Appendix C: Tips and Common Mistakes
Updated: v2026.01.30
C.1 New Player Mistakes
Updated: v2026.01.30
C.1.1 Forgetting to Assign Research Labs
One of the most common mistakes is building research labs but forgetting to assign them to a research project with a scientist (see Section 7.1 Technology Tree). Labs produce nothing until assigned. Check the Research window regularly and ensure every lab has a project and a scientist assigned.
C.1.2 Not Building Enough Fuel Infrastructure
New players often run out of fuel unexpectedly. Fuel is consumed constantly by moving ships (see Section 14.1 Fuel), and a single fleet action can drain your reserves. Build fuel refineries early, establish Sorium mining on accessible deposits, and consider fuel harvesters at gas giants. A good rule of thumb: have at least twice the fuel production you think you need. (Community gameplay advice)
C.1.3 Designing Ships Without Bridges
Any ship that needs to operate outside your home system requires a bridge (see Section 8.1 Design Philosophy). Forgetting this component means the ship cannot receive orders once it leaves orbit. Always include a bridge on combat and exploration vessels. The only exception is PDCs (Planetary Defense Centers) that never move.
C.1.4 Ignoring Maintenance
Ships accumulate maintenance requirements over time (see Appendix A: Formulas for failure rate calculations). Without periodic overhaul at a maintenance facility, components begin failing randomly. Failures in combat can be catastrophic. Build maintenance facilities early and schedule regular overhauls before the maintenance clock expires.
C.1.5 Sending Unarmed Survey Ships Into Unknown Space
Geological and gravitational survey vessels (see Section 17.1 Geological Survey) are typically unarmed to maximize survey speed. Sending them into unexplored systems without escort is a gamble. If they encounter hostiles, they will be destroyed with no ability to fight back. Either escort survey ships with combat vessels or accept the risk.
C.1.6 Not Building Enough Mines
New players often focus entirely on construction factories and neglect mining. Without minerals, factories have nothing to build. A healthy ratio is approximately 2-3 mines for every construction factory, depending on local mineral accessibility. (Community gameplay advice)
C.1.7 Forgetting Jump Drives
Building a fleet and then realizing none of your ships have jump drives (see Section 10.1 Movement Mechanics) is a painful lesson. Either equip each combat ship with a military jump drive (instantaneous self-transit) or include a jump-capable tender in each fleet (commercial jump drive, squadron transit). Jump gates at established points eliminate this need but take time to construct.
C.1.8 Not Checking Colony Cost Before Colonizing
Sending colonists to a planet with high colony cost (see Section 5.1 Establishing Colonies) without first shipping infrastructure results in population attrition. Always check colony cost first, and if non-zero, send infrastructure before or with your colonists.
C.1.9 Building Only One Type of Ship
Diversity matters. An all-missile fleet runs out of ordnance. An all-beam fleet cannot engage at range. An all-frigate fleet lacks staying power. Mix your designs to cover different engagement ranges and threat types.
C.1.10 Neglecting Point Defense
The first time an enemy missile salvo destroys your flagship in a single volley, you learn to value point defense (see Section 12.1 Fire Controls). Every combat fleet should include dedicated PD platforms or ensure combat ships carry CIWS and AMM launchers. Missile defense is not optional.
C.2 Economic Tips
Updated: v2026.01.30
C.2.1 Prioritize Gallicite Early
Gallicite is used for engine construction (see Appendix D: Reference Tables) and is often the first mineral to become scarce. Prioritize geological surveys to find Gallicite deposits and establish mining operations early. Running out of Gallicite halts all engine production, which halts all ship construction.
C.2.2 Use Conventional Industry Wisely
Conventional Industry does not require TN minerals and can produce infrastructure, ground forces, and some basic installations \hyperlink{ref-C-3}{[C-3]}. Keep your Conventional Industry active producing infrastructure while your TN factories handle advanced projects. This is essentially free production capacity.
C.2.3 Automate Freight Routes
Manual cargo management becomes overwhelming quickly. Set up standing orders for freighters to move minerals from mining colonies to your homeworld. Use the automated task group orders (load minerals, unload at colony, repeat) to minimize micromanagement.
C.2.4 Governor Selection Matters
A governor (see Section 16.3 Assignments) with high Manufacturing skill dramatically increases factory output. A skill-25 Manufacturing governor adds 125% bonus production \hyperlink{ref-C-1}{[C-1]}. Assign your best Manufacturing-skilled commanders to your primary industrial worlds.
C.2.5 Do Not Overbuild Shipyards
Shipyards are extremely expensive in BP and minerals. Build the minimum number needed and expand capacity gradually. One large shipyard with multiple slipways is more efficient than many small shipyards. Plan your ship classes around a few standardized tonnages to minimize retooling.
C.2.6 Mineral Stockpile Awareness
Check your mineral consumption rates against production rates regularly. If you are consuming Duranium faster than mining it, you will eventually run out regardless of current stockpile size. The Economics window shows production and consumption; use it.
C.2.7 Research Lab Concentration vs Distribution
Concentrating many labs on one project gives diminishing returns (each additional lab beyond the first contributes 50% less) \hyperlink{ref-C-2}{[C-2]}. Spreading labs across multiple projects advances your technology on a broader front. The optimal strategy depends on your immediate needs.
C.2.8 Financial Centers for Wealth
If wealth is limiting your construction, build Financial Centers. Each adds to your annual income. A modest investment in Financial Centers pays for itself quickly through increased construction budgets.
C.2.9 Scrap Obsolete Installations
As you research improved versions of mines, factories, and refineries, the older versions become inefficient. Scrapping them recovers some minerals and frees up capacity for improved versions.
C.2.10 Colonize for Minerals, Not Just Habitability
An ideal world with no minerals is less valuable than a harsh world with rich, accessible deposits. When choosing colony targets, mineral wealth should be a primary consideration. Infrastructure can make almost any world habitable.
C.3 Military Tips
Updated: v2026.01.30
C.3.1 Design Ships for a Role
Every ship should have a clear purpose (see Section 8.1 Design Philosophy): missile combatant, beam combatant, point defense escort, sensor picket, or support vessel. Ships that try to do everything do nothing well. Specialization within a fleet is superior to generalization within a hull.
C.3.2 Sensor Pickets Save Lives
Dedicate a small, fast ship class to long-range active sensors. Station these pickets at jump points and along approach vectors. Early detection gives you time to position your fleet advantageously. A few hundred tons of sensor ship is worth more than a battlecruiser in terms of strategic value.
C.3.3 Ammunition Logistics
Missile ships are useless without ordnance. Build ordnance factories and maintain stockpiles of your primary missile types. Include ammunition colliers in your fleet train to resupply ships in the field. Running out of missiles mid-battle is effectively a defeat.
C.3.4 Speed Is Life
Faster ships choose engagement range. If you are faster than the enemy, you can maintain optimal range (your weapons’ sweet spot) while staying outside their effective range. When designing combat ships, speed should be a primary consideration, not an afterthought.
C.3.5 Armor Depth Over Armor Width
Ship armor is distributed in columns. Adding more armor layers (depth) to each column is more protective than spreading the same armor mass across more columns (which happens automatically with ship tonnage). Deep armor on a smaller hull is often more survivable than thin armor on a larger hull.
C.3.6 AMM Doctrine
Anti-Missile Missiles should be small and fast. A size-1 AMM with maximum engine allocation intercepts reliably and you can carry hundreds in a single magazine. Speed is the key stat — faster AMMs have higher intercept chance against incoming missiles (v2.2.0+ speed ratio system). Quantity beats quality for point defense missiles.
C.3.7 Do Not Neglect Training
Higher crew grade improves combat performance. Keep training cycles running during peacetime. Well-trained crews reload faster, track targets better, and recover from damage more effectively.
C.3.8 Retreat Is a Valid Tactic
If a battle is going poorly, retreating to resupply and return with full magazines is better than losing your fleet. Ships can be repaired; destroyed ships are gone permanently. Know when to disengage.
C.3.9 Jump point defense
If you expect an attack through a specific jump point, station your fleet at the maximum sensor range from that point. This gives you detection time and space to maneuver. Stationing directly on the jump point risks being surprised at point-blank range.
C.3.10 Mixed Missile Salvos
Consider mixing large anti-ship missiles with faster, smaller decoys in the same salvo. Enemy point defense may expend ammunition on the cheaper missiles, allowing your heavy warheads to get through. This requires careful timing of launch sequences.
C.3.11 ECM Is Cost-Effective
A few levels of ECM on your combat ships dramatically reduces incoming beam accuracy \hyperlink{ref-C-4}{[C-4]}. The tonnage cost is small relative to the survivability improvement. Even ECM-1 or ECM-2 forces the enemy to close range for effective fire.
C.3.12 Repair Ships Are Essential
Include a repair ship (with engineering spaces and MSP storage) in any fleet operating far from maintenance facilities. The ability to repair battle damage in the field without returning to port is a massive strategic advantage.
C.3.13 Layer Your Defenses
A comprehensive defense plan includes: long-range sensor detection, missile engagement at maximum range, AMM interception at medium range, CIWS interception at close range, shields for residual hits, and deep armor as the last resort. No single layer is sufficient alone.
C.4 Quality of Life
Updated: v2026.01.30
C.4.1 Use the Notepad
Aurora C# includes an in-game notepad. Use it to track your strategic plans, mineral bottlenecks, ship class designations, and fleet assignments. The game generates enormous amounts of data; having a personal reference prevents losing track.
C.4.2 Name Your Designs Clearly
Use systematic naming conventions for ship classes and missile designs. Include the role, generation, and key statistics in the name. “DD-Mk3-Laser-5000km/s” is more useful than “Destroyer III” when reviewing your fleet six months later.
C.4.3 Check the Events Log
After advancing time, especially with large increments, always check the events log for important notifications. Missed events can cascade into larger problems (a maintenance failure leading to a stranded ship, for example).
C.4.4 Save Frequently
Aurora C# auto-saves, but manual saves before major decisions (fleet engagements, large production changes, exploration into unknown space) give you recovery points. The game is complex enough that mistakes can be costly.
C.4.5 Use the Comparison Window
When designing ships, use the class comparison features to evaluate different designs against each other. This helps identify whether that extra engine is worth the fuel cost, or whether your armor is sufficient against expected threats.
C.4.6 Organize Fleets by Role
Create separate task groups for different roles: a survey group, a patrol group, a strike group, a logistics group. This makes issuing orders faster and reduces the chance of accidentally sending your survey ships into combat.
C.4.7 Monitor Fuel Levels
Ships with low fuel are operationally useless. Set up tanker routes to keep forward-deployed fleets fueled. Check fleet fuel status before issuing long-range movement orders. A fleet that runs out of fuel in hostile space is a fleet that dies.
C.4.8 Keyboard Shortcuts
Learn the keyboard shortcuts for time increments and common windows. Pressing the increment hotkeys is dramatically faster than clicking the buttons, especially during combat when you may be stepping through hundreds of 5-second increments.
C.4.9 Set Up Standing Orders Early
For routine operations (mineral hauling, fuel distribution, colony resupply), set up repeating fleet orders early. This reduces the micromanagement burden as your empire grows and lets you focus on strategic decisions rather than logistics.
C.4.10 Review Ship Designs Periodically
As your technology advances, older ship designs become obsolete. Periodically review your active designs and update them to use current technology. A refit is often cheaper than building entirely new ships but provides significant capability improvements.
C.4.11 Use the Commander Window
Check your commander roster regularly for promotions, retirements, and skill improvements. A newly promoted admiral with high tactical skill is wasted sitting in a reserve pool. Assign your best officers to active commands.
C.4.12 Backup Your Database
Aurora C# stores game data in a database file. Back up this file periodically, especially before major version updates. Corruption, while rare, can end a campaign if no backup exists.
C.5 Common Troubleshooting
Updated: v2026.01.29
The following table covers frequently encountered issues and their resolutions. Most problems stem from missing assignments or configuration oversights rather than bugs.
| Problem | Likely Cause | Solution |
|---|---|---|
| Ships won’t move | No fuel, no orders, or wrong fleet selected | Check fuel status, verify orders queued, confirm correct fleet |
| Factories idle but minerals available | No build queue set | Open Economics > Industry tab, set construction orders (see Section 6.1 Minerals) |
| Ships completed but can’t find them | In admin command reserve pool | Check Naval Organization window for unassigned ships (see Section 9.4 Fleet Organization) |
| Retool says no eligible classes | Tonnage mismatch with shipyard capacity | Design class within shipyard max tonnage, or expand shipyard (see Section 8.1 Design Philosophy) |
| Research isn’t progressing | No scientist assigned, or labs at 0% allocation | Assign scientist in Research tab, check lab allocation (see Section 7.1 Technology Tree) |
| Decimal separator issues | System locale uses comma instead of period | Set Windows decimal separator to “.” in Regional Settings |
| Colony not receiving shipments | Not set as Destination, or beyond civilian shipping range | Set to Destination status; build jump gates to extend range \hyperlink{ref-C-5}{[C-5]} (see Section 5.1 Establishing Colonies) |
| Crew training not improving | No Training command, or ship out of fuel | Assign to Training admin command with fuel reserves (see Section 14.1 Fuel) |
Related Sections
- Section 5.1 Establishing Colonies – Colony management, infrastructure, and population growth
- Section 6.1 Minerals – Mining, production, and mineral management
- Section 8.1 Design Philosophy – Ship design principles and component selection
- Section 12.1 Fire Controls – Combat tactics, point defense, and fleet engagement
- Section 14.1 Fuel – Fuel management, freight routes, and supply chains
- Section 16.3 Assignments – Officer assignments and governor selection
References
\hypertarget{ref-C-1}{[C-1]} Governor manufacturing bonus formula: Annual_BP = Num_Factories x BP_per_Factory x (1 + Governor_Manufacturing x 0.05). At skill 25: 1 + (25 x 0.05) = 1 + 1.25 = 2.25, which is a 125% bonus. See Appendix A formula \hyperlink{ref-A-6}{[A-6]}.
\hypertarget{ref-C-2}{[C-2]} Research diminishing returns formula: Effective_Labs = Lab_1 + Lab_2 x 0.5 + Lab_3 x 0.25 + Lab_4 x 0.125 + … Each additional lab contributes 50% of the previous lab’s effectiveness. See Appendix A Section A.5 Research Speed.
\hypertarget{ref-C-3}{[C-3]} Aurora C# game database (AuroraDB.db v2.7.1) – DIM_PlanetaryInstallation: Conventional Industry (ID=38) has ConstructionValue=0.1, MiningProductionValue=0.15, OrdnanceProductionValue=0.05, FinancialProductionValue=0.025. It operates at one-tenth TN factory output and uses conventional (non-TN) minerals.
\hypertarget{ref-C-4}{[C-4]} AuroraWiki, “ECM” – Each ECM level reduces enemy beam fire control accuracy by 10%. Fire Control Jammer (TechTypeID=194) and Sensor Jammer (TechTypeID=82) provide separate ECM functions. aurorawiki2.pentarch.org
\hypertarget{ref-C-5}{[C-5]} Civilian shipping range limit: Section 6.5 Civilian Economy documents a four-system maximum range for civilian deliveries, sourced from developer changelog. This limit is not directly encoded in AuroraDB.db and remains changelog-sourced. Build jump gates to keep colonies within four-system reach of population centres.