Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: metalax
« on: November 02, 2012, 05:34:02 PM »

Essentially my question is whether I will have to do anything. If I understand the system correctly, the moment the population of Luna exceeds the Infrastructure limit there will be a demand for Infrastructure there, and the civilian shipping lines will jump at the chance to fulfill it using the excess produced by Earth. Is that correct?

Essentially yes, as long as there is a demand and a supply within the civilian freighters range it will try and fulfill it. The population doesn't actually have to exceed the population supported by infrastructure figure, when it starts getting reasonably close demand for infrastructure will appear on the colony.
Posted by: Silfir
« on: November 02, 2012, 05:13:59 PM »

Got another one. I found tons of minerals with decent accessibility on the Moon of all places in this game, and the colony is already going strong. Also, finally the civilians are actually doing stuff. They've been ferrying colonists and mines all over the place and have already founded three CMCs and it's awesome.

I'm wondering about the Infrastructure. Apparently the infrastructure trade good on my home world can be turned into actual infrastructure on Luna without me having to build any myself. Right now nothing is moving though.

Essentially my question is whether I will have to do anything. If I understand the system correctly, the moment the population of Luna exceeds the Infrastructure limit there will be a demand for Infrastructure there, and the civilian shipping lines will jump at the chance to fulfill it using the excess produced by Earth. Is that correct?

Looking at the Wiki article, it says that from one million pop onwards, the eight basic goods will be traded - they haven't appeared yet, though. Can that take some time? I understand the Wiki is somewhat outdated, has something changed here, or the trade system for that matter, that I should be aware of?
Posted by: Silfir
« on: October 29, 2012, 09:22:53 PM »

On a less serious note, at least twice when looking at an officer's personnel file, it didn't list either M or F under "Sex", but the rather ominous "Yes!!". This is either a joke on Steve's part, or the Aurora program has become convoluted enough to develop sentience. At least this particular AI doesn't seem intent murderous - just lecherous. Not sure how I feel about that.
Posted by: Charlie Beeler
« on: October 29, 2012, 12:28:36 PM »

Certainly, and I've been wondering how my naval officers would end up being in charge of a factory. My working theory was that there was probably some way to put ordnance or fighter factory modules on ships following the main fleet, or modules for planetary construction in orbit similar to mining or terraforming modules. Apparently jump gate construction is close enough.

The short answer is that Aurora didn't start with civilian administrators.  Governors were officers.
Posted by: Silfir
« on: October 29, 2012, 11:43:47 AM »

Certainly, and I've been wondering how my naval officers would end up being in charge of a factory. My working theory was that there was probably some way to put ordnance or fighter factory modules on ships following the main fleet, or modules for planetary construction in orbit similar to mining or terraforming modules. Apparently jump gate construction is close enough.
Posted by: Charlie Beeler
« on: October 29, 2012, 07:23:54 AM »

Been wondering what that was for!

It's primary purpose is to aid planetary and sector governors.
Posted by: Silfir
« on: October 29, 2012, 05:53:51 AM »

Been wondering what that was for!
Posted by: Erik L
« on: October 28, 2012, 08:28:10 PM »

What skills does jump gate construction benefit from and/or train? Operations, Logistics, none at all?

The factory bonus if I recall.
Posted by: Silfir
« on: October 28, 2012, 07:56:48 PM »

What skills does jump gate construction benefit from and/or train? Operations, Logistics, none at all?
Posted by: Victuz
« on: October 26, 2012, 01:45:09 PM »

I'll put it like that.
When I found a system with 3 different ruins in it on similar planets I sent xenologist teams to them at the same time with reasonably similar level of expertise.

One team found installations and their origin after a year.
The second one finished it's job after 8 years.
The third took 30 years.

All the ruins were pretty much the same quality in terms of infrastructure that it granted, so most probably xenologists work like geologists used to. That is mostly random.
The one "trick" I used to do with geologists if they took forever to do their job was disbanding their team and assembling it again with the lowest skill guy being replaced by someone else. This usually did the trick.
Posted by: Silfir
« on: October 26, 2012, 11:37:10 AM »

No word from my xenologists yet. Are they just twiddling their thumbs? How long does an archaeological dig usually take? Is there any way to check their progress? Does it take longer if there's more stuff?
Posted by: Victuz
« on: October 26, 2012, 10:29:43 AM »

Yes, they're the same as the original engineer brigades; however, I don't know what version of aurora you've been playing, because both the original and current construction brigades are and have always been size 25, meaning you'd need 5 troop transport modules to carry one construction brigade

Oh yes my bad. Just woke up and the numbers got mixed up in my head. They need 5 not 3 sorry about that.
Posted by: metalax
« on: October 26, 2012, 10:04:54 AM »

Small troop trasport bay/small drop module provides 1 space for troops.
Troop trasport bay/drop module provides 5 spaces for troops.

Marine Company is 1 space in size.
Divisional HQ, Brigade HQ, Combat engineers and all Battalions are 5 spaces in size.
Construction Brigade is 25 spaces in size.
Low tech infantry and armour are 50 spaces in size.

A Brigade of troops (1 Brigade HQ + 4 Battalions) is 25 spaces in size.
A Division of troops (1 Divisional HQ + 4 Brigade HQ's + 16 Battalions) is 105 spaces in size.

A brigade transport will have 5 troop transport bays for 25 space and be able to carry 5 battalions or a single construction brigade.

A common tactic if moving a full division is to use 5 brigade sized transports and bring 4 replacment battalions along in the transport carrying the divisional HQ.
Posted by: tryrar
« on: October 26, 2012, 09:59:28 AM »

Yes, they're the same as the original engineer brigades; however, I don't know what version of aurora you've been playing, because both the original and current construction brigades are and have always been size 25, meaning you'd need 5 troop transport modules to carry one construction brigade
Posted by: Victuz
« on: October 26, 2012, 09:46:11 AM »

What I personally do is I move whole brigades (4 batalions) with brigade headquarters.

I don't know if the new construction brigades are as big as the old engineering brigades (3 batalions big compared to say mobile infantry that's 1 batalion big).
This means one ship with 5 troop transport bays can carry a whole brigade (4 regular units + hq) and if they have the drop modules drop them all at the same time. The obvious negative for that is the fact that if it blows up you just lost 5 brigades, compared to having multiple small ships carrying 1 brigade each.

If construction brigades are as big as they used to be (and again someone has to confirm that for me) than a ship with 5 troop transport bays would allow you to carry one construction brigade and 2 other units (say mobile infantry) and that from my experience is enough to keep a site like that pretty secure.