventional-start games. I also play with limited research admin + 50% research speed, so even developing NTE tech takes some time during which I can build quite a lot of NRE-level freighters and colony ships. So personally, I prefer things as they are since I would not want to drag out the conventional starts even longer than they already are.

I agree. As a workaround though: since research costs increase exponentially with tech level, the global and racial "research speed" settings are pretty good controls for which tech level you wish to play your game at. Unless You will always eventually settle into a multi-decade state where there's a "modern" tech, 1-2 levels of "legacy" tech, and an being-researched "prototype" tech.

For example, I personally have a soft spot for fission and slow games, so I've been pondering knocking research down to 5-10% so that majority of my game will be spent with nuclear pulse and gas-core engines, with fusion perpetually 30 years away. Humanity will most likely need to reverse-engineer alien tech in order to master these systems.

Alternatively, if you make research cheap, then you can battle spoilers using endgame tech like in Stormtrooper's COVID-19 campaign.
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Steve Walmsley on Today at 09:45:27 AM »
I did go for an 18" laptop with 2560x1600 resolution, but ultimately its still a laptop :)
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Forum Issues / Re: It's nice to see the forum up again!
« Last post by nuclearslurpee on Today at 09:40:02 AM »
I just figured Erik was on vacation and the site happened to go down at the same time.
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Forum Issues / Re: It's nice to see the forum up again!
« Last post by gpt3 on Today at 09:30:42 AM »
On one hand, Aurora and the forum/wiki are hobbies run by Steve and Erik respectively (I think that there's a donation link somewhere to help cover costs), so we shouldn't expect the uptime that we see from billion/trillion-dollar internet corporations.

On the other hand, I too was dismayed at the prospect of one of the Internet's great works of art disappearing into the Aether. There's a lot of passion and authenticity here that you don't see in modern social media.
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C# Suggestions / My Take on Government
« Last post by Kiero on Today at 08:31:12 AM »
Here are a few screens that shows my take on Government structure in Aurora.
If a Ministry have a ship it is also reflected in Fleet organisation window.







To sum it up. Would be greate if there was a place where we could assigne Administrators/Navy Officers/Army Officers/Sicientists to some kind of a structure.
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by vorpal+5 on Today at 08:26:52 AM »
Laptop? Laptop!

Peace (of mind) through Superior Firepower  ;D



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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Steve Walmsley on Today at 06:22:03 AM »
The new shipping changes look good. It makes good sense to have only a certain amount of pop available for transportation.

Do the existing source, destination, stable buttons remain?

Is the emigration pressure percentage shown anywhere in the UI? I think it needs to, otherwise people will wonder why the civs don't ship anything to their new 10%+ colony.

Yes, source, etc. is the same.

Pressure is shown on the population summary in the first column after infrastructure.
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