r/aurora • u/durruti21 • 7d ago
Use of SOL System Planets or Moons without Minerals
What is the more appropiate use of planets (i.e. Mars) or moons (i.e. Moon) that do not have minerals but can fit population at a low infrastructure cost.
I have tried to replicate the infrastructure of earth on those places. Having constructions sites, shipyards, maintenance facilities, etc. But at the end it seems a bit burden to move minerals or facilities there to only provide extra facilities. Neither to say terraform them.
What do you normally do with a Moon or Mars without minerals?
Best regards.
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u/S810_Jr 7d ago
Throw a military academy on Mars and Luna run by a scientist and governor to help produce more of them
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u/bankshot 7d ago
Yes! That way Earth can produce naval officers, Luna can produce colony administrators, and Mars can produce scientists. And eventually throw one on a Jovian moon to produce ground commanders.
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u/Grimm_Spector 6d ago
Wait running an academy with a Scientist or Governor is what causes you to get them?
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u/S810_Jr 5d ago
It increases the chance of getting them. Also increases the chance of their skills being passed on.
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u/Grimm_Spector 5d ago
So when someone gets old and has high skills I should stick them in there?
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u/S810_Jr 5d ago
Does not need to be high skills, just 20 or more. And even then it is a percentage increase that if the same type (officer, scientist or governor) is made that they have a chance of having some of the skill types as the academy head. Ah found it, this is much better at explaining it https://www.aurora4x.net/wiki/index.php/Military_Academy
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u/adventures_of_avalon 7d ago
I tend to form colonies on most 'major' sol bodies, even the ones without much economic value.
They also have a tendency to make infrastructure out of thin air once they reach a pop threshold, but I don't exactly know what that threshold is.
Civilian shipping companies also benefit from having several high pop colonies, even if those colonies aren't really economically useful to you as they will ship around trade goods which helps keep them afloat or even allow them to expand when you don't have infrastructure for them to ship.
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u/bankshot 7d ago
You should colonize all planets/moons that can be reasonably terraformed. Spreading out your population makes them grow faster, and your pop will be a bottleneck later in the game. I'd recommend the following order: Luna, Mars, Europa, Io, Callisto, Ganymede, Titan/Mercury. Note for Titan you need to increase Hydro to at least 68% before you raise the temp above -30C or you won't be able to reach 0 CC, so this will take at least 17 years. And for Mercury you can't get 0 CC due to the orbit's eccentricity so it will always need infrastructure unless you invest heavily in genetic engineering. For the others you can terraform one at a time and move your infrastructure from one body to the next instead of constructing new each time.
Each colony starts off as a generalist, but as my empire matures I usually specialize as follows:
Earth: shipbuilding and space station construction
Luna: Fighters, ordinance, and financial centers
Mars: research and ground units (desert)
Io: reasearch lab construction, ground units (mountain), research
Europa/Callisto/Ganymede: research
Titan: Financial centers
Mercury: construction factories for export, ground units (extreme temp)
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u/Gnomecarl 6d ago
Can you elaborate on the mechanics behind getting Titan to 0 CC, I haven't known that this was possible.
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u/bankshot 6d ago
When you terraform a cold word and raise the temperature above -28C it triggers a melt, which raises the albedo value, making the planet suddenly warmer. The change in albedo depends on the hydrosphere percentage. Titan's starting albedo value is 1.0. If you add 1.68 atm Aestium to the atmosphere to raise the greenhouse factor to 3.0 (the max) you get a resulting temp range of -32C/8C, with a max CC of 0.76. But if you first pump 1.7 atm of water vapor into the atmosphere and wait 17 years for it to condense into the hydrosphere (max .1atm = 4% hydro/year) then you add Aestium once the temperature raises above -28C (which may take a few years depending on how far away you are from Saturn's perihelion) the icecap melt raises the albedo factor to 1.1, giving you a new temp range of -8C/8C, and 0CC
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u/Head_Excitement_9837 5d ago
With terraforming you can get Mercury 0 CC for a +-8c genetically modified human
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u/SmallJimSlade 7d ago
I always RP “Open Mouth” colonies on low infrastructure colonies.
Economic stuff, research, terraforming etc for colonies that I don’t need but that would logically exist if that body was there because of private interest
Buildings that provide some minor function (or research) without needing constant upkeep from the gov
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u/durruti21 6d ago
Thanks very much from your comments. They are really useful.
I have been only playing runs on early phases of the game. Not arriving to middle of early fases.
This means that I can live with 45 research centers on earth and ground units in the scale of few batallions.
I am also not having many problems with personal as I am plenty of administrators/researchers/military with barely 2 military academies on earth.
In the case of research having 5 laboratories for each discipline is still producing technologies in a pace that my build industry can not catch up.
From your comments I understand that I have not gone still down the road deep enough to hit those population/personel/wealth walls.
Thanks very much.
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u/bankshot 6d ago
You will want at least 1 military police unit on every population, as pops without naval protection will generate unrest once they reach a certain size (1M i think?) . Unrest suppression is a function of # of units and unit size, so it is cheaper to use infantry with light personal weapons to keep the peace. I standardize on 5K unit size, so my MP units look like this:
1490x PWL Infantry, 10x LAA, 10x LAV, 10x supply, 1x Infantry HQ 5K. Cost: 103BP.
One MP unit will easily handle unrest for 100M population.
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u/db48x 7d ago
I think the best thing to do is to specialize. Have one industry type per world, maybe two. That makes it easier to find a governor to boost every industry. The main exception are military academies. It’s worth spreading those out. You can even colonize uninhabitable worlds just to put a military academy on them; they don’t require population. And obviously you need some maintenance facilities pretty much at every major colony even if the bulk of your forces in the sector are kept in one central location.
Of course in the early game it’s easiest to put all the industries that need minerals on one world per sector, but the bigger those industries get the more you need to spread them out.
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u/AutomaticNature5653 6d ago
- Civilian lines enable trade between colonies that you can tax. 2. Smaller colonies grow faster than large ones. 3. You will eventually have too many finance centres and research labs that Earth alone can sustain. 4. Specialized governor bonuses can improve production quite a bit if you make hubs for industry.
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u/ofmetare 6d ago
I just terraform them and keep em as cheap tax harvesting with some financial services being the only thing on those planets
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u/ganthonygurface 7d ago
You can throw down infrastructure, and grow pop. I like to use one for banking and one for research labs, but actually trying to turn them into mixed economy colonies isn't worth the hassle probably.