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« Last post by Bryan Swartz on September 20, 2023, 07:41:37 AM »
In the 'Understanding Aurora Economy' topic, I looked for summaries of what the minerals are used for and found nothing up to date. So I decided to make my own. The reason being, I want to have a baseline of information so that when 2.2 comes out, I can just adjust for the changes that are there instead of starting from scratch.
I've divided the uses into four categories:
28 Installations (INS) - For now this doesn't include the Genetic Modification Centre since it doesn't have a purpose, but these are the facilities that are built in the Industry tab of Economics on a body.
42 Standard Ship Components (SSC) - Components like Cargo Holds, Tractor Beams, and so forth that don't require the design process but come 'as-is'.
28 Designed Ship Components (DSC) - Engines, Fire Controls, and others that have variable design specifications and require their own research.
Missiles, Turrets, and Ground Units - They don't really fit into the other categories but minerals are still needed for them.
Duranium - Half of Shipyard modification. 19 of 28 INS, 50% for those responsible for building things such as construction factories, shipyards, research facilities, etc. Half of Infrastructure also, a third of Mass Drivers, 40% of MSP. 35 of 42 SSC, including 100% of Armour, Cargo Holds, and Engineering Spaces. 25-50% of many of them. 11 of 21 DSC, typically about 20% of them. Small amounts for turret gearing.
Neutronium - 50% modifying Shipyards, 8 of 28 INS. Shipyards, Construction Factories, Maintenance Facilities, Ground Force Construction Complexes. Also a third of mass drivers. 6 SSC; maintenance, repair, damage control, and troop transport. Only 2 DSC: Magazines and Railguns. Armour on turrets for some reason.
Corbomite - 4 INS; 100% of Financial Centre costs, small amount of 3 others. 11 SSC. 100% of ECM and ECCM, most of the command and control components such as flag bridge, main engineering, etc. 2 DSC, all of Cloaking Devices and Shield Generators.
Tritanium - 2 INS; full cost of Ordnance Factories, small amount of Military Academies. 2 SSC; most of Commercial Magazines, small part of Recreational Modules. 2 DSC; 75% of Missile Launchers and some in Magazines. Variable amount for missiles.
Boronide - 10 INS. 100% of Fuel Refineries, almost half of Spaceports, half or more of Low Gravity Infrastructure, Ordnance Transfer Stations, Refuelling Stations, and Terraforming Installations. 11 SSC; anything related to fuel storage or transfer incl. Sorium Harvesters, also Ordnance Transfer components and Terraforming Modules. 7 DSC, mostly 20% usage in various weapons, but also the sole mineral for Power Plants.
Mercassium - 7 INS, usually as minority contributor. 50% of Research Facilities and Infrastructure. 7 SSC, Crew Quarters/Cryo Transport/Troop Transport, also most of Tractor Beams. 1 DSC - 50% share of Meson Cannons.
Vendarite - 1 INS, all of Fighter Factories. 3 SSC; Cargo Shuttle Bays and Hangar Decks. 2 DSC; all of Fighter Pod Bays and Gauss Cannons. Full cost for training Ground Forces.
Sorium - No INS, but the sole ingredient for Fuel. 1 SSC - Jump Point Stabilization Modules. 1 DSC - 80% of Jump Engines. Fuel is definitely the main concern.
Uridium - 5 INS, including half of Deep Space Tracking Stations. 20% of MSP. 6 SSC, all of ELINT and both types of Survey Sensors, smaller role in Damage Control. 5 DSC, all of Active Sensors, Beam Fire Controls, EM Detection Sensors, and Thermal Sensors. Also has a role in CIWS.
Corundium - 5 INS, the only ingredient in all types of mines, half of Forced Labour Mining Camps. 1 SSC; Orbital Mining Modules. 5 DSC - all energy weapons as the main ingredient, 60% of cost.
Gallicite - No INS or SSC. 1 DSC - sole requirement for Engines, and 40% of MSP. Variable amount for missiles.