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Posted by: TT
« on: September 15, 2016, 05:02:41 PM »

If you don't start with them Then Sol based terraforming buildings work. Their proximity to earth means you can easily ramp up the infrastructure transfer, get colonists in those colonies and then the pop requirements are easily addressed. Plus you can transfer the facilities around. Once you get out of Sol though, I find the colonist requirements really hurts.  I find that getting colonists to the colonies outside sol to be the biggest limiting factor in growing my empire.  So I try to substitute ship components for population whenever I can.
Posted by: MarcAFK
« on: September 15, 2016, 12:36:32 AM »

Unless you do a conventional start, then theres so many important things to research that by the time I have terraforming modules mars is usually done by ground based facilities alone.
Shortly after finishing my conversion of conventional facilities I'm building 2 terraforming buildings a year which go straight to mars, by then it usually only takes about 15-20 years to get mars finished, taking into account a good terraforming administrator, and at least the first level of increased terraforming gas production.
Posted by: TT
« on: September 14, 2016, 04:48:17 PM »

Terraforming with terraforming buildings is not the best way to do it.  Not only does it put a strain on your frieghter fleet, it takes population to perform. Using terraforming modules on ships is a much more efficient approach. I set up a dock to start building a terraforming ship and just keep building it until I get maybe thirty of them. The ships don't use population to operate and they can travel around terraforming my empire.
Posted by: Garfunkel
« on: September 14, 2016, 03:09:43 PM »

You can just queue the orders, 3 times 6 then do one load of 2.
This is the only way to do it if your civilian shippings lines are non-existent, don't have freighters or are super busy.

The contracting does work but, if I remember correctly, there is no priority for government contracts so the lines might take a while for transporting anything.

Also, there used to be a bug that if you transported fractions of a facility, they occasionally got lost. The workaround was to make sure that the transport TG always had enough room for a full facility - so if you use the small cargo holds in early game, have five transport ships together, and so on. I'm not sure if this bug still exists though.
Posted by: bitbucket
« on: September 11, 2016, 08:42:40 PM »

How does the contracting work?

Bring up the Population/Production window, and click on the colony you want stuff moved from. On the top-left part of the "Civilians/Ind Status" tab, select the facility you want moved from the pull-down list, choose the "Supply" option, enter the number you want moved, and hit the "Add Contract" button. This just tells your civilian shipping you have X amount of Y facility up for grabs that you're OK with being shipped elsewhere.

Now the other half: switch to the colony you want those facilities moved to. Do all the same steps but choose "Demand" instead of "Supply." Ships in your civilian shipping lines will look at supply and demand orders every time they complete a delivery and figure out the rest.
Posted by: vassock
« on: September 11, 2016, 06:09:08 PM »

How does the contracting work?
Posted by: Sheb
« on: September 11, 2016, 06:05:18 AM »

That's the maximum amount to load.  Basically, let's say the moon has 100 terraforming stations that I no longer need there.  I want to move 20 to Mars, but my ship can only carry 6 at a time.  Is there a way to assign the ship to move "20" to Mars so that it takes 3 trips with 6 stations each time and a fourth trip with 2 stations?

Alternatively, you can contract the move to civilians shipping lanes in the civ/ind tabs.
Posted by: MarcAFK
« on: September 11, 2016, 01:29:34 AM »

You can just queue the orders, 3 times 6 then do one load of 2.
Posted by: vassock
« on: September 11, 2016, 01:00:31 AM »

Quote from: consiefe link=topic=9013. msg96776#msg96776 date=1473493011


You can tell your frieghters task group to pick up exact number of something with specifying a number to the box called "unit load" or something which is placed under the task group order window.   Write the number you desired and than give the order.   You should see an order like "load 20x mass drivers at earth".   

That's the maximum amount to load.  Basically, let's say the moon has 100 terraforming stations that I no longer need there.  I want to move 20 to Mars, but my ship can only carry 6 at a time.  Is there a way to assign the ship to move "20" to Mars so that it takes 3 trips with 6 stations each time and a fourth trip with 2 stations?
Posted by: bitbucket
« on: September 10, 2016, 11:17:33 PM »

You can use CO2 instead of "safe greenhouse gas", it drives the same purpose and you don't have a fantasy gas in your atmosphere.

The issue I have with CO2 is that in concentrations of more than 0.1% it has soporific effects, and long term exposure of more than 1% can be deadly. I leave a few hundredths of a percent in for RP purposes on words I terraform (most modern plants need at least 200 ppm CO2 to live, and I presume after modifying the atmosphere the colonists introduce an ecology to sustain it).

Considering all the technology is predicated on magic minerals from subspace, Aurora comes in at about a 3 on the Mohs Scale of Science Fiction Hardness.

So I started a brand new game for the first time playing Aurora 4X with starting races turned off as some recommended.  I have not jumped anywhere.  I'm slowly researching industrial and propulsion tech and terraforming Luna to have . 2 atm oxygen and . 79 atm nitrogen.  I assume I don't need argon.  Should I pick a different gas instead of Nitrogen (like CO2) to help bring the temperature up?

To get Luna up to 14°C with 1 atmosphere of pressure you're going to need 0.1853 atmospheres of greenhouse gases. For Mars you'll need 0.1755 atmospheres. Every planet is different.



Posted by: Garfunkel
« on: September 10, 2016, 01:08:15 PM »

You can use CO2 instead of "safe greenhouse gas", it drives the same purpose and you don't have a fantasy gas in your atmosphere.
Posted by: consiefe
« on: September 10, 2016, 02:36:51 AM »

If you hit the first button on the upper menu in the system view (I think it's called "summary") you can see all you have on a planet you choose from the left side including mass driver count and its supported tonnage. 

You can tell your frieghters task group to pick up exact number of something with specifying a number to the box called "unit load" or something which is placed under the task group order window.  Write the number you desired and than give the order.  You should see an order like "load 20x mass drivers at earth".   
Posted by: vassock
« on: September 10, 2016, 01:23:52 AM »

How can I see how many mass drivers a planet has on it at the time? Also, is there a way to set how "many" mass drivers/mines my transports must carry?
Posted by: Stardust
« on: September 08, 2016, 08:33:38 AM »

One of the benefits to harvesting fuel from a gas giant as opposed to refining sorium planet side is additional workers to man other planet side facilities.

I like to build as many research facilities that my finances can support, but I usually approach a point where my population simply cannot fully staff them.  If I discover a suitable gas giant for fuel harvesting, I plan ahead for this manning shortage by designing and building a fleet of engineless harvesters along with the tugs to deploy them and the tankers to transport their fuel.

When the time is right, I shutdown any planet side fuel refineries to free up population to man the labs.
Posted by: MarcAFK
« on: September 07, 2016, 11:56:52 PM »

Exactly, gas giants can't be colonized in the usual way but a harvester sent to one will collect fuel directly from it.