Skip to content
AURORA

Aurora 4x Reference Archive

How the game decides. Every rule, value and threshold a player can act on, organised from broad systems to narrow mechanics.

64Pages
10Branches
1425Sections

Game settings shape starting conditions and the rules that apply during play.

Simulation time, durable state and presentation

Section titled “Simulation time, durable state and presentation”

When changes happen, what survives a reload, and how state is presented.

Physical universe and planetary environments

Section titled “Physical universe and planetary environments”

Initial conditions, changing environments and hazards. Read the system lifecycle synthesis.

Exploration, observation and foreign relations

Section titled “Exploration, observation and foreign relations”

Physical facts become race knowledge, intelligence and diplomatic decisions. Read the observation and knowledge lifecycle synthesis.

Colonies, population and civilian governance

Section titled “Colonies, population and civilian governance”

Founding, support, growth, species adaptation and political control. Read the joined colony output and income cycle.

Economy, production and civilian logistics

Section titled “Economy, production and civilian logistics”

Resources and workforce become goods, deliveries, income and expenditure. Read the joined colony output and income cycle.

Research, engineering and design to deployment

Section titled “Research, engineering and design to deployment”

Knowledge unlocks designs, which feed construction and operational capability. Read the technology-to-deployment synthesis.

Shared recruitment, appointments, experience, health, training, casualties and captivity. Read the commander lifecycle synthesis.

Travel, orders, supply, command effectiveness and restoration of mission capability. Read the fleet recovery lifecycle synthesis.

Engagements cause losses, ownership changes, intelligence and recoverable material. Read the ownership, destruction and aftermath synthesis.