Aurora v2.6.0 Patch Notes - September 6th 2025

Galactic Map Zoom

The Galactic Map can now be zoomed in and out using the mouse-wheel, in the same way as the Tactical Map. There is no limit to the zoom beyond usability. Each click of the mouse wheel zooms in or out by 1.25x

The system graphics, ship or flag icons and text all zoom with the system locations. You can set a minimum text size if you want to make the text more readable, although at some point the text will clash with that of nearby systems.

The dragging and movement of systems, including multiple systems, centering, system search, etc. all work at different zoom levels. Here are three screenshots showing standard zoom, zoom in and zoom out.

You can also remove all text and icons simultaneously with a new ‘System Icon Only’ display option, which overrides everything else. This will make arranging larger maps much easier.

Crew Quarter Design Efficiency

I’ve added a new tech line called Crew Quarters Design. Researching this tech reduces the amount of space required for crew quarters, by improving the efficiency of the design, so the crew can spend months travelling in relatively small space without feeling cramped. After spending 11 of the last 14 months travelling with my wife in a 25’ motorhome, this is a technology I can relate to :slight_smile:

The levels are similar in progression to fuel efficiency tech and start at 10% for 1000 RP, up to 75% for 120,000 RP. The HS required for crew quarters will be reduced by the specified percentage. This is a Logistics technology.

When a class is created, it uses the crew design efficiency (CDE) for the owning race at the point of creation, in the same way as armour. The class will retain that same CDE until manually updated using the Update CDE button, which functions in the same way as the Update Armour button and can only be used when the class is Unlocked.

If the CDE is greater than zero, it will be displayed on the crew deployment line of the class summary.

Refuelling Changes

Refuelling systems are changed from 500 tons to 2000 tons.

A ship may mount multiple refuelling systems and the total refuelling rate is equal to their combined flow rate.

The tech progression for the Refuelling System components has changed. Previously, the steps started at 50,000 litres and went up to 500,000. The same number of steps now progresses from 20,000 to 900,000, so each step is much more meaningful.

Refuelling Hubs in their current format have been removed from the game. All orders, standing orders and conditional orders relating to refuelling hubs have also been removed.

This will make orders and conditional orders more simple, as you no longer need to specify refuelling hub as a separate destination. Tankers with multiple refuelling systems are still just tankers, but with higher refuelling rate. I will also be making some changes to standing and conditional orders, which I will explain in a separate post.


Transfer Fuel and Return

The current ‘Harvester unload fuel and return to gas giant’ conditional order has been replaced by “Transfer Fuel and Return”.

This can be used by any fleet, not just harvesters. If triggered, the fleet will unload fuel at the closest colony in the same system that can receive fuel.

If the fleet starts in orbit of a system body, it will return to that system body after the fuel transfer. If not in orbit of a system body, the fleet will drop a temporary waypoint and return to that waypoint after transferring fuel.


Minimum Refuel Orders

I’ve added two new orders.

  • Refuel to Minimum from Stationary Tankers

  • Refuel Stationary Fleet to Minimum

These orders function in exactly the same way as the existing ‘Refuel from Stationary Tankers’ and ‘Refuel Stationary Fleet’, except that instead of using max fuel capacity for the ships being refueled, the minimum fuel level of their parent class is used.

For example, assume a ship has current fuel of 100k litres, fuel capacity of 1m litres and its parent class has a minimum fuel of 250k. A tanker ordered to ‘Refuel Stationary Fleet’ will add 900k litres, while a tanker ordered to ‘Refuel Stationary Fleet to Minimum’ will add 150k litres.

For the existing orders listed below, the Max Item textbox will appear. If a value above zero is entered in this box, the order will fuel each of the ships in the target fleet to that specified amount. So if a ‘Refuel Stationary Fleet’ order is given with Max Items set to 200k, every ship in the fleet will be given sufficient fuel to take their fuel amount to 200k (assuming the tanker has enough). For example, a ship with 50k in its tanks would receive 150k.

  • Refuel Stationary Fleet

  • Refuel from Colony

  • Refuel from Refuelling Hub

  • Refuel from Stationary Tankers

Class Component Summary

I have added an optional summary section to the top of the Components tab of the Class design window. This summarises various components into different types, such as Defence (shields, armour, EW, decoys), Combat - Energy (weapons, reactors, fire controls), Propulsion (engines, fuel, jump drives), etc.

There are eight summary types in total: Combat - Energy, Combat - Missile, Defence, Essential Systems, Production, Propulsion, Sensor Systems, Transport and Logistics


Class Design UI Update

The various component types on the class design tab of the class design window have been organized into the same summary types as the component window (see http://aurora2.pentarch.org/index.php?topic=13463.msg173305#msg173305)

The components of the selected class are now grouped by summary type instead of component types.

These changes should make it easier to navigate the growing number of different components and to understand the systems present in a class design vs the options available. The extra nodes all remember their open/close states when the window is closed.

I have also renamed some of the component type nodes to make them more consistent in nomenclature.

There are eight summary types in total: Combat - Energy, Combat - Missile, Defence, Essential Systems, Production, Propulsion, Sensor Systems, Transport and Logistics.


Hull Categories

I’ve added an optional Hull Category layer to the list of classes in the Class Design window. This splits up the listing into Military, Commercial, Space Stations, FAC (501 - 1000 tons) and Fighter (500 or less). Any class with no armour will be placed into space stations, regardless of size.

You can theoretically have the same hull type in two hull categories. For example, a fighter category Tanker class and a commercial category Tanker class.

Unchecking the Hull Category checkbox will remove the hull category layer.

Here is the full class design window with the latest version of all the treeview changes.

Changes to Standing and Conditional Orders

For v2.6, you can set unlimited Standing and Conditional Orders for each fleet. They will be checked in order of priority.

To facilitate this change, the UI of the Standing Orders tab on the Fleet Organization window has been changed. This new UI should make visualizing the order lists easier and creates the necessary space to add new order types and conditions.

To set a standing order, select one from the Tree view and click Add Standing. It will be added as the lowest priority standing order. To set a conditional order, select a standing order from the Tree view, plus a Condition from the list, and click Add Conditional. It will be added as the lowest priority conditional order. Some orders are conditional-only and cannot be using for standing orders. They have their own section on the treeview.

Both standing and conditional orders can be deleted or moved up and down their respective priority lists by the buttons on the bottom right.

In addition, checking of standing and conditional orders will occur for increments longer than one minute, rather than increments longer than one hour.


Standing & Conditional Order Templates

You can create templates for the new unlimited standing and conditional orders.

Clicking Create Template will save all the standing and conditional orders for the current fleet and pops up a dialogue box for you to enter a name. The saved templates are displayed beneath the condition options.

Selecting a different fleet and clicking Load Template will replace the standing and conditional orders of that fleet with those in the template. There is a warning popup if the fleet already has either standing or conditional orders.


Fleet Waypoints

A Fleet Waypoint is a new waypoint type that is associated with a specific fleet. A fleet can only have one Fleet Waypoint and if a new one is created, the one old disappears. The Fleet Waypoint will also disappear at the point of arrival, if the associated fleet uses a movement order with that waypoint as the destination.

A Fleet Waypoint can be created in several ways.

  • There is a new Create Fleet Waypoint movement order, that will create the waypoint at the selected destination.

  • On the military tab of the Tactical window, selecting a fleet and clicking ‘Create Fleet WP’ will create a Fleet Waypoint for that fleet at the fleet’s current location.

  • On the same military tab of the Tactical Window, ‘Set Fleet WP’ functions in the same way as Normal WP on the waypoints tab. The cursor changes to a cross and clicking on the map will create a Fleet Waypoint at the clicked location.

  • There is also a ‘Create Fleet WP’ on the Movement Orders tab of the Fleet Window, although this doesn’t immediately update the tactical map.

  • There is a checkbox called ‘Set FWP’ next to the Add Condition button (see screenshot below). If this is checked when a Condition is created, that condition will be flagged to create a Fleet Waypoint at the fleet’s current location when triggered.

“MV: Fleet Waypoint” is a new standing or conditional order that will cause the fleet to move to its associated ‘Fleet Waypoint’.

This new functionality provides a number of different options for fleet orders. For example, the fleet in the screenshot below has “MV: Fleet Waypoint” as its first standing order. Most of the time this will not trigger as no Fleet Waypoint will exist. If however, the fleet triggers the Refuel conditional order, that order will generate a Fleet Waypoint. Once the refuel order is completed, the first standing order will be checked and the Fleet will return to the location at which the conditional order was triggered. On arrival, the fleet waypoint will be removed.

Alternatively, a fleet with survey standing orders could add “MV: Fleet Waypoint” standing order after the survey orders, then use a movement order to drop a fleet waypoint at its entry location. Once there are no remaining survey targets, it will move to the fleet waypoint.

The “MV: Fleet Waypoint” standing orders works for multi-system journeys. If a Fleet Waypoint is created on a system body, or by a fleet in orbit of a system body, it will move with that body.


Replenish At Colony Standing Orders

The new “LG: Replenish at Colony” standing order will trigger a refuel and resupply from colony order, followed by a load ordnance order. The order will check for colonies with fuel, refuelling capability, supplies and supply capability. It will not check for for the presence of ordnance when the orders are issued, although the ordnance will be loaded if available.

The “LG Replenish Overhaul” order replaces the previous “Refuel, Resupply and Overhaul” order. It will trigger a refuel and resupply from colony order, followed by a load ordnance order, followed by an overhaul order. The order will check for colonies with fuel, refuelling capability, supplies, supply capability and maintenance capability. It will not check for the presence of ordnance when the orders are issued, although the ordnance will be loaded if available.


Replenish from Ship Standing Order

The new “LG: Refuel from Tanker” standing/conditional order will trigger a ‘refuel from stationary tanker’, if one is available. The order will check for the nearest tanker with fuel, refuelling capability and no movement orders. This will work across multiple systems.

The “LG Replenish from Ship” standing/conditional order will trigger a ‘refuel from stationary tanker’ order, followed by a resupply from stationary supply ship order’, if a suitable fleet is available. The order will check for a fleet with no movement orders that has both a tanker with fuel and refuelling capability, plus a supply ship with supplies and a cargo shuttle bay. This can be the same ship for both cases. This will work across multiple systems.


Standing Orders for Detachments

I’ve added three checkboxes under the standing and conditional orders list. These checkboxes will retain their state after the game is shut down and restarted.

  • Copy Standing on Detach

  • Copy Conditional on Detach

  • Include Squadrons

When using the Detach button on the Naval Organization window, or the Divide Fleet order, the standing orders of the parent fleet will be copied to the newly created detached fleet if the ‘Copy Standing on Detach’ checkbox is ticked. The conditional orders of the parent fleet will be copied to the newly created detached fleet if the ‘Copy Conditional on Detach’ checkbox is ticked.

This applies to detachments of individual ships, sub-fleets and squadrons directly from the Treeview, plus ships selected from the ship list tab associated with fleet, sub-fleets and squadrons. However, fleets created from a Squadron, or from ships selected from the ship list tab when a Squadron is selected, will only have the orders copied if the ‘Include Squadron’ checkbox is checked.


Ignore Standing and Conditional Orders

I’ve added two checkboxes named “Ignore Standing Orders” and “Ignore Conditional Orders” to the Standing Orders tab of the Naval Organization window. If either is checked, the fleet will ignore any orders of the respective type until the checkbox is unclicked.

This is for situations where you have multiple orders set up and don’t want to remove them during a period when they might be inapplicable.

Flag Bridges and Naval Admin Commands

The role of flag bridges is changing for v2.6. Previously, an officer assigned to a flag bridge added a reaction bonus to the fleet under his command. For v2.6, the flag bridge can instead host a naval admin command.

On the Naval Admin tab of the Naval Organization window, the potential location list for a Naval Admin Command now shows ships with flag bridges as well as populations with naval headquarters. These can be assigned on creation or via updating the admin command. Multiple admin commands can be assigned to the same flag bridge. Admin commands on ships function in the same way as admin commands on planets, with two major restrictions:

  • They have a zero radius, so they will only have an effect in the same system

  • They cannot have subordinate commands. This is checked on creation, update, drag-drop, etc.

Because the admin command is based on the ship, its commander may be killed if the flag bridge is hit, or the ship is destroyed. He may also end up in a lifepod and subsequently be captured by another Empire.

Starting Research Points for Spoiler Races

On the New Game window, there are four new text boxes that allow you to specify minimum research points for the Precursors, Raiders, Invaders and Swarm, giving you the option to make the various space-based spoiler races more or less of a challenge.

These options have default values of 600k, 400k, 1.5m and 600k respectively. These match the current defaults in v2.5.1, except that Invaders has been increased from 1.2m to 1.5m.

The specified minimum research points for each spoiler race will be overridden in the cases specified below (as are the current defaults):

  • Precursors will always have at least 20% more research points than the player race with the most starting research points.

  • Invaders will always have at least 50% more research points than the player race with the most starting research points.

  • For research point purposes, Raiders are generated in the same way as a starting NPR. This will override any lower minimum RP and be overridden by any higher minimum RP.

  • For research point purposes, Swarm are generated in the same way as a mid-game NPR, plus a research time boost. This will override any lower minimum RP and be overridden by any higher minimum RP.

In general, Swarm will be the least affected by any minimum research as they naturally generate stronger swarms as the game progresses.

Change to Raider vs NPR Encounters

One of the game-level options is for NPRs to encounter raiders. Currently, if this is set then Raiders will randomly select any system known to any race. In games with many NPRs, this can reduce the raiders to a very occasional threat for a single player race. This will be even more true in v2.6 with the addition of multi-system NPRs.

Therefore, for v2.6, the ‘NPRs Encounter Raiders’ option will work differently. If this is set, there is a 50% chance the Raiders will choose any system and a 50% chance they will choose a system known to a player race. Note that in the former case, this could still be a player system and in the latter case, the raiders could still enter an NPR system that is known to the player.

This should add some variety to raiders by allowing NPR vs Raider battles, without minimizing the threat to players.

Mineral Tracking

Aurora now tracks all mineral production, usage and transport for player races. The only exception is civilian mining production that is not purchased in place or sent via mass driver.

This can be viewed on a colony or Empire basis, and over periods of one, three, six or twelve months. When minerals move around, via freighter or mass driver, they are tracked on departure, in-transit and on arrival.

The following types of mineral production, usage and transport are tracked:

Inflow
Mining
Civilian Mining (in place)
Starting Stockpile
Recovered from Ruins
Scrapping Components
Scrapping Ground Units
Scrapping Installations
Scrapping Ordnance
Unloaded from Freighter
Received from Mass Driver

Outflow
Installation Construction
Space Station Construction
Ship Component Construction
Ordnance Production
Fighter Production
Shipbuilding
Shipyard Upgrades
Ground Unit Training
Fuel Refining
Maintenance Production
Loaded into Freighter
Sent by Mass Driver

In Transit
Freighter Cargo Holds
Mass Driver Packets

For example, below there are minerals from mining, minerals recovered from ruins and minerals arriving via freighter and mass driver. In this case the same minerals are tracked at the Empire level as recovered from ruins and arriving by freighter. They are also tracked as departing by freighter so the net inflow amount is the amount recovered from ruins. While this might seem odd at an Empire level, it is similar to double-entry book-keeping and allows you to more easily track minerals at individual populations.

In addition to the inflow and outflow, any minerals currently on freighters or in mass driver packets are tracked separately.

Pre-Industrial Races

In v2.5.1, there is a checkbox for generating NPRs as pre-industrial races. For v2.6, this is replaced by a percentage field in the same way as minor races, with a default of 10%.

The chance for pre-industrials is checked before minor races, but this is adjusted for by checking for the minor race percentage vs (100% - pre-industrial chance). For example, if pre-industrial is 10% and minor races is 25%, the pre-industrial is checked on 10/100 and then the minor race is checked on 25/90. This will lead to the long-term distribution being accurate vs the selected percentages. Otherwise, the minor race would be 22.5%, not 25%.

Because of the above, the chances for pre-industrial and minor races cannot add up to more than 100%. If they are set to greater than 100% in game setting, it will be adjusted by automatically lowering the minor race percentage.

Pre-industrial races will be generated with an average population of about 1/8th that of a full NPR (not minor race) generated at the same point in the campaign. They do not have industry or ships, but they do have ground forces.


Industrial Age NPRs

‘Industrial NPRs’ have been added for v2.6. These are conventional races, but are not on the path to Trans-Newtonian Technology.

They have a population similar to minor races and have conventional industry, ground force construction complexes, tracking stations and ground forces, including primitive STOs. They do not have shipyards or research facilities. although they may have conventional-engined freighters and colony ships and might colonise a suitable body in their home system. They are effectively 20th Century or early 21st century civilizations. They can train additional ground forces and build additional academies, tracking stations, ground force construction complexes and conventional industry. The latter cost 240 BP and require a variety of minerals (for balance purposes).

There are effectively five different starting levels now:

  1. Pre-Industrial

  2. Conventional Only (Industrial)

  3. Conventional Progressing to TN (Player Conventional Start)

  4. Minor TN Race

  5. Major TN Race

Player Races can be 3 or 5. NPRs can be 1, 2, 4 or 5. The process of 3 becoming 5 would be very complex for the AI to handle, so I am adding 2 now and I might add an NPR version of 3 at some point in the future.

Industrial NPRs have a percentage field on the Game Details window in the same way as Pre-Industrial races, with a default of 10%. The chance for industrials is checked after pre-industrials and before minor races, with the same adjustments made as for pre-industrial so that they are true percentages. The total for pre-industrial, industrial and minor races cannot add up to more than 100%

Industrial NPRs present a more interesting situation than the ‘speed-bump’ Pre-Industrials and can engage in diplomatic relations, become friendly, declare war, etc. If you conquer them, they provide a source of conventional industry that can be converted into TN factories. In this regard, they fulfil a similar function to ruins, albeit with without the Precursor guardians. On that basis, a high % of Industrials will tend to make the game easier.

Because Industrial NPRs are now possible, the Conventional Option on the Create Race window can be applied to NPRs, allowing you to manually create an Industrial NPR,

Change to ECM

In v2.5.1, you receive a 20% to-hit penalty for each point by which enemy ECM exceeds your ECCM. With a difference of 5, you cannot hit the enemy.

For v2.6, the effect of ECM is to multiply your chance to hit by 75%, to the power of the number by which enemy ECM exceeds your ECCM.

For example. If you have a base chance to hit of 80% but your opponent has ECCM 3 vs your ECM 1:

  • v2.5.1: 80% x (1 - 0.2 - 0.2) = 48%

  • v2.6: 80% * (75%^2) = 45%

This makes the penalty slightly higher for small gaps and progressively lower for higher gaps. There is no longer a situation in which it is impossible to target a high tech enemy ship - just very difficult


Change to Sensor Jammers

Sensor Jammers are modified in the same way as Fire Control Jammers, using the 0.75^(ECM Advantage) formula to affect the sensor and fire control range of other races.