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Looking at the tolerances, am I correct in thinking nowhere in the solar system is presently colonizable? Mars is .3g IIRC, so too low. Though it almost looks like Venus (.9g) would be colonizable, but expensive. Which is rather mad, as we have the theoretical capability to land a human on Mars now, but are nowhere near being able to do so on Venus.
I'm guessing we will be using one of the latest versions where everything down to .1g is colonizable.

Cant find info on exact version, but changes done in 6.00 is mentioned.

Edit: Sorry missed the first rule post about tolerances, disregard this! :)
 
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Rules: Orders

This part is very important, so read carefully.

The orders consist in what you want to have your empire doing. You can guide your empire's research, industry and growth.

After the game is set up, i will send everyone the pool of scientists and officers of his empire, and the player can decide which officer appoint to a certain role, along with the role list.

When you receive the first message, save it somewhere, so you have your whole pool of officers in a place where you can read it.

The orders should be like this:

Research: Assign Scientist (x) n Research Facilities and research (example) Trans-Newtonian Tech. You can have more than one project, as long as there are available scientists.

Industry: Assign x% of industry to (example) produce 25 automated mines. You can assign different % of your industry to work on different tasks. My advice however is to have a production chain and have them work always at 100% on a single task.

Navy war plan (If at war): Trap the enemy navy in system x, harm civilian enemy lines, attack enemy HQ on Io, Start nuclear bombardment of earth PDCs, or population, attack the enemy navy istantly. Whatever your navy can do. Think that at war you have 15 days, so a fleet can do more than one action.

Ground war plan (If at war): Attack enemy units on (x), Remain on defence position on (x). GU have only two orders: attack or defend. So send orders for every space body you have units on.

Administration: Assign Officer (x) to Governor of Earth (for example). You can assign and fire/replace all the officers you want.

Shipbuilding: Build a Class Okinawa Cruiser in Osaka Shipyard, expand by 500 tons Surabaya Shipbuilding co., add a slipway to Osaka Shipyard. Everything related to shipyards. Note that you can build ships and expand/add slipways at the same time.

Ship/Component Design: Design a Commercial Engine based on Magneto-Plasma Drive, design a Heavy Laser Turret. Design a Missile Cruiser, design a Destroyer, etc. Also, give a name to the engine/class

You can also present your designs, and i'll copy-paste them in the game.


After you complete your order sheet, and the turn passes i'll send you any news, including, but not limiting at:

New officers.
New available ship components.
New facilities not in the sol system.
Fighting against unknown opponents, if you want to keep them secret.
If you researched a tech, the unlocked techs for research.
Mineral stockpile level, ordnance stockpile level, ship supplies/ordnance stockpile level.
Ship status (damaged/crew morale low/needs overhaul).

And after that you can send the new orders.


Some useful informations here:

Research:

Scientists have three attributes.
Ex: Kate Robinson, 10%, DS, 10.
The first number is the research bonus they give to every lab allocated to them. So if a lab generates 200 RP, with a 10% bonus it will generate 220.
The two letters are the specialization of the scientist. DS in this case is Defensive Systems. When they research a tech of their own specialization, the bonus is multiplied x4.
In the case above, a 10% bonus becomes a 40%, and so the lab generates 280 RP.
The last number is the max labs the scientist can handle.

So, be careful to combine all the bonus and choose the best scientist for your project.

5 Officers can be combined in teams:

Espionage: Once it's placed on a planet with another empire's population, the team will try to steal informations, blueprints for ships/missiles, techs, everything useful. The team can be caught by counter espionage and killed/captured.
Diplomacy: Useful with alien empires, to estabilish better relations.
Xenology: If you discover ruins on a planet, send a Xenology team to study the ruins. They will tell you the empire name and the number of the ruins.
Geology: The geologists can discover new deposits of minerals on a planet, or improve accessibility. Note that, if a planet results devoid of minerals by a survey with Geological Survey Sensors on a ship, it doesn't mean that a geological team won't find anything.

Only officers with some talent in that branch (the bonus is shown near the officer) can join teams.


Ship designing:

A tutorial is available here, with all the infos you need. Note you have to research also the COMPONENTS, such as Engines and Fire Controls.
Battleships also need weapon turrets or missile launchers, but we will not build battleships for the first 3 years i believe, at most some small corvettes.


Industrial Production:

These are the basic installations you can build:

Financial Center: Increases Wealth of your empire. Useful if you're running low on money.
Infrastructure: This is necessary for your population to survive on hostile worlds, on Earth is useless. You'll probably not build infrastructure at the beginning.
Maintenance Facility: These facilities are necessary to increase the tonnage of the ships that can be overhauled on the planet. Big ships need big Maintenance bases, remember.
Military Academy: The military academy is where your officers and scientists are trained, every level increases the number of new recruits/year.

After the discovery of Trans-Newtonian Technology, you can build a lot more facilities:

Automated Mine: These mines are automated and do not need men to operate, so you can place them everywhere, apart from Gas Giants. However, these mines DON'T send the minerals to Earth/any other place. You'll need another facility, we'll talk about this later. Obviously you can also use cargo ships to bring to Earth the vital supplies.
Commercial Shipyard: Here you can build every ship Commerce-Related. Basically every unarmed ship, such as freighters, tankers, colony ships...after the CS is built, it has a single 10,000 ton slipway.
Construction Factory: The backbone of your industry, these provide the BP you need to build facilities.
Convert CI (Conv. Industries) to: You can convert your conventional industry at the beginning into Mines, Fighter Factories, Fuel Refineries, Ordnance Factories and Construction Factories. It's highly recommended that you do this, i usually keep a 3:2 proportion for CI to Construction Factories : Ci to Mines, and later i build the Fuel Refineries and Ordnance Factories. Fighter Factories are useless at the beginning.
Convert Mine to Automated: Useful if earth runs low in minerals and you want to use some mines in an uncolonizable place.
Deep Space Tracking Station (DSTS): This keeps track of all the movements around the earth, and can detect EM impulse and Thermal Signature. The higher the level, the better the range of the DSTS.
Fighter Factory (FF): The FF builds fighters (Ships which are smaller than 500 tons), but these require advanced technology.
Fuel Refinery (FR) The FR converts some of your Sorium into Fuel, to be used by your spaceships.
Ground Force Training Facility (GFTF): The Training Facility allows you to build new Ground Units. You can build more GFTF to build more than a unit at the same time.
Mass Driver: This useful facility is automated and can send mineral packets to a planet, where another mass driver is placed. The mass drivers are used together with Automated Mines to build automated mining colonies. Each mass driver has a 5000 ton/year capacity.
Mine: A simple, manned mine. Cheap, efficient, and useful. Only con: it needs manpower.
Naval Shipyard: Here you can build warships and survey ships. It starts with a single 1000 ton slipway.
Ordnance Factory: Where you can build your missiles. Keep track of your missile stockpiles, because these can run low in a blink of an eye.
Research Lab: Where you research new techs. More labs = more RP = technological advantage against your enemy.
Spaceport: A spaceport greatly reduces loading and unloading times for cargo ships. Can be expanded.
Terraforming Installation: This great facility can transform an icy, cold, barren planet or a volcanic hell-like world in a earth-like garden planet. It needs manpower, so you need to have a small colony to operate the Terraformers.

Minerals:

Duranium: Much like Steel. Used for almost everything, be sure to have always good supplies of duranium.
Neutronium: Used for armors and Shipyards. Important.
Corbomite: Where you need power, Corbomite is the answer. Nuclear Reactors use Corbomite.
Tritanium: Missiles need Tritanium. It may be a good idea to build short range weapons if you have little tritanium.
Boronide: Used by terraformers, and some other systems. Not that important.
Sorium: The Oil of Aurora. Used to refine it into fuel or to build jump engines.
Uridium: Used by Sensors and Fire Controls.
Corundium: Used by Lasers and energetic weapons.
Mercassium: Needed for Labs.
Vendarite: A secondary material, used to build some facilities, and mainly fighter factories.
Gallicite: Last but not least, this is important. No gallicite = no engines.


Tech Tree: Newtonian

Biology/Genetics:

Genome Sequence Research: This research allows the creation of Genetic Modification Labs, and further Genome research. Useless at the beginning, later a good choice.


Construction/Production:

Expand Civilian Economy: Increases taxes, wealth and profit by 20%.
Trans-Newtonian Technology: The door to the world of aurora. The obvious First Choice, everyone should achieve TN tech ASAP.


Logistics/Ground Combat:

Fuel Storage: Large/Fuel Storage: Tiny : Allows to build bigger/smaller fuel storages for ships.
Improved Command and Control: Allows to build sector command, and to appoint a sector governor.
Orbital Habitat Module: Provides life support for 50000 people, used to build fleet HQs on inhospitable places. Must be placed in a space station.



EDIT: On tolerances, i set them to 0.7G to 1.3G. This to add some realism, because humans couldn't live an entire life on mars without experiencing significative body weakening. However you can land teams, sensor bases or army units on Mars, Venus or wherever you want, apart Gas Giants and Stars, obviously.
 
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Gah! So much to learn. I have only a passing familiarity with Aurora.

Well, i didn't choose to start with conventional nations randomly, this gives all the player more time to get used to aurora mechanics and everything.

Also, reading the tutorials helps a lot. I got used to aurora in half an hour with the tutorials.
 
So the game isn't limited to the solar system as noticed that there are aliens?
 
At start most of us lack the capability to even explore our own system though.

Actually, shouldn't the US, Russia, China all start with small shipyards, representing their space programs? Possibly EU, Japan and India as well, I don't recall how far along those countries are.
 
At start most of us lack the capability to even explore our own system though.

Actually, shouldn't the US, Russia, China all start with small shipyards, representing their space programs? Possibly EU, Japan and India as well, I don't recall how far along those countries are.

Shipyards in this game are orbital shipyards, so i set all the shipyards to 0. However, after the countries get the TN tech my first priority will be to build a naval shipyard. I don't think we will have orbital shipyards for 2030 without TN tech.
Also believe me, it'll take 2 years to build the first ships, with or without shipyards at the beginning

Also, the first turn's span is AN YEAR. This because researching TN tech takes a lot and game would be boring with 3 months turn. This is restricted only to the 1st turn.
 
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Shipyards in this game are orbital shipyards, so i set all the shipyards to 0. However, after the countries get the TN tech my first priority will be to build a naval shipyard. I don't think we will have orbital shipyards for 2030 without TN tech.

Also, the first turn's span is AN YEAR. This because researching TN tech takes a lot and game would be boring with 3 months turn. This is restricted only to the 1st turn.

Interesting. Could we get a ballpark figure on what research and construction will cost? I.e How many RP will Transnewtonian tech cost, how much for a shipyard, etc.

IC:

TUBITAK Space Technologies Research Institute, Turkey's premire space research institution, is looking for partners to explore new avenues of research. We are seeking interested parties to share the costs and rewards of exploring the exciting world of trans-newtonian physics, and its potential application to space exploration, energy production, and other fields.
 
TN tech is 5000 RP. A lab generates 200 RP per year, but you should add the scientist bonus. In the end, everyone should have TN tech in 3/4 years, even with 5 labs (1000 RP/year) because of the scientist increment.
Oh, and a Shipyard is 1200 BP. This is a lot easier, altough it will need expansion.

IC:

EU announces that once the TN tech will be fully understood by its scientist, will be willing to lend 3 Research labs, each in exchange for the lending of 50 CI or 10 CF. The lending is only for TN tech research, as any further research into TN armaments and military spacecraft are a threat to the world's stability. ESA breaktrough previsions are mid 2031, so the lending will occur around that date.
 
Will population limit the things you can do? Like colonizing a planet or sending colonists to Alpha Centauri.
 
How will conflicts on Earth work? Is it possible for nations to invade and annex the "neutral" non player areas drawn up on the map and will there be any benefits or repercussions of doing so?

How will communications be handled since most of it will not be public information once we start to have secrets to keep?
Forum PMs or some other means like mail or IM?
 
I don't have enough time for this so i'm out as Russia

Sorry for the constant faction swapping, but I'll love to switch to Russia now it's open again. I realise my decision earlier to drop it was a little silly :p
 
Wait a minute, wait a minute, just noticed: How did Japan annex Taiwan? That would never happen, not without a major war, and Taiwan would not be on the side of Japan.

How will conflicts on Earth work? Is it possible for nations to invade and annex the "neutral" non player areas drawn up on the map and will there be any benefits or repercussions of doing so?

How will communications be handled since most of it will not be public information once we start to have secrets to keep?
Forum PMs or some other means like mail or IM?

We could use IRC like some of the other Forum Games around here. Just a suggestion.
 
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Wait a minute, wait a minute, just noticed: How did Japan annex Taiwan? That would never happen, not without a major war, and Taiwan would not be on the side of Japan.
First post about the story:

Other changes are: South Korea invaded North Korea with its modern army and re-united Korea. Taiwan accepted integration in the Japanese Empire, fearing an attack from China. Turkey annexed the Levant states, Arabia has united under a single nation, Persia absorbed Iraq and turned into a Republic, but with a strong Islamic Fundamentalist movement. Australia integrated New Zealand and New Guinea.
 
Yeah, I was commenting on exactly that. That kinda makes little sense in my opinion. South Korea would be equally weird if they allowed the USA to build military bases in former-DPRK land, which I am assuming they didn't here since China has accepted a Korea united by South Korea.
 
Will population limit the things you can do? Like colonizing a planet or sending colonists to Alpha Centauri.

Yes, but colonizing is the last of your problems, since little pop is required (50,000). The biggest downside is manpower shortage.

How will conflicts on Earth work? Is it possible for nations to invade and annex the "neutral" non player areas drawn up on the map and will there be any benefits or repercussions of doing so?

How will communications be handled since most of it will not be public information once we start to have secrets to keep?
Forum PMs or some other means like mail or IM?

You can diplo-annex a minor (The USA eg could annex Cuba, influencing them. About this, i'll post later.) or declare war. War will work like against another empire, as i get the two armies clashing. After you won the war and you occupy the other nation i'll transfer the population and industry to you, along with a small penalty (-10% stability). This to avoid the alien occupation penalty, that wouldn't occur between humans.

EDIT: also beware that fighting can destroy factories and facility in small numbers, obviously of the DEFENDING empire.

Sorry for the constant faction swapping, but I'll love to switch to Russia now it's open again. I realise my decision earlier to drop it was a little silly :p

Np, i'll switch you to russia.

Wait a minute, wait a minute, just noticed: How did Japan annex Taiwan? That would never happen, not without a major war, and Taiwan would not be on the side of Japan.

We could use IRC like many of the other Forum Games around here. Just a suggestion.

No? Guess what if China threatens you with nuclear weapons and japan comes with an offer to join in a federation and retain some of your autonomy. Everyone, between losing autonomy and being annihilated by a nuke prefers the 1st option.

And if someone can create an IRC channel it'd be appreciated, since i dunno how to do so.

Yeah, I was commenting on exactly that. That kinda makes little sense in my opinion. South Korea would be equally weird if they allowed the USA to build military bases in former-DPRK land, which I am assuming they didn't here since China has accepted a Korea united by South Korea.

And you believe China would cause a war All vs China because of Korea? Well, then better directly launch nukes on your own homeland, so you don't need to phone the U.S. Government and tell them that you're invading Korea.

But, if the republic wishes to attack them it can do so once we begin the game.
 
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Bt, for the purposes of a little timeline I'm doing of recent Russian history, like Deaghaidh did, when did the EU federalise?
 
No? Guess what if China threatens you with nuclear weapons and japan comes with an offer to join in a federation and retain some of your autonomy. Everyone, between losing autonomy and being annihilated by a nuke prefers the 1st option.

And if someone can create an IRC channel it'd be appreciated, since i dunno how to do so.

You are vastly oversimplifying the political situation in East Asia. I am only nitpicking on this area because it is the only one that isn't totally out there. The problem with Taiwan doing anything to change the situation there is that, well, the PRC see Taiwan as a Chinese province. The PRC will never accept a de jure change in this status, and frankly, if Taiwan rocks that boat it is not worth it for the USA to intervene. Taiwan declaring independence would lead to an immediate PRC invasion, which they can manage relatively quickly given the distance.
Furthermore, you are overlooking the fact that the PRC also has nuclear weaponry. Taiwan changing the de jure status quo would certainly receive a highly unpleasant response from the PRC. Also, there was no mention of it being an offer of a federation from the Japanese Empire (note the wording there), and furthermore anti-Japanese sentiments still linger in China as well as Taiwan, and Korea for that matter.

However, the scenario is strange as is so..."meh". The thing which I am complaining about is the backstory.

As for an IRC channel, the chan #RA on Coldfront is free to use, though you might be better off creating a new one. Just search for a tutorial
Quick instruction for how to get onto IRC, copypastad:
OOC: 1-Go to coldfront.net
2-Choose if you're using the flash ap or the java app.
3-Create a screenname
4-The page auto adds you to the #coldfront channel, which is displayed at the list on the left side of the screen. Close that
5-In the command box down below type /join [insert channel here]
6-You're in and ready to chat


And you believe China would cause a war All vs China because of Korea? Well, then better directly launch nukes on your own homeland, so you don't need to phone the U.S. Government and tell them that you're invading Korea.

But, if the republic wishes to attack them it can do so once we begin the game.

Uh, could you clarify that first sentence?

There is a reason why the PRC is propping up the DPRK, it's a buffer, to avoid being surrounded by enemies. The PRC has in the recent past gone to war when it feels itself threatened, especially when in the danger of being surrounded by hostile powers. Furthermore, in this situation - with the RoK being the aggressor - it would not be worth going to war with the PRC over Korea. Your solution of "nukes" is not a solution. Nuclear weaponry is decidedly not the solution to everything and are more liable to worsen an already bad situation.
Also, the RoK integrating the DPRK is more liable to damage it than benefit it. Take a look at the end of the division in Germany, the integration of the DDR into the BRD cost quite a lot and there are still differences. Now, let's look at Korea, which is a similar predicament, except worse.
Anyways, this is an off-topic discussion I suppose, but I digress.
 
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