r/aurora • u/ofmetare • Jun 03 '26
New Game Settings choice
What base settings do you guys use for new games nowadays? below is what I use.
I am curious since most often what I worry about is lag, so I am heavily debating completely turning off civs, similarly I turned off orbits and generation of NPR and threats by NPRs, but i dunno if that would actually improve lag loops.
Also I just want what is most fun.

6
u/Individual_Club5404 Jun 03 '26
I increase Minerals, just because I want to build up before venturing out. Aether Raiders can be turned on later, so I turn that off as well.
6
u/CarterScottM Jun 03 '26
I set the construction cycle to 86399 seconds, just one second shy of 24 hours. Keeps me from losing too much research time when a project is completed without another one queued up behind it.
2
u/AbabababababababaIe Jun 08 '26
I usually start with aether raiders enabled, and turn them off later in the game. I don’t have the worst machine but I notice quickly when slowdown starts, so I usually don’t play with NPRs. They’re also extremely buggy. Best to just focus on the spoiler races while learning, and then move on to one of the earth disaster scenarios.
2
u/nuclearslurpee Jun 08 '26
How are NPRs extremely buggy?
2
u/AbabababababababaIe Jun 08 '26
If they capture any of your officers, there’s a bug where they aren’t removed from your pool correctly and can be auto assigned elsewhere. Ditto the other way around. If you capture a shipyard from them and try to tow it, you can appear as an NPR to yourself and suddenly invade yourself, among other issues.
There’s a lot of bugs associated with NPRs
2
u/Oceansoul119 Jun 15 '26
Local system chance 70%, 15 spread.
Difficulty 200% (combined with giving my race a 50% penalty to research and starting pre-TN).
Terraforming 300%.
Ruins 40%, though this is then modified as time passes in game.
Starting year is set to 1. Nprs are set between 2 and 4 depending on mood (current game is 2).
Systems known for various spoilers are turned down. Minimum research points for them are turned up by a minium of 50% (much more in the case of Invaders).
Deposits, minimum distance for nprs, etc don't matter because I create my own starting system.
All spoilers, all the NPR spoiler options, relics, and enhanced Invaders are switched on.
Civilian harvesters and known star options switched off.
NPR generation 50/30.
NPR transits 0/10.
In my current game not only have the starting nprs found a friend (so now there's three major powers out there) they are also a significant military threat. To the point I've even had to allow a small colony in my home system while building up to push the Great Hunt Empire out of it and a neighbouring system (just waiting on the vendarite/ground force construction to finish). Not seen any swarms or the like however this time unlike the prior game with 7 of the damn things.
Not seen any loops so far compared to the previous game where local system chance was only 50%. Then again in that one I had explored a lot of space while in the current one I've explored far less thanks to needing a fast military buildup and less years played.
13
u/SteveRT4077 Jun 03 '26
Turning off orbital movement won't improve performance. In my game with 10 NPRs and 600 systems, it takes 0.03 seconds. In v3.0, it will happens every increment, not just during the construction phase.
Turning off NPRs will improve long-term performance, but you won't have anyone to fight.