Aurora is on version 2.5.1 C#, available at the Aurora Forums.

Contact Erik on the forum for a wiki account.

Wealth

From AuroraWiki
Jump to navigation Jump to search
A supernova remnant. Maybe you can sell it on eBay.
Image by NASA.
Information valid for both C# and VB6
This page contains information that is valid in both the current C# version of the game, and in the old VB6 version of the game (last updated in 2015). Some version differences may be noted below.

Wealth represents the money in your government's coffers. Money in Aurora is only relevant if you run out of it.

The more in debt the government is, the greater the penalty on production, research etc. This penalty multiplies with any other penalties. (75% due to overcrowding and 75% due to debt will have a combined modifier of 0.75*0.75 = 56.25%).

The current amount is shown in the title bar at the top of the Population/Production window, followed by the absolute change during the last five-day increment(VB6 only). Details are found in the Wealth/Trade tab of that window, and in the C# version, this will also include a history of wealth changes over recent months.

As you build more factories and produce more stuff, your expenses will increase and your overall income will slowly drop. Don't wait until you run of of money.

Things that cost money

  • Virtually all construction and production (ships, shipyard growth, installations, ground forces, etc.) costs 1 wealth per build point ("BP").
  • Research costs 1 wealth per base research point. (Bonus research points from scientists or ruins are free.)
  • Buying minerals from Civilian mining complexes will cost you a bundle, once the companies start expanding these complexes. On the other hand, somebody has to dig up the minerals and building mines and mass drivers yourself isn't free, either.
  • Subsidizing civilian shipping lines to make them build more ships.
  • Ground unit training and maintenance.
  • Operation of maintenance facilities (VB6) or constructing maintenance supplies (C#).
  • Civilian ships moving installations for you. (VB6 cost per 25k tons = 5 wealth in-system, 10 wealth out of system. C# cost per 25k tons = 2.5 wealth in-system or 5 wealth per jump out of system.)

Things that earn you money

  • Taxes on population, exports, shipping of freight and colonists, civilian fuel production. You cannot raise or lower tax rates. In C#, only population working in Trans-Newtonian installations will produce wealth.
  • Building Financial Centres. While the name implies banks, they're actually offices of the Inland Revenue.
  • Scrapping ships, components and missiles returns tiny sums to your treasury.

Things to do when your coffers are empty

  • Stop building things.
  • Stop researching things.
  • Stop buying minerals. But every ton of minerals you don't buy ends up in the civilian economy, in other words it is lost to you. (In C#, you also get some tax revenue for choosing not to buy minerals.)
  • The Construction/Production tree contains technology to increase wealth production. In VB6 this is called Expand Civilian Economy by 20%, and in C# it is called Wealth Generation per Million TN Workers: ###. This does what he name implies - it magically makes your people wealthier and you can mercilessly tax their newfound riches. This tech can be researched repeatedly, but the research cost will roughly double each time.
  • Set up colonies. They have an initial cost in industry and wealth, but tax and trade make it up fairly quickly. Even just throwing a few thousand infrastructure on a useless world will make a decent amount in trade goods and therefore tax.
  • Terraforming can remove the limits to colony growth. Your people will breed like rabbits, happily creating millions of new taxpayers each year. This is a source of constant economic growth.
  • Some Civilian Administrators have a bonus to wealth creation. Put one of them in charge of a rich planet or a Sector Command HQ for additional effect.
  • SpaceMaster Mode allows you to simply change your total saved wealth.