At least you gave it a try, most people are deterred simply by looking at the game screen ¯\_(ツ)_/¯

- Downloads game, sees 50mb.
- Starts installing, sees system 32.
- Takes a look at the in-game flags, three different swastikas.
- Takes a look at the updated races, literally Jem-Hadar and Joseph Stalin, and Mystique from X-men.

I'll be blunt half these images look stolen and the other half are straight from deviantart. This is a poor impression to say the least, FreeOrion for all of its comparative simplicity at least made the effort of drawing some original doodles.
 
I gave this game a go a while back and quite enjoyed it, but after I felt I'd finished up my third or fourth game, I got distracted by other stuff, and I feel like getting back into it now would require relearning everything, when I don't really have time for that. That said, if someone here does a LP or AAR, I'd happily read it.
Felt the same for a while, and a day I got so bored I got nothing to do, tried every game that I have but nothing so I reluctantly started Aurora 4x and made a new game, I played for 4 hours that day, I just played without paying attention and everything came back to me gradually, I didn't even notice.
- Downloads game, sees 50mb.
- Starts installing, sees system 32.
- Takes a look at the in-game flags, three different swastikas.
- Takes a look at the updated races, literally Jem-Hadar and Joseph Stalin, and Mystique from X-men.

I'll be blunt half these images look stolen and the other half are straight from deviantart. This is a poor impression to say the least, FreeOrion for all of its comparative simplicity at least made the effort of drawing some original doodles.
Those were probably the fanmade additional pack on the forum which is now officially added, some of them were probably especially drawn for Aurora, and the game takes a lot of images from ancient series etc... I mean it's a VB game, what did you expect? Personally drawn alien species? heh. FreeOrion did have graphics, Aurora 4x does not, this was literally made by an old man in his 60, who is gaining the money of his life by playing poker. You already said it, the game shine in its complexity and possibility of creating a good roleplaying game.
 
Any word on Aurora C#? My old rig just can't deal with 7.X as it is :/
 
I have a question about the setting up of the game, where exactly can I change whether my opponents start as conventional or Trans-Newtonian?
 
Any word on Aurora C#? My old rig just can't deal with 7.X as it is :/
It will come out when you least expect it, probably this year or the next one or the one after, no one is really sure. However, you can tell me what is the problem you are getting with Aurora and then perhaps I can help you.
I have a question about the setting up of the game, where exactly can I change whether my opponents start as conventional or Trans-Newtonian?
Look in the first part of the tutorial 'New Game Setup', you will find this 'Trans-Newtonian Empire vs. Conventional Empire' in bold it explains everything.
EDIT: Sorry I misunderstood your question, you find it here or in that general area below 'Starting Empire Parameters' depending on the version, here it's an old one.
 
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Tutorial: Population and Production; Research Tab

Your empire's various affiliated research institutions currently sit idle, chomping at the bit to work on prestigious projects, especially those involving TNEs.


This pane gives an overview of the current research this colony is engaged in.
Total Research Facilities is the number of research facilities on this colony.
Base Research Rate per Facility is the number of research points each research lab contributes per year. It can be improved through research. In the example above the empire's research institutions currently provide 200 points per year.

The research gridview is fairly straightforward.

  • Current Research Project lists an acronym detailing the field of the research, and then the actual project name.
  • Project Leader is the name of scientist leading this project, as well as an acronym detailing his or her field of specialty, and her research bonus. This will be covered in further detail below.
  • Research Labs is the number of labs assigned to this project. Envision it as institutions collaborating on a project, like the various entities that contribute personnel and equipment to the LHC at CERN.
  • Annual RP is the base research rate times the number of labs, times the project leader's bonus. In this example, each lab generates 200 RP per year, there are twenty labs, and the leader has a 10% bonus. Therefore we have (200 * 20 * 1.1) = 4400.
  • RP Required is the total remaining cost of the research project, in RP.
  • Completion date is an estimate of the date the project will be completed. It is calculated in the same way as manufacturing completion dates: Time-to-complete, in years = (RP Required) / (Annual RP). In this case, Time-to-complete = 5000 / 4400 = 1.13 years, so the project would complete in February 2026.
  • Pause indicates whether the research is paused or not. This does not free up the project leader or the research labs, but does cease spending wealth on the research.

The buttons below the pane allow research projects to be Canceled (which removes the project from the Current Projects list, but does not erase any progress on the tech (it will be shown in the Available Research list as x/y, where y is the total cost and x is the remaining cost, both in RP)), and Paused. Add RL adds labs if any are available and the leader can accommodate more, and Remove Labs will return labs assigned to this project to the pool.


The Create New Research Project pane is where the magic happens on this screen. The combobox contains different research areas, and the gridview below it lists the available research projects within that field and its cost in RPs. Research projects also have a cost in wealth equal to their cost in RP. Ticking the Show Matching Scientists Only box filters the Scientist gridview on the right by those with a research bonus in the same field as the one selected on the left.

The Scientist Gridview contains a list (possibly filtered) of all research scientists. (I forget if this is empire-wide, or only the scientists on the colony, but I suspect the former). To being researching a project, select an available project on the left, a scientist on the right, enter a number of research labs in Allocated Research Labs and then press Create. Available Research Labs lists the total number of institutions present on the colony.

Confusingly, Delete has nothing to do with removing a currently active research project. Instead, it is used to delete research projects the player has created while designing new missiles, fighters, or ship components (for example, if you messed up the design and wanted to re-do it).

Scientist Stats

  • Scientist lists the name of the scientist. You can see a few of the goon scientists are already available.
  • Specialization is the field of research a scientist is best at. When a scientist leads a research project within his field of specialty, he applies four times his bonus modifier. A scientist with a 20% bonus modifier researching outside his field multiplies his labs annual RP output by 1.2. That same scientist working in his field multiplies it by 1.8.
  • Bonus is the scientist's research bonus modifier.
  • Max Labs is the maximum number of labs the scientist can supervise at once. Note that in some cases it may be more efficient to use a scientist with a lower modifier or off-specialty if he can command a larger number of labs.

Scientists, like most in-game characters, can improve their stats (bonus modifier and max labs) by actively engaging in their trade. Aurora players say that running a scientist on a single lab on a long-term project is a good way to build his or her stats, but I prefer to just let the increases happen while the scientist is in the course of his regular duties.


The left side textbox contains the description of the currently selected technology. The radio button beneath it acts as a filter for the Create New Research Project pane, allowing the display of Available techs (those that can be researched now), All Projects (all techs in the game, barring player designed components), Completed techs (those the player has already researched) and Completed (ex Start) techs (those the player has researched, minus the techs the player's race started with).

The right side control allows the creation of a research queue. To add a tech to the queue, select a currently active research project, then a research project from the Create New Research Project pane. Pressing Queue will add the selected project to the queue, led by the scientist from the active research project, and with the same number of labs associated. Queue Top does the same and moves the project to the top of the queue. Remove cancels the project from the queue, and the arrows allow the reprioritization of projects in the queue.

There is a research-sharing mechanism as well, in addition to the one available via diplomacy; You receive tech from another power in the following situations:

1) If you have a research treaty with the power that developed the tech, you immediately receive that same technology.
2) If you are allied but don't have a research treaty, you get the tech prior to the one researched
3) If you have a trade treaty but don't have a research treaty, you get any tech in the same tech line that has a research cost less than one-third of the research cost of the new tech
4) If your relationship is neutral but you share the same capital planet, you get any tech in the same tech line that has a research cost less than one-third of the research cost of the new tech

Alternatively you can get technology stolen from your enemies either throught espionnage of their colonies or homeworld(this will be covered later) or by salvaging the wrecks of enemy ships, this particularly useful to know your enemy's technology level and his capabilities.
 
I don't understand could you be more precise? Do your civilian companies makes too many ships which slow your game? The solution is simple here, don't give them too much money.
Nah, that just delays things. Like, I've played on 0 NPRs and just teched up with just one active colony so I wouldn't trigger civ spawn too early, but it is inevitable that, once the damn civs spawn, my game is going into a laggy death spiral.
 
Tried it out.

It's like, bureaucracy the game but you are the only Bureaucrat.

You manage everything on all levels. Managing literally everything makes it feel more like a job to me, just not my thing.
 
Nah, that just delays things. Like, I've played on 0 NPRs and just teched up with just one active colony so I wouldn't trigger civ spawn too early, but it is inevitable that, once the damn civs spawn, my game is going into a laggy death spiral.
Oh, yeah I can relate to that, I generally don't give them money at all, they barely have 2 ships at the start so I'm okay for about some decades until they themselves start to make money by my contracts or just moving civilians and goods, the nightmare start from there, they really breed like rabbits. The only way for me is to expose them to enemy NPCs which makes them lose a lot of money and ships.
I think I understand it, but how do I change it?

In NPR's options section I don't see anything related to whether they start as Newtonian or not.
You can make all the NPC start as a conventional empire but they will stay that way, it isn't possible for an NPC empire to go from conventional to transnewtonian so all of them start as transnewtonian, yeah its an advantage of some decades for them but it's not really a big deal. I did encounter a conventional NPC one time, I couldn't really do anything with them so I bombed them back to the stone age.
Tried it out.

It's like, bureaucracy the game but you are the only Bureaucrat.

You manage everything on all levels. Managing literally everything makes it feel more like a job to me, just not my thing.
Its a matter of personal opinion really, but there is much more to the game than bureaucracy, you can find ancient ruins left by the precursors, encounter the swarm-expy there, diplomacy with empires and the Invaders *shudder* damn those guys are OP, I won't say much about them but the three races, I spoke about just now are the spoiler races, they are closely related. As I said before the charm of the game comes from its complexity and the roleplay rolling around in your head. The AI is not stupid too, they are capable of quite a few strategical and tactical feats like a player. I understand if the game isn't appealing, It can't please everyone really.
 
You can make all the NPC start as a conventional empire but they will stay that way, it isn't possible for an NPC empire to go from conventional to transnewtonian so all of them start as transnewtonian, yeah its an advantage of some decades for them but it's not really a big deal. I did encounter a conventional NPC one time, I couldn't really do anything with them so I bombed them back to the stone age.

Where are these options? I'm just not seeing them in the game creation screen.
 
Short Explanation of the Non-TN Races.
Where are these options? I'm just not seeing them in the game creation screen.
Sorry, the example images there were a little bit ancient so there was some missing options, anyway here
1. Where NPR races can activate/trigger the spoiler races when they enter a system. (this is just to avoid confusion and since I didn't explain it in the tutorial)
2. The second option is where all NPR race you will encounter will be conventional, there is no real charm to this, you just stomp everyone apart from the spoiler races. conventional NPR can't get the transnewtonian tech even if you give it to them since it's like giving a gun to a monkey and expect him to know how to shoot, disassemble and reassemble the gun, and start mass-producing it, it's just impossible.
 
Sorry, the example images there were a little bit ancient so there was some missing options, anyway here
1. Where NPR races can activate/trigger the spoiler races when they enter a system. (this is just to avoid confusion and since I didn't explain it in the tutorial)
2. The second option is where all NPR race you will encounter will be conventional, there is no real charm to this, you just stomp everyone apart from the spoiler races. conventional NPR can't get the transnewtonian tech even if you give it to them since it's like giving a gun to a monkey and expect him to know how to shoot, disassemble and reassemble the gun, and start mass-producing it, it's just impossible.

Oh dear, these two options literally don't exist for me. Neither does the truce option.
 
How to properly download the game
Oh dear, these two options literally don't exist for me. Neither does the truce option.
Um... What? Oh.
I think I understood what you did, you installed your game from here which is the full game v5.54 but you need to put this patch of the v7.1 after downloading the v5.54. If you want to save yourself all that trouble you can install everything here, it got everything all the fan-made patches and everything up to date even a wallpaper integrated with the game which gives quite a good sci-fi feeling especially with the music.
 
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Well restarting my game, I was very short in several types of resources on Earth, and in my rush to get automated mines, and a mass driver set up on Venus, I kind of forgot to build a mass driver on Earth to receive the goods, and ended up vaporizing several million people when the three mass drivers on Venus launched there payloads at Earth.

Turns out people are upset with this bureaucratic mistake and are demanding a change in leadership...
 
Um... What? Oh.
I think I understood what you did, you installed your game from here which is the full game v5.54 but you need to put this patch of the v7.1 after downloading the v5.54. If you want to save yourself all that trouble you can install everything here, it got everything all the fan-made patches and everything up to date even a wallpaper integrated with the game which gives quite a good sci-fi feeling especially with the music.

Thank you very much, I have to say that the designs for this update are actually pretty cool.

With regards to lore what do you play as? thematically speaking.
 
Well restarting my game, I was very short in several types of resources on Earth, and in my rush to get automated mines, and a mass driver set up on Venus, I kind of forgot to build a mass driver on Earth to receive the goods, and ended up vaporizing several million people when the three mass drivers on Venus launched there payloads at Earth.

Turns out people are upset with this bureaucratic mistake and are demanding a change in leadership...
I relate perfectly to that damn, it reminds me of one my first games,:lol an advice if you are short in resources, I suggest to immediately restart a game, no need to make it hard for yourself since you will restart the game in the end, its a common occurrence in a 4x game.
Thank you very much, I have to say that the designs for this update are actually pretty cool.

With regards to lore what do you play as? thematically speaking.
I play as the 'Terran Imperium', don't laugh! :oops: I play as a fascist empire where the militaries of the world taken over after a terrible cataclysm reduced Earth's population to barely 500 million people, I barely started colonizing nearby planets, I didn't leave my home system yet.

On a side-note: since some people proposed me to make an LP/Quest of the game, I will see about creating a skeleton prologue and see if you like it guys, and I got quite a lot of free time for some weeks so it's not like I have anything better to do. ^^
 
Prototype Aurora Quest
I admit I'm not the best writer, I don't think I qualify even as a decent one, as such if I ever start this, I will mostly focus on the game's technical side while letting players write omakes and build the world around it.
Unnamed Quest
In the late 1970's, both the United States and the Soviets relied on computer systems to detect possible nuclear attacks. But while the new technology was more sophisticated, it also came with a fresh set of risks in the form of false alarms and glitches.one of these errors occurred at Colorado's North American Aerospace Defense Command or NORAD. On the morning of November 9, 1979, AD, technicians at the site received an urgent alert that the Soviets had launched a barrage of missiles at North America. Convinced a nuclear attack was imminent, the U.S. air defense program scrambled 10 interceptor fighter planes, ordered the president's "doomsday plane" to take off, and warned launch control to prepare its missiles for a retaliatory attack. From there a chain of events that even today we can't quite follow started the third world war, it was one of the shortest war in history, barely a year but Humanity lost a lot that year with more than a hundred nuclear detonations through the world and billions of victims.
But now it is the dawn of 2125 AD, your species as a whole went through a series of cataclysm and crisis greater than anyone could have ever expected but in the end, Humanity came out stronger, united but it came at a price, with only 500 million people left and decades of rebuilding your destroyed home Earth. Humanity as a whole is on the brink of a new era, a new golden age, your scientists are sure about a new breakthrough that might change our view of the universe.

Nation's Name
[] Terran Federation
[] Write-in (It needs to match the type of government you choose)

Your Government
[] Plutocracy/Corporate Government

Plutocracy is a form of oligarchy and defines a society ruled or controlled by the small minority of the wealthiest citizens.
Xenophobia: 15 ; Diplomacy: 0 ; Determination: 0 ; Expansionism: -10 ; Militancy: -10 ; Trading: -10

[] Confederation/Federation
A confederation is a union of sovereign states, united for purposes of common action often in relation to other states.Confederations of states tend to be established for dealing with critical issues, such as defense, foreign relations, internal trade or currency, with the general government being required to provide support for all its members.
Xenophobia: 0 ; Diplomacy: 0 ; Determination: -10 ; Expansionism: 5 ; Militancy: 0 ; Trading: 10

[] Republic
A republic is a form of government in which the country is considered a "public matter". The primary positions of power within a republic are not inherited but are attained through elections expressing the people Such leadership positions are therefore expected to fairly represent the citizen body.
Xenophobia: 0 ; Diplomacy: 10 ; Determination: 0 ; Expansionism: 10 ; Militancy: -10 ; Trading: 10

[] Fascist
Fascism is a form of government which is a type of one-party dictatorship. Fascists are against democracy. They work for a totalitarian one-party state. This aim is to prepare the nation for armed conflict and to respond to economic difficulties. Such a state is led by a strong leader—such as a dictator and a martial government.
Xenophobia: 10 ; Diplomacy: -10 ; Determination: 20 ; Expansionism: 20 ; Militancy: 20 ; Trading: 0

[] Imperial Monarchy
A monarchy is a form of government in which a group, generally a family representing a dynasty, embodies the country's national identity and its head, the monarch, exercises the role of sovereignty. In this case, this is an absolute monarchy, the Imperial family has a absolute control over the state.
Xenophobia: 0 ; Diplomacy: 10 ; Determination: 0 ; Expansionism: 10 ; Militancy: 10 ; Trading: 10

Additional Options:
[] Realistic Commander Promotions
-[] Allowed
-[] Not Allowed

Officers are promoted based on their skills, medals and time in service
[] Commander Political Bonuses
-[] Allowed
-[] Not Allowed

Officers are promoted based on the mentioned above but that includes a political bonus which has no other use. Officers can be promoted not through skills but also through political connections. This Option can only be taken with 'Realistic Commander Promotions'
[] Inexperienced Fleets Penalties
-[] Allowed
-[] Not Allowed

When this option is in effect, you will have to train task forces to work together or there may be shaky formation keeping or a delay in responding to orders.

Difficulty
[] Courageous Man:
With this difficulty, you will not receive aid at all from the GM, you will be given choices to make without knowing the consequences, you will learn through trial and error.
[] Humble Man: With this difficulty, the GM will actively answer questions without breaking the entertainment for the players, you will be regularly given advice until all was explained, after that you will be on your own.

Vote summary:
[] Plan (Name).
[] Terran Federation
[] Write-in (It needs to match the type of government you choose)

[] Plutocracy/Corporate Government
[] Confederation/Federation
[] Republic
[] Fascist
[] Imperial Monarchy

[] Realistic Commander Promotions
-[] Allowed
-[] Not Allowed
[] Commander Political Bonuses
-[] Allowed
-[] Not Allowed
[] Inexperienced Fleets Penalties
-[] Allowed
-[] Not Allowed

[] Courageous Man
[] Humble Man
 
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