Aurora 4x
»
C# Aurora
» C# Mechanics
View full version:
C# Mechanics
«
1
2
3
4
5
6
7
8
9
10
11
»
Slow but not glacial game speed
Transponders
Separation range of already developed two stage missile
Commercial Engines for Military Ships
Starting a new game however some of the 1.12 changes are juicy
Ground Surveys.
Ground survey and colonization questions.
Orbital Habitats and Installations
How to use fighter/bombers?
Range Modifier
Ammo for Gauss cannons
Diplomacy module
Tow-Stage Missile
Stay Until Loaded Order
Pick up all survivors standing order
Box Launchers and Fighter Pods
Ground Unit Formations
Jump engines vs Jumpoint Stabilizer
Aurora increments Vs Missle interception
Jump Tenders & Civilian Ships
STO Missiles?
Infrastructure and a Colony
Jump engines?
Commercial civilian Shiplines
Mineral Logistics
FFD and bombardment
The Incongruity of Shipbuilding Time
Slowing down research
Fisrt stab at Ground Combat
Sensor Range Calculation
Missiles vs Shipyards
Sorium Harvesting Question
Terraforming Gasses
Using a Timer Fleet and an Annual Management Checklist
Minimum size for missile active sensor?
Anything to do about a dormant construct on an uncolonizable world?
Fighter Speed vs BFC Tracking Speed
Admin Command doesn't affect crew grade.
Ground combat
Boarding
Carriers vs Missiles
Occupation Force Numbers
ASM Missile Types
No Deployment Clock for commercial ships
Missile size vs point defence
Should Fighters Need Commanders?
Updating Towed Installations
Admin Types
Can geosurvey probes be automated?
Producing MSP with regular Industry
It appears that you have not registered with
Aurora 4x
. To register, please click here...