recursal/Fanatic-Fandom huggingface dataset:
Herrschaft und Handel

abhängig von Kommunikationstechnik (Reichweiten), Psychology, Galaxie (Discount)
Für jeden  Mietvertrag mit der Gilde wird der benötigte Bauplatz von 15k auf den Bauplatzbedarf des Handelszentrums aufgeschlagen.

Höhere Ausbaustufen erhöhen die Wahrscheinlichkeit einen  Fliegenden Händler anzuziehen. Ausbaustufe 1 lockt 0,4 Händler pro Monat an und je Stufe steigt die Wahrscheinlichkeit um 0,05.

Kommtech, Psychologie: max

### Kommunikationszentrum

*communicationcenter*

abhängig von Übertragungstechnik (Sendungen), Energietechnik (Energiebedarf)

 alle Werte aus Runde3 (2013/2014)

Für die Wirkungsweise der Aggregate-Boni-Übertragung: Allianzweite und Imperiumsweite Übertragung

### Hauptquartier

*headquarter*

abhängig von miningtech+refinerytech (Produktion) und materialtech (Lager+Safes)

Die wichtigste Eigenschaft des HQ ist die Bereitstellung von Koloniepunkten um weitere Planeten besiedeln zu können.

Jeweils einen weiteren erhält man bei folgenden Ausbaustufen: **8 10 12 15 17 19 22 24**

Zu Spielbeginn unterstützt das HQ auch den Aufbau des Planeten, allerdings nimmt der Leistungsumfang des HQ bei bestimmten Stufen ab:

* Ab Stufe 4 entfällt die Produktion von Metall, Mineral, Treibstoff (+25%/Stufe) und Energie (+30%/Stufe).
* Ab Stufe 8 fehlen Lager (+50%/Stufe) und Gebäudeerstellungspunkte (360 \* 1.3^[n-1]).
* Ab Stufe 12 fehlen Arbeiter (+10%/Stufe) und Safes (+30%/Stufe)

Konstant über alle Stufen werden 180'000 Ressumschlag, 1 Baustelle und 20'000 Bauplatz bereitgestellt.

Der Allianzrang bestimmt den möglichen Rang bzw. die Spielerfunktion innerhalb einer Allianz. Er steigt bei den HQ-Stufen **6, 11, 14 und 16**.

Hier die wichtigsten Daten:

### Kolonialzentrum

*colonycenter*

Zusätzlich können durch das colonycenter Kolo-Punkte hinzugewonnen werden. Je Stufe von 2 bis 11 werden 0,0125 Punkte generiert, jede Stufe von 12 bis 16 bringt weitere 0,025 Punkte. Die maximale Ausbaustufe (16) stellt 0,25 Punkte zur Verfügung. Sciween können den Effekt bzgl. Koloniepunkten durch  Politikwissenschaft (politics) steigern.

Der Leistungsumfang des colonycenters nimmt bei bestimmten Stufen ab:

Ab Stufe 6 fehlt die Produktion von Metall, Mineral, Treibstoff (alle forschungsabhängig), Energie u. Recycling (beides Festwerte).

Ab Stufe 11 fehlen Lager (Größe abh. v. materialtech) und Gebäudeerstellungspunkte (360 \* 1.3^[n-1]). Diese sind unabhängig von Baumali des Planeten

Bis Stufe 16(max.) gibt's Arbeiter, Safes, Festung.

Konstant über alle Stufen werden 180'000 Ressumschlag, 1 Baustelle und 40'000 Raumhafen bereitgestellt.

### Botschaft

*embassy*

abhängig von Kommunikationstechnik (Bündnisanzahl), Psychologie (Allianzgröße)

### Bank

*bank*

Der Kreditrahmen wird nicht durch Forschungen beeinflusst.

Materialtechnik vergrößert den Safe.

Der Hypothekenwert eines Gebäudes ist der Schrottwert des Gebäudes basierend auf dem aktuellen Recyclingfaktor.

Übersicht:

Alle Angaben bei maximalen Techs.
Season 2

List of episodes in the second season of Alice's Mad World:

1. Until She's Back In
2. My Personal Journey
3. Stretching Shadows
6. High Red Peak
7. Deepest Blue
9. Soundless Void
11. Exiled
12. We All Have Bad Dreams
13. Pile of Night Terrors
14. Key to Hell
15. The Gaze of the Abyss
16. Each to Their Own Umbra
17. Under The Moonlight
High Red Valley

An isolated Valley at the base of the East Borders, an endless mountain range that closes the whole continent from the east. Encased in the middle of the High Red Mountains that name the valley, its population and climate seem like a different world from the Realm outside.

Home to Hawks, Qingwa frogs and Wabbits from the southern woods, it also lairs one of the most intriguing creatures of the Realm: Madeleine.

Covered in low grassy hills in almost its entirety, the valley is crossed by two rivers, from east and west, result of the High Red's own defrosting and little streams from deep inside the East Borders. Qingwa people thrive around these rivers.
Rohstofferzeugung

## Eisenerzmine

*metalmine*

Abhängig von Minentechnik, Planetentyp und Planetenalter (Prod.), Nanotechnik (Bauplatz), Energietechnik (Energieverbrauch), Materialtechnik (Lager).

## Kristallmine

*24951crystalmine*

Abhängig von Minentechnik, Planetentyp und Planetenalter (Prod.), Nanotechnik (Bauplatz), Energietechnik (Energieverbrauch), Materialtechnik (Lager).

## Treibstoffraffinerie

*fuelmine*

Abhängig von Raffinerietechnik, Planetentyp,  Orbitalposition (1=min, 14=max) und Planetenalter (Prod.), Nanotechnik (Bauplatz), Energietechnik (Energieverbrauch), Materialtechnik (Lager).

Kategorie:Übertragen
Liangqi Villages

All the way following the Black River and in most land around it, Liangqi have made their homes. Diverse in culture as in form, they've stretched their presence to the four winds. From the easternmost Black Woods, through the Old Lands and up to the Forest of Wolves, in the far East, they fill any role available to them.
Chanchu Village

Deep underground systems below the Forest floor, Chanchu live in homes sculpted by their strong fingers. Reigning over the rivers that bathe the western side of the Old Lands, they are the trade link between the west and the Wise Ones, even though they avoid defiling the Forest, afraid of the never seen Wolves.
Bill Coleman

Bill Coleman

Sep 4, 2014

Bill Coleman is a fictional filmmaker/ journalist played by Noah Humphrey. Bill Coleman studio called Bill Coleman Studios, where he creates most of his videos and articles. He works closely with China Turkey and GAMES of die, two other production companies. His first video is in a spin off in the Planet Awesome 11 universe called “Tour Of Studio” where he shows the cameraman man around the Planet Awesome 11 film studios and performs many different green screen related stunts. In the beginning of the video he claims the studio to be his own, but it is really Noah’s studio The cameraman is left unknown.

## NANCY AND BILL

Nancy is a mannequin head that has had many appearances but is mostly used in the Bill Coleman episode “Bill Coleman's Nancy Adventure” where he films a short documentary about her. In this episode she bites his leg, he gets oak poisoning and dies seconds later on camera. The episode begins as a parody to the 1994 film “Natural Born Killers” but quickly opens into a theme song featuring the Batman theme music. The name of his documentary is “Nancy Stuivan - The High School” which may or may not be a reference to american actress Nancy Sullivan. He claims she is a felon in over 70 states, and that he is going to punish “Nincy, the Nindroid” as he continues to throw her and abuse her.

## BILL COLEMAN PREQUELS

Many Bill Coleman prequels have been rumored, but nothing has come of them. Apparently the creators have written two episodes as of December 18th 2015, but nothing has been shot or released.
Wind

Wind looks like a tall, dark-skinned teenager with a large white afro. His attire is white and usually minimal, leaving exposed bony legs and arms.

He has a curious and easy going personality, albeit he has the least humanlike behaviour, never speaking and acting like a feral child, fleeing whenever someone gets close but closely watching the races go about their lives from the clouds.

Wind is worshipped by the weavers of the Great Desert that consider him a guardian and provider, and in turn they are the only race that get to interact with him, giving him presents. It's believed by them that every time a lone adventurer lights a fire in the desert night they can be visited by Wind to share his silent company.
Sea

Sea looks like a stern-looking, blonde haired youngster, in his twenties. His hair is long and curly, rarely varying in hues of purple and blue.

He never cover his torso, but uses a variety of long seaweed skirts. His large nose and full eyebrows give him a heavy expression that contrast his open personality. Commonly seen in beaches and cliffs, he watches the waves and clouds and happily talk to anyone that approaches, usually giving them beautiful shells, otherwise impossible to find.

It's believed that he actually lives among the merfolk, as they treat him with familiarity. His name among them is Ch'uriel, a term for "grandmother", which states that they see her as female.

When underwater, his voice becomes a powerful sound devoid of words, much like merfolk speech, and any creature can understand him.

He's considered by merfolk the source of all water magic, having taught them everything they know.
Northern Black Woods

Swampy, tightly packed patches of Forest extending for miles. Most of its natural inhabitants live hidden from the Realm's sight and knowledge. Travelling through it is considered a very bad call, although some unusual Liangqi find their means of living in the secret natural treasures the Forest holds.

Northern part of the Black Woods.
Game Slowdown

Aurora runs a lot of complex calculation, which consequently can put a heavy strain on the CPU. In general, the more stuff the game has to keep track of, the slower the game will run. So, reducing the amount of stuff active keeps your game running fast.

## NPR battle slowdown

Sooner or later you will notice the game suddenly taking a long time to calculate events when you click the "30 Days" (or any other) time button. That's usually because of aliens fighting battles in other places in the galaxy.

It can be annoying, but it's an unavoidable side effect of Aurora's detailed battle system and the fact that the aliens play according to the same rules as the players.

To find out what's slowing down your game, go into SM Mode, then open the Event Log window. You might find find entries there that are usually hidden from the player, like "Time increment changed to 00:00:05 due to possible fleet interception" or something similar.

It is hard to say how long a battle can take. It depends on the number of ships involved, systems used, sensor ranges and of course calculation speed is dependent on your computer's CPU. A 30-day turn that used to take 30 seconds to calculate suddenly takes 5 minutes or longer. In some cases players have waited an hour for the turn to finish. But don't give up - it's a temporary condition. Go get some coffee.

## How to fight faster battles

If your battle turns take too long to calculate, go into SM Mode and then go to the Contacts tab of the system map window. There is a button labelled "Spacetime bubble in this system". That means it "freezes" everything else in the game. Nothing outside this system moves, detects, produces or eats up valuable CPU time.

Don't forget to switch it off when you're done. Also note that when the enemy is probably calling reinforcements from nearby systems, ST Bubbles could be considered cheating.

## Civilian ship slowdown

Too many civilian ships can also slow down the game to some degree (although a few dozen shouldn't be a problem). You can address that by disabling the creation of new ships by shipping lines, or speed things up by manually deleting older\slower civilian ships (Designated by the lower number next to the C/F/H designation)

## Universe size slowdown

As the explored universe expands, by yourself, an NPR or something else, your game speed may begin to slow down as Aurora will need to start tracking much larger numbers of systems, planets, orbits etc., especially as more systems will be occupied and more empires will crop up. This is generally an unavoidable side-effect of longer games, however, there are few measure that can help to alleviate this:

* Changing the maximum number of systems to a lower number, Disable all orbital movement from asteroids to planets, and or Change the global detection settings. Done from the start up screen.
* Disable detection in certain key systems. Useful when playing with several player Empires. Go to the Sensor tab of thesystem map window.
Инструменты

В **Space Engineers** существует **3 вида** инструментов, каждый из которых имеет **4 уровня** улучшений (Обычный, Улучшенный, Продвинутый, Элитный ):

* **Сварщик** - для варки блоков
* **Резак** - для безопасной разборки блоков
* **Ручной бур** - для добычи **руды**

А также все они отлично подходят для карания **Волков** и **Пауков**, однако, если вы более кровожадны, можете попробовать на других **Игрока**.

**=== Улучшения ===**

**Сварщик**

**Резак**

**Ручной бур**
Thunder

> *"Hawks don't get hit by lightining."* - Old Saying
>
>

Thunder has the physical appearance of a short, skinny girl, with blonde bob cut hair. Their attire is a clear, skin tight body suit, with legs and arms fully exposed, scorched and dirty.

Thunder is feared among most races due to her explosive behavior and considerable destructive power, but is actually responsible for the Realm's cycle of renewal, causing forest fires and storms that revigorate the fields.

She's rarely seen, since she spends most of her time in high peaks, but occasionally she comes down to the valleys and plains to watch the thunderstorms roam, which seem to be the only thing that sooths her.

Her relationship with most of the Realm's inhabitants is distant and permeated by fear and superstion, most treating her purely as a destruction deity to avoid. Thunder see mortal beings as a confusing existence, struggling to understand them in their most basic concepts like life and death, their ambitions and desires and the way they treat each other by hierarchy and gender.

Her closest relationship seem to be with the Hawks of the High Peaks, that make their homes near Thunder's resting places, which she silenty cares for.
Forest of Wolves

Home to the mysterious creatures that name it, as well as most of the Chanchu frogs.

Westernmost, a dense, dark forest of long trunks that merge in a single gigantic treetop that extends for miles, shrouding the Forest in an permanent night.

Dogs also live off it, although they prefer to make house out of the shadow, at the Forest border.
Season 1

List of episodes in the first season of Alice's Mad World:

1. Daydreaming Dinosaurs
2. The Gate
3. Sleepover
4. Hawks and Frogs
5. Into the Forest
6. Nature of Magic
7. Of Wolves and Dogs
8. Farewell Valley
9. Watching the Rain
10. Field of Statues
11. A Sea of Sorrows
12. Madeleine Alone
13. Friend of the Sea
14. Mad Dreams
15. Roaring Skies
16. Unique
17. Alice's True Colors
18. Shadow Leaks
19. The Best One Wins
20. She Is Here
Fuel Refinery

Template:Infobox installation

## Function

*Fuel Refineries* are installations that convert raw sorium into processed fuel for use by your ships, fighters and missiles.

A fuel refinery produces the racial fuel production rate per year modified by the planetary and sector governor's Factory Production bonus and require 50,000 civilians each to operate. One unit of Sorium produces 2,000 liters of fuel and is not upgradeable via research.

Formula: (Racial Fuel Production Rate) \* (Sector Governor Factory Production Bonus \* 0.25) \* (Planetary Governor Production Bonus)

## Operation

Refineries are managed on the **Industry** tab of the Economics Screen (F2 at the main menu). Fuel refinement is automatic if the colony contains both raw Sorium and manned fuel refineries.

### Shutting Down

Fuel refineries can be mass-shutdown via the Civilian / Ind Status tab of the Economics screen. This will immediately shutdown all production and remove any associated Wealth costs and frees the population to work on other things. Shutting down in this way will require a 6-month warm-up time to restart production.

Fuel refinement can also be shutdown by clicking the **Stop** button on the industry tab. This removes all costs, but does not free the population for work on other projects allowing for instant restarting.

## Misc

Fuel refineries require the standard 25,000 tons of cargo space (5 cargo holds), similar to most installations.

To refine sorium from gas giants, a Sorium Harvester equipped ship can be used. Harvesters work like a combination mine and refinery, extracting sorium from the atmosphere and coverting it directly into fuel.

Template:Installations
Erforschen

Durch das Erforschen ist es möglich auch in Systeme ausserhalb der Observatorienreichweite zu schauen.
Ist man der erste der ein System erfoscht, so wird dies in der Systemansicht angezeigt: Das System wurde "entdeckt durch xyz".

Eine SEDR liefert 594 Entdeckungspunkte.

Eine EXDR liefert 702 Entdeckungspunkte.

SEDR-Reichweite: 2'790 bei Antriebstech 15

EXDR-Reichweite: 10'280 bei Antriebstech 15
PlanetAwesome11 Wikia

## Planet Awesome 11

Planet Awesome 11 started as a YouTube channel based in Portland, Oregon USA because the name Planet Awesome was already taken. Noah Humphrey created the channel when he was 11 years old but looked like he was 4 and made a stupid Sonic Screwdriver review which tens and tens of people saw. After the mild success of the Screwdriver review Noah decided he wanted to make movies because he had way more experience with story telling then reviewing due to him and his good friend Ben Deeth making random videos and a series called Action Shorts when they where younger. Noah decided he wanted to make comedy shorts at the age of 12 about a year after the Sonic Screwdriver review and so he and Kenny Smith (now a regular on the channel) made a short minute and 30 second comedy skit called "Having A Friend Over" on December 11th 2012 and thus Planet Awesome 11 the series was born. Noah continued to make episodes and still does to this day with tons of characters like Kenny, Joe, Edward, Robert, Max, Ben, Tyler, Horse, Unihorse, Nancy The Head, Bill Coleman, Steve Potly, and many more. There are around 50 official episodes of Planet Awesome 11 as of January 2016 along with a ton of skits, vlogs, short films, and other crazy stuff. Noah's goal is to one day make feature films and continue to make the Planet Awesome 11 show but bigger, better, and funnier, but still keep the stupid crazy humor and randomness it's known for.

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Mine

Template:Infobox installation
Template:Infobox installation
Template:Infobox installation

## Function

Mines are installations that extract minerals from system bodies for use by your empire.

## Operation

Each mine extracts the racial mining rate per mineral year, modified by the planetary and sector governors mining bonuses and the availability of each mineral.

Formula: (Racial Mining Rate) \* (Sector Governor Mining Bonus \* 0.25) \* (Planetary Governor Mining Bonus) \* (Mineral Availability)

Mines require 50,000 population to operate and automatically extract some of each available mineral, placing the results in the colony stockpile.

### Automated Mines

Automated mines work just like normal mines except they require no population to operate and are twice as expensive. Standard mines can be automated for a cost of 125% of a standard mine.

### Shutting Down

Mines can be mass-shutdown via the Civilian / Ind Status tab of the Economics screen. This will immediately shutdown all manned mining operations. Automated mines do not appear to be able to be shut down. Reactivation requires 6 months.

## Misc

For asteroids and comets, an alternative to automated mines is a task group equipped with Asteroid Mining Modules. Especially for distant bodies, the time saved moving the mining ships rather than sending freighters out to move the automated mines might offset the cost of the ships. The downside is that ships have much larger thermal signatures than an automated mining colony, making it easier to find. Of course, the constant stream of mass driver packets is rather visible as well. In either case, having a mass driver on the colony greatly simplifies recovery of the minerals.

For gas giants where mining is impossible, a task group equipped with Sorium Harvesters can automatically convert the otherwise inaccessible Sorium into fuel. While not raw sorium, it's better than nothing.

Template:Installations
Forest

> *"Tress don't know anger. That's a feeling of beings that live life in a rushed rythm. They get only sad"* - Forest to Madeleine.
>
>

Forest has the physycal appearance of a middle-aged man, covered in several layers of extremely dirty and thorn rags, punctuated with vines and dead leaves, like he was lost in the woods for his entire life.

He's very collected and rarely speaks, although always seeming alert and interested in his surroundings and other people's acts.
He's widely known to inhabit the forests and is never seen outside of them. Sighting him is considered a bad omen, since he's rarely seen and those who do are normally lost or losing sanity.

He carries around a square bag, seemingly made of leather, as dirty as the rest of his attire, and the contets are unknown to most, but believed to be extremely rare, as he collects treasures from adventurers that perished in the woods.
Cold-Forged Flame

Title: *Cold-Forged Flame* *(excerpt)*

Author: Marie Brennan

Publisher: Tor.com

Publication Date: September 13, 2016

Reviews: Tor.com, Book Wraiths, Reading Lamp

*The sound of the horn pierces the apeiron, shattering the stillness of that realm. Its clarion call creates ripples, substance, something more. It is a summons, a command. There is will. There is need. And so, in reply, there is a woman.*

At the beginning — no — at the end — she appears, full of fury and bound by chains of prophecy.

Setting off on an unexplained quest from which she is compelled to complete, and facing unnatural challenges in a land that doesn’t seem to exist, she will discover the secrets of herself, or die trying. But along the way, the obstacles will grow to a seemingly insurmountable point, and the final choice will be the biggest sacrifice yet.

This is the story of a woman’s struggle against her very existence, an epic tale of the adventure and emotional upheaval on the way to face an ancient enigmatic foe. This could only have been spun from the imagination of Marie Brennan, award-winning author and beloved fantasist, beginning a new series about the consequences of war — and of fate.
Genetic Modification Centre

Template:Infobox installation

## Function

**Genetic Modification Centers** are installations that allow you to modify the genetics of your population to allow your citizens to live in more hostile environments. Each centre can modify up to 250,000 citizens per year.

## Operation

In order to perform genetic modification on your population, first you have to had designed a new species See Genetic Modification for detailed in detailed instructions. Once a species has been researched, the *Environment / GMC* tab of the Economics screen allows you to choose which target species you wish to transform the existing population into. Only one project may be active at a time, regardless of the number of centres.

### Shutting Down

Genetic modification centres can be mass-shutdown via the *Civilian / Ind Status* tab of the Economics screen. This will immediately stop all genetic modifcation as freeing up population for other industries. Shutting down in this way will require a 6-month warm-up time to restart construction.

Template:Installations
Fleet Operations for Beginners

At the heart of Aurora is a naval simulation that isn't too different from modern seafaring vessels and their operations. Ships are organized in fleets, task forces and task groups. They need fuel, spare parts and ammunition. They need maintenance and repairs. The crews need a lot of training before they can be expected to perform well in a battle. And they need up-to-date information about the enemy. All that is simulated in the game

## In Port

* Ship Maintenance
* Ship Repair

## Support Vessels

If you equipped every ship with enough fuel tanks to travel halfway through the galaxy, you'd have no more room for weapons. Dito for missile reloads and spare parts (maintenance supplies). So you build specialized vessels to transport these and assign them to a task force as per your needs.

All special orders related to them are only available if you designate ship classes as **tanker, supply ship or collier** in the ship design window. Unlike other design parameters, you can change the designation of ship classes already in service.

You can also build maintenance ships which contain Maintenance Modules instead of performing standard maintenance at a base.

## Naval Organization

You can organize your Task Groups into Task Forces. A quarter of the leader boni of the Task Force commander apply to all ships in the TF, as long as he's in the same system.

See Naval Organization.

## Formations

Formations allow you to split a Task Group into several parts which travel together, but keep a predetermined distance from the main group.

## Fleet Training

Each crew has a Crew Grade that affects hit chances, chances of malfunctions, speed of repairs etc. In addition, each Task Group can be set to Task Force Training, which raises their TF Training Rating. The latter affects the speed with which orders are carried out in battle. Both are increased by the ships' or Task Force commander's Crew Training skill.

See Fleet Training.
Chanchu Frogs

Frogs from the western forests, based on Anura's suborder Mesobatrachia.

Inspirations are the five fossoral families, by their underground structures, including Megophryidae for their forest camouflage, Pelobatidae, for their bony protrusions on their hands, Pelodytidae, with some individuals having bright parsley coloring, Rhinophrynidae, for the red dots and marking along the spine.
Research Lab

Template:Infobox installation

## Function

**Research Labs** are installations that your lead scientists to work on research projects advancing your empire's theoretical knowledge as well as resulting in practical applications.

A research lab produces the racial research rate per year modified by the assigned lead scientist's research bonus. A scientist working within his or her field quadruples his or her bonus.

## Operation

Research labs are managed on the *Reseach* tab of the Economics Screen (F2 at the main menu).

### New Projects

Select the category of research from the category dropdown box and then select the desired lead scientist. The *allocated research labs* textbox can be used to change the initial number of assigned labs to something other than the default of one. You cannot assign more labs than five times the administrative rating of the scientist Then click the *Create'* button to start research.

```
New projects require a lead scientist in order to be created.

```

### Current Projects

Clicking on an existing project allows you to increase or decrease the number of assigned research labs (to a limit of five times the scientist's administrative rating). Projects can be cancelled, freeing up the labs, lead scientist and funding for the project. Projects can also be paused, which just frees up the funding, but not the labs or scientist.

### Research Queue

By selecting an existing project and a new project, you can use the queuing interface at the bottom left of the research screen. This will cause the selected scientist to immediately start work on the queued project upon completion of his or her current project. All assigned labs are automatically transfered to the queued project.

### Shutting Down

Research labs can be mass-shutdown via the *Civilian / Ind Status* tab of the Economics screen. This will immediately shutdown all research on the planet and remove any Wealth costs associated with the construction as well as freeing up population for other industries. Shutting down in this way will require a 6-month warm-up time to restart operation.

Pausing Research on a project by project basis by project basis has the same effect without incurring the 6-month restart delay. This does not free up any workers for other projects however.

## Misc

Research labls require 500,000 tons of cargo space (100 cargo holds), making them one of the largest installations.

Template:Installations
Ground Force Training Facility

Template:Infobox installation

## Function

**Ground Force Training Facilties** (GFTF) are installations allow the training of new Ground Units to add to your army.

Each training facility allows the training of one ground unit at a time and produces the racial ground unit training rate per year modified by the planetary and sector governor's Ground Unit Training bonus.

```
The racial ground unit training rate seems to be locked at 100.

```

Formula: (Racial Fuel Production Rate) \* (Sector Governor Ground Unit Training Bonus \* 0.25) \* (Planetary Governor Ground Unit Training Bonus)

## Operation

Training facilities are controlled on the *GU Training* tab of the Economics screen. The top portion displays one line per GFTF. Active GFTFs display the training points required, remaining and the estimated time until completion. Inactive facilties are blank.

To being training, select the unit type from the list of possible unit types below. If conventional units have been converted into cadres of the appropriate type, you may check the *Use Cadre* checkbox to consume one cadre and reduce the training cost by 40 TP for an infantry unit and 60 TP for an armor unit. Cadres are listed below the checkbox as X / Y, where X is the number of infantry cadres and Y the number of armor cadres.

Training can be cancelled by clicking on the desired unit and then on **Delete Task**.

```
Note:  Clicking *Add Task* before researching the ability to train units will
       add a task of *Train XXth Type Abbrev.* task to an available GFTF.
       This task will take 0 TP and complete instantly with no results.

```

### Shutting Down

Training facilties cannot be mass shut down as they do not require population. The only way to shut down training is to manually delete every active training task on the target colony.

Template:Installations
Construction Factory

Template:Infobox installation

## Function

**Construction Factories** (CF) are installations that allow contruction of other installations, ship components, infrastructure maintenance supplies and PDCs. Factories can also prefabricate PDC parts, assemble the prefab parts into operational PDCs, refit older PDFs into newer classes and convert mines into Automated Mines.

A construction factory produces the racial construction rate per year modified by the planetary and sector governor's Factory Production bonus and require 50,000 civilians each to operate.

Formula: (Racial Factory Construction Rate) \* (Sector Governor Factory Production Bonus \* 0.25) \* (Planetary Governor Production Bonus)

## Operation

Factories are managed on the *Industry* tab of the Economics Screen (F2 at the main menu).

### New Projects

The Constuction Options drop down allows selected the category to build (installations, PDCs, etc). Missiles and Fighters are constructed by Ordnance Factories and Fighter Factories respectively, everything else is a valid construction option.

Once an item is selected, you can choose the number to construct along with the percentage of industry to devote to the project. If a higher percentage is chosen than is available, the project will enter the queue and will begin when a enough industry has been freed up to meet the percentage requirements.

### Current Projects

Clicking on an existing project allows you to change the requested number of items and percentage of industry at anytime. Attempted to set the total percentage of industry used will display an error dialog notifying you of this.

Current projects can also be cancelled, paused or moved into the queue. Paused projects do not release their industry for other projects, so move them into the queue if additional industry is required.

```
Note:  Selected a new project, then clicking on an existing project and
finally back on the new project will result in the focus still being granted
to the existing project. To correct, pick a different new project and then
back to what you want to build.

```

### Shutting Down

Construction factories can be mass-shutdown via the *Civilian / Ind Status* tab of the Economics screen. This will immediately shutdown all construction and remove any wealth costs associated with the construction as well as freeing up population for other industries. Shutting down in this way will require a 6-month warm-up time to restart construction.

Construction can also be shutdown on a project by project basis by project basis which has the same effect without incurring the 6-month restart delay. This does not free up any workers for other projects however.

## Misc

Construction Factories require the standard 25,000 tons of cargo space (5 cargo holds), similar to most installations.

Engineering brigades act as a construction factory on whatever planet they are on. This is included in your total industry and requires no extra population to operate. This allows (slow) construction on unpopulated worlds, useful for assembling PDCs.

Template:Installations
Financial Centre

Template:Infobox installation

## Function

**Financial Centres** are installations that increase the wealth generated by the colony they are on. Each centre adds as much wealth as 1,000,000 citizens.

### Shutting Down

Financial centres can be mass-shutdown via the *Civilian / Ind Status* tab of the Economics screen. This will immediately free up population for other industries. Shutting down in this way will require a 6-month warm-up time to restart construction.

## Misc

Financial centres cannot be moved once constructed.

Template:Installations
Mass Driver

Template:Infobox installation

Mass Drivers are facilities built on planets or transported there that can transport 5000 tons of minerals per year to a intrasystem destination with another Mass Driver.

### Function of Mass Drivers

Mass drivers can allow you with minimal micromanagement to set up a main industrial or resource planet in a system. Where all resources are sent to this single planet that arrive in system. You can create a galactic resource chain via mass drivers and transports linking between these Main Resource nodes, all eventually linking back to your Homeworld which should be a thriving industrial base requiring these minerals.

Note that mineral packets cannot travel through Jump Gates. You need freighters for inter-system transport.

### How to use Mass Drivers

Mass Drivers are manufactured by Construction Factories. Typically, early in the game this means that they will be built on your homeworld. A Mass Driver takes 25,000t of cargo capacity to move, and can be moved just like other installations. Once you have a Mass Driver on a colony with mineral resources, you can set a destination for its mineral packets.

F2 (Population and Production Window) -> Mining and Maintenance Tab

To the right of the mineral report, there is now a drop down menu. Simply select a destination and watch the resources fly.

A Mass Driver can send a limited amount of mineral during a year (depending of its rating), but have an unlimited capacity for receiving.

### Mass Driver Genocide

If you build a mass driver on your homeworld, and build or have one on a colony, you have a system of sending and receiving.

If you have your colony send a mineral packet to your homeworld, but while it is en route you deconstruct or move the mass driver off the homeworld, the Mineral Packet will strike your Homeworld with a destructive amount of force, killing millions and making your own population rebel against you.

Template:Installations
Fighter Factory

Template:Infobox installation

## Function

**Fighter Factories** are installations that allow contruction of fighters, which are ships under 500 tons. This frees up shipyards to produce the larger and more costly warships.

A fighter factory produces the racial fighter production rate per year modified by the planetary and sector governor's Factory Production bonus and require 50,000 civilians each to operate.

Formula: (Racial Fighter Production Rate) \* (Sector Governor Factory Production Bonus \* 0.25) \* (Planetary Governor Production Bonus)

## Operation

Factories are managed on the **Industry** tab of the Economics Screen (F2 at the main menu).

### New Projects

Select *Fighters* on the Construction Options dropdown menu. Missiles and the remaining options are constructed by Ordnance Factories and Construction Factories respectively.

Once an item is selected, you can choose the number to construct along with the percentage of industry to devote to the project and the desired task group the new fighters will become members of. If a higher percentage is chosen than is available, the project will enter the queue and will begin when a enough industry has been freed up to meet the percentage requirements.

**Tip:** If a task group for the fighters is not specified at the time of construction, the fighters may be permanently lost.

### Current Projects

Clicking on an existing project allows you to change the requested number of items, percentage of industry at anytime and target task group. Attempted to set the total percentage of industry used will display an error dialog notifying you of this.

Current projects can also be cancelled, paused or moved into the queue. Paused projects do not release their industry for other projects, so move them into the queue if additional industry is required.

```
Note:  Selected a new project, then clicking on an existing project and
finally back on the new project will result in the focus still being granted
to the existing project. To correct, pick a different new project and then
back to what you want to build.

```

### Shutting Down

Fighter factories can be mass-shutdown via the Civilian / Ind Status tab of the Economics screen. This will immediately shutdown all Fighter production and remove any Wealth costs associated with the production. Shutting down in this way will require a 6-month warm-up time to restart production.

Production can also be shutdown on a project by project basis by project basis which has the same effect without incurring the 6-month restart delay (?)

## Misc

Fighter Factories require the standard 25,000 tons of cargo space (5 cargo holds), similar to most installations.

Template:Installations
Commercial Spaceport

Template:Infobox installation

## Function

**Commerical Spaceports** are installations that decrease the load times of ship in orbit. This affects anything being loaded into cargo holds, cryogenic transports, troop transport bays and combat drop modules. Each commerical spaceport built increases the planetary spaceport level by one.

Formula: Adjusted Load Time = Load Time / (Commerical Spaceport Level + 1)

## Misc

Commerical spaceports cannot be moved once built.

Template:Installations
Small Wars

Small Wars by Matt Wallace

Tor.com, January 19, 2016

Word Count: 8,745

*The Sin du Jour procurement team has been tasked with acquiring a substantial cache of rare Welsh gold for a rather important event, but when they stumble upon rivals factions of the smallest warriors they’ve ever encountered, they’ll need to bring out the big guns if they’re to survive.*
Aurora4x Wikia

## This is the unofficial Wiki

This is the unofficial wiki of the game Aurora and it was created in order to help new players until the official wiki is being updated to handle the increase in popularity. You can access the official wiki at: Official Aurora Wiki

Proceed with caution, this wiki is probably incomplete and not updated.

## About Aurora

Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.

Some say it has the graphical charm of an income tax assistant software from the late nineties, but a playing depth that more than rivals any commercial 4X game. Aurora is different because it places emphasis on fleet operations and detailed tactical combat.

The game is under constant development and there is an active and friendly player community in the forum that will help you with any question or problem you might encounter.

## Pages

### Installing Aurora

* Download & Install
* Add-on Software
* Bug Reporting
* Release Notes

### Playing Aurora

* Quickstart for Beginners
* Basics of the System Map
* Colonization for Beginners
* Basic Ship Creation
* Fleet Operations for Beginners
* Tips for beginners
* FAQ

### Advanced Topics

* Time, Turns and Interrupts
* Basic Sequence of Play
* Game Slowdown
* SpaceMaster Mode
* Creating custom races
* Hotkeys

### Reference

* Glossary
* Main Empire Theme
* Government Types

### Interfaces

* New game creation
* Population and Production
* System Map
* Other Interfaces

### Technology and Research

* Research
* List of Research Costs

### Ship Components

* Research
* List of Research Costs

### Economy

* Colonies
* Installations
* Unrest
* Mining
* Mineral Generation
* Mineral Shortages
* Mass Driver
* Salvage
* Combat

### Trade and Transport

* Trade System
* Commercial Shipping
* Civilian contracts

### Combat

* Combat Overview
* Beam Weapons and CIWS
* Beam Weapon Range
* Missiles, Drones and Buoys
* Point Defense
* Armour and Shields
* Cloaking
* Carrier
* Fleet Training
* Ship Combat
* Task Group Initiative
* Ramming
* Ground Combat
* Planetary Defence Centre
* Ground Forces

### Sensors

* Sensors
* Active Sensor Design
* Fire Controls
* Survey Scanners

### Ship Design, Construction and Maintenance

* Basic Ship Creation
* Beam Warships
* Fast Attack Craft
* Fighters
* Example Ships
* Shipyards
* Ship repair
* Ship Maintenance

### Alien Races

* Non Player Races (NPR)
* Diplomacy
* Diplomacy Rules
* Espionage
* Transponders
* Political Status

### Survey

* Interstellar travel
* Terraforming
* Comets
* Ruins
* Black Holes
* Lagrange Points (LP)
* Tectonics
* Nebulae

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Hotkeys

**Main screen Hotkeys**

* F2 Economics - Manage your colonies
* F3 System maps - Brings up the overview map/interface of current system (if you don't see anything press this)
* F4 Commanders - Promote & assign your rookies
* F5 Class Design - Design your spacecraft
* F6 Ships - See ships under your command
* F7 Fighter Squadrons - Manage the fighters
* F8 Battle Control Window - Control ships in combat
* F9 System Information - Information (including minerals) about the current system
* F11 Galactic Map - giant map displaying system location
* F12 Task Groups - Give commands to your grouped ships
* Ctrl+F2 View Race Details - Information on your race
* Ctrl+F3 Events log - List of important occurances (Keep open!)
* Ctrl+F4 Task Force Organization - Order of command for ships
* Ctrl+F5 Intelligence/Diplomacy - Known information about aliens & determine whether they want to kill you
* Ctrl+F6 Create Research Project - Design components for usage, research prototype afterwards
* Ctrl+F7 Technology Report - Information about your current tech levels
* Ctrl+F9 System Summary - What types of stars are explored
* Ctrl+F11 Ships Requiring Repair - Damage report
* Ctrl+F12 Fuel Situation - Fuel levels
* Ctrl+L Shipping Lines - What's going where
* Ctrl+S Spacemaster on
* Ctrl+O Spacemaster off
* Ctrl+R Select Default Race
* Ctrl+I Game Info
* Ctrl+D Designer Mode **Requires password**
* Shift+F9 Fast OOB
* Ctrl+H Order of Battle
* Ctrl+Y Class Deployments
* Ctrl+A Available Colony Sites
Maintenance Facility

Template:Infobox installation

## Function

 **Maintenance Facilities** are installations that provide routine maintenance to orbiting ships, preventing them from using engineering supplies and freezing their maintenance clocks. A ship requires one maintenance facility per 200 tons and a maintenance facility is able to support any number ships at any given time. For example, 65 maintenance facilities can support any number of ships, but no ships heavier than 13,000 tons.

Ships being supported by maintenance facilities require a small mineral cost that is visible on the *Mining/Maintenance* tab of the Economics screen.

### Shutting Down

Maintenance facilities can be shut down on the *Civilians / Ind Status* of the Economics screen. This halts all ongoing maintenance and frees up all workers to work in other industrial sectors. Reactivating requires 6-months.

Template:Installations
Sector Command

You have to research Improved Command & Control in the Logistics Tree before you can build a Sector Command HQ.

Building a Sector Command HQ in a colony allows you to appoint a Civilian leader as Sector Governor. 25% a Sector Governor's stats gets added to all colonys in the sector in addition to the colony's governor's bonus.

**Examples:**

 Colony Governor
 Colony total bonus

\* Remeber Sector Governor gives 1/4 his bonus to every colony

To define sectors, click the Sectors button at the bottom of the Population and Production window. The sector capital is the colony where you have built the HQ.

The maximum allowed distance measured in jumps between the sector command's system and other systems in the sector. Higher levels of sector command headquarters increase this distance. For a sector to increase its range it needs to double its level. ( current \* 2)

**Note**: if you have not build a sector command, but have explored one or more new system(s) consider building the sector in the new system as it wil allow you to have an effective range of 3 at level 2. However a Sector Command HQ cannot be transported.

Template:Installations
Terraforming Installation

Template:Infobox installation

## Function

*Terraforming Installations* allow terraforming of your colonies, allowing a reduction (and eventual elimination) of colony costs. Lower colony costs mean each colony costs less to operate and require less infrastructure per million colonists.

## Operation

Terraforming Installations are managed on the **Environment / GMC** tab of the Economics Screen (F2 at the main menu). A terraforming installation can add or subtract an amount of gas equal to the racial terrforming rate per year modified by the planetary and sector governor's Terraforming bonus and require 250,000 civilians each to operate.

Formula: (Racial Terraforming Rate) \* (Sector Governor Terraforming Bonus \* 0.25) \* (Planetary Governor Terraforming Bonus)

### Terraforming Options

* Selected Gas: The desired gas to add or subtract from the atmosphere.
* Add Gas to Atmosphere: Check to add gas, uncheck to substract.
* Maximum Atm: The maximum atmospheric pressure of the selected gas to add (minimum if subtracting). Enter 0 for no limit.
* Save Atm: Click to save the value for Maximum Atm.

### Shutting Down

Terraforming installatoins can be mass-shutdown via the Civilian / Ind Status tab of the Economics screen. This will immediately halt all planetary terraforming and remove any associated Wealth costs. Shutting down in this way will require a 6-month warm-up time to restart terraforming. Note that orbital terraforming via Terraforming Modules are not affected.

Terraforming can be paused by selecting **Terraforming Inactive**. which has the same effect without incurring the 6-month restart delay (?). This method will also halt orbital terraforming.

## Misc

Terraforming installations require 125,000 tons of cargo space (25 cargo holds), but are automatically broken down into parts if only partial cargo capacity is available. When moving parts, the entire installation must be moved before it becomes operational.

Terraforming installations work in parallel with orbital terraforming modules, however only one gas may be terraformed at a time. Orbital ships do not receive the bonuses granted by the civilian adminstrators and the ground based terraformers do not receive the military officer bonuses.

How the installations are able to provide Mercury with an atmosphere 10x as thick as Earth's made of pure Neon is anyone's guess.

Template:Installations