Appendix B: Glossary

Updated: v2026.01.30

This glossary defines key terms used throughout the Aurora C# manual. Cross-references to detailed coverage are provided for major topics.

Term Definition
Accessibility 0.1–1.0 value for mining ease; higher = more output per mine \hyperlink{ref-B-1}{[B-1]}
Active Sensor Emits energy to detect targets; reveals own position via EM
AFR Annual Failure Rate; percentage chance of component failure per year
AM Automated Mine (context: mining) or Anti-matter (context: engines/weapons) \hyperlink{ref-B-11}{[B-11]}
AMM Anti-Missile Missile; small, fast interceptor missile
Armor Column Vertical armor segment; random hits require repeated column strikes
ASM Anti-Ship Missile; offensive missile vs enemy vessels
BFC Beam Fire Control; directs beams, sets tracking/range/ECCM
Boost Engine modifier: more power, exponentially more fuel
BP Build Points; unit of production capacity
Bridge Required for ships operating outside home system
Buoy Deployable sensor or survey device; operates without crew
CAG Commander Air Group; officer managing carrier fighter operations
CF Construction Factory; TN installation producing 1 BP/year \hyperlink{ref-B-11}{[B-11]}
CC Colony Cost; planet hostility rating for colonization
CIC Combat Information Centre; ship component for tactical officer
CIWS Close-In Weapon System; auto-fires at incoming missiles
Cloak Reduces thermal/EM signatures by a percentage
Collier Ammunition/ordnance resupply ship for fleet operations
Colony Cost See CC
Commander Officer leading fleet/colony/sector; grants skill bonuses
Commercial Engine Larger, more fuel-efficient engine for civilian ships
Conventional Industry Pre-TN industry; 1/10th TN factory output \hyperlink{ref-B-5}{[B-5]}
Conventional Start Start without TN tech; must research it first
Crew Grade Crew training level; affects performance and maintenance
DAC Diplomat Assigned to Contact; affects NPR relations
Damage Control Engineering crew repairing damaged components
DNR Do Not Retain; commander suffix indicating removal on game close
DP Deployment Points; limits on automated craft
ECM Electronic Countermeasures; -10% enemy accuracy per net ECM level \hyperlink{ref-B-2}{[B-2]}
ECCM Counter-ECM on fire controls; negates one ECM level each
EM Electromagnetic; passive detection of emissions/shields
EM Signature Ship emissions from active sensors, shields, components
Engine Power Thrust in EP; divided by tonnage for speed
EP Engine Power; raw thrust output
Est. Thermal Sig. What enemies detect; from engines and thermal reduction
FAC Fast Attack Craft; legacy term for Light Naval vessels near 1,000t
FC Fire Control; directs weapons (beam or missile variants)
Fire Delay Time between beam shots; varies by type and tech
Fleet Ships under unified orders and one commander
Focal Size Laser range bracket; larger = longer range, bigger size
Freighter Cargo transport ship; typically uses commercial engines
Fuel Harvester Collects Sorium from gas giant atmospheres
Fuel Refinery Converts Sorium into usable ship fuel
Gauss Cannon 1-damage rapid-fire weapon; ideal for point defense \hyperlink{ref-B-6}{[B-6]}
GB Gunboat; alternate term for Fast Attack Craft (FAC) \hyperlink{ref-B-11}{[B-11]}
GB Engine High-powered engine variant with 2x output but 10x fuel consumption \hyperlink{ref-B-11}{[B-11]}
GC Gauss Cannon \hyperlink{ref-B-11}{[B-11]}
GFTF Ground Forces Training Facility; trains ground units \hyperlink{ref-B-11}{[B-11]}
Geosurvey Scanning a body to discover mineral deposits
Governor Colony commander; provides production/growth bonuses
Grav Survey Exploring a system to discover jump points
Ground Forces Military units for planetary assault and defense
Hangar Ship component for storing and servicing smaller craft
HS Hull Size; 50 tons of ship mass (1 HS = 50t) \hyperlink{ref-B-3}{[B-3]}
HTK Hits to Kill; damage points before component destruction \hyperlink{ref-B-11}{[B-11]}
IFR Incremental Failure Rate; component reliability metric \hyperlink{ref-B-11}{[B-11]}
Infrastructure Supports population on planets with CC > 0
JP Jump point; portal between star systems
Jump Drive Enables JP transit; military (self) or commercial (squad)
Jump Gate Permanent JP structure; any ship can transit
Lagrange Point Gravitationally stable orbital positions; L1-L5 locations
Laser Versatile beam weapon with good range and damage
Light Naval Classification for vessels of 1,000 tons or less
Magazine Stores/feeds missiles; explodes if hit while loaded
Maint. Clock Time since overhaul; overdue = increasing failures
Maint. Facility Orbital installation that overhauls ships
Mass Driver Installation for launching minerals between system bodies
Meson Cannon Bypasses shields and armor; short range, low accuracy \hyperlink{ref-B-7}{[B-7]}
MFC Missile Fire Control; guides missiles, sets range/ECM
Military Engine Compact, powerful engine; less fuel-efficient than commercial
Mineral One of 11 TN elements (Dur, Neu, Cor, Tri, Bor, Mer, Ven, Sor, Uri, Coru, Gal)
Missile Launcher Fires missiles; reload time varies by size and tech
MSP (maintenance) Maintenance Supply Points; consumables for ship repairs and damage control. Context: logistics, engineering spaces, supply ships
MSP (missiles) Missile Size Points; unit of missile mass where 1 MSP = 2.5 tons \hyperlink{ref-B-8}{[B-8]}. Context: missile design, launchers, magazines
Multi-stage Missile Booster stage for range + separating attack stage
NPR Non-Player Race; AI civilization with own tech/fleets
Orbital Habitat Space-based structure supporting population without a planet
Ordnance Missiles and expendable weapons carried by ships
Overhaul Resetting maintenance clock; prevents breakdowns
OWP Orbital Weapons Platform; stationary armed station \hyperlink{ref-B-11}{[B-11]}
Particle Beam Shorter range than laser; no falloff, good penetration
Passive Sensor Detects thermal/EM without revealing own position
PD Point Defense; intercepts incoming missiles
PDC Planetary Defence Centre; ground-based weapons installation
Plasma Carronade High damage at short range; useless at distance \hyperlink{ref-B-4}{[B-4]}
Power Plant Generates power for beam weapons
PPV Planetary Protection Value; defensive metric from weapon tonnage
Precursor Ancient spoiler race with powerful static defenses
Railgun Kinetic beam; full damage at all ranges, single-column penetration \hyperlink{ref-B-9}{[B-9]}
Refueling Hub Tankers auto-refuel fleet ships
Resolution Sensor target-size optimization; FC range factor
ROF Rate of Fire; how quickly a weapon can fire \hyperlink{ref-B-11}{[B-11]}
RP Research Points; from labs and scientists \hyperlink{ref-B-11}{[B-11]}
Ruins Alien sites; explored for tech bonuses and resources
Sector Colony grouping under sector commander; bonus production
Shield Absorbs damage before armor; regenerates; emits EM
Shipyard Constructs/refits/repairs ships; tonnage-limited
Slipway Single construction bay; builds one ship at a time
SM Spacemaster; game mode with full control over all races/events
Sorium TN mineral refined into ship fuel
Spaceport Ground installation enabling cargo shuttle operations
Spoiler Race Pre-designed threat; no diplomacy, unique mechanics
Spinal Mount Beam built to hull size; more damage, limited arc
Strikegroup Task group sub-formation for fleet organization
Survey Point Location checked during grav survey for JPs
Swarm Spoiler race; overwhelms with numbers, regenerates
SY Shipyard \hyperlink{ref-B-11}{[B-11]}
Tanker Fuel transport ship for fleet refueling operations
Task Force Higher-level unit containing multiple task groups
Task Group Basic ship organizational unit; receives all orders
TCS Target Cross-Section; ship size for sensor/FC calculations \hyperlink{ref-B-11}{[B-11]}
Terraforming Modifying atmosphere to reduce CC; uses TF installations
Thermal Signature Ship heat profile from engines; detected by thermal sensors
TN Trans-Newtonian; advanced physics enabling interstellar civ
TN Start Start with basic TN tech already researched
Tracking Speed Max target speed for accurate engagement
Turret Increases beam tracking via turret gear tech; multi-weapon turrets reduce crew and gear size \hyperlink{ref-B-10}{[B-10]}
Wealth Economic currency for installations and maintenance
Waypoint Designated navigation point in space
Xenoarchaeology Study of alien ruins to recover tech and artifacts

References

\hypertarget{ref-B-1}{[B-1]} Aurora C# game database (AuroraDB.db v2.7.1) – Mineral deposit accessibility values range from 0.1 to 1.0, confirmed by FCT_MineralDeposit table entries across game starts.

\hypertarget{ref-B-2}{[B-2]} Aurora C# game database (AuroraDB.db v2.7.1) – FCT_TechSystem TechTypeID=194 (Fire Control Jammer): 10 levels from FCJ-1 through FCJ-10. Each net level (jammer minus ECCM) reduces accuracy by 10%. See Appendix A beam weapon to-hit formula for full derivation.

\hypertarget{ref-B-3}{[B-3]} Aurora C# game database (AuroraDB.db v2.7.1) – 1 HS = 50 tons is a core game constant used in all ship design calculations.

\hypertarget{ref-B-4}{[B-4]} Aurora C# game database (AuroraDB.db v2.7.1) – FCT_TechSystem TechTypeID=78 (Carronade Calibre): 11 calibres from 15cm (2,000 RP) through 100cm (2,000,000 RP). Carronades deal damage proportional to calibre at short range.

\hypertarget{ref-B-5}{[B-5]} Aurora C# game database (AuroraDB.db v2.7.1) – DIM_PlanetaryInstallation: Conventional Industry (ID=38) ConstructionValue=0.1; Construction Factory (ID=5) ConstructionValue=1.0. Ratio is exactly 1/10th.

\hypertarget{ref-B-6}{[B-6]} Aurora C# game database (AuroraDB.db v2.7.1) – FCT_ShipDesignComponents: All Gauss Cannon variants (ComponentTypeID with Name LIKE ‘Gauss%’) show DamageOutput=1. Confirmed 1 damage per shot across all calibres and velocities.

\hypertarget{ref-B-7}{[B-7]} Aurora C# game database (AuroraDB.db v2.7.1) – FCT_ShipDesignComponents: Meson Cannon variants show IgnoreShields=1 (bypasses shields). Armor bypass is the core meson mechanic; hits damage internal components directly, subject to Meson Armor Retardation technology. See Section 12.6 Damage and Armor for full mechanics.

\hypertarget{ref-B-8}{[B-8]} Cross-reference: Section 12.3 Missiles confirms 1 MSP = 2.5 tons, with maximum missile size of 200 MSP (500 tons). Consistent across Sections 8.5.4 and 8.6.

\hypertarget{ref-B-9}{[B-9]} Cross-reference: Section 12.2 Beam Weapons confirms railguns deal full damage at all ranges (no falloff) with Gradient 1 (single-column armor penetration). See Section 12.6 Damage and Armor table: “Standard penetration, does not reduce with range.”

\hypertarget{ref-B-10}{[B-10]} Aurora C# game database (AuroraDB.db v2.7.1) – FCT_TechSystem TechTypeID=75 (Turret Rotation Gear): 12 tracking speed levels from 1,250 km/s through 25,000 km/s. Section 8.5.7 confirms multi-weapon turret benefits: Twin turrets provide 20% crew reduction and 10% gear size reduction; Quad turrets provide 40% crew reduction and 20% gear size reduction.

\hypertarget{ref-B-11}{[B-11]} Aurora Forums – Official glossary compiled by Steve Walmsley (https://aurora2.pentarch.org/index.php?topic=1863.0). Abbreviations verified against developer-compiled list.


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Aurora 4X Manual & Guide - Unofficial community documentation for Aurora C# (game by Steve Walmsley)

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