Aurora has six special race types besides the standard race type. This page follows each of them from the moment its race record or first encounter appears, through what it owns and how it grows, to what it leaves behind. The race type is stored in FCT_Race.SpecialNPRID and FCT_Species.SpecialNPRID, with 0 for a standard race.

Several neighbouring topics have their own pages. The generic automated design rules that every special race reuses (design philosophy, standard components, automated classes, operational groups and their fleets) are on NPR race generation and automated design. Ruin placement during system generation is in star system generation. Strategic valuation and fleet allocation for special races are in NPR strategic planning. The option catalogue and its defaults are in game rule options.

Every special race is an ordinary race record whose race type is set when the race is created. Race creation names the race by type. Every special race gets the homeworld name “Unknown” and a random flag.

A new game creates four special race records after the player races and the ordinary NPRs. The threat options do not gate these four creations. A new game stops before them when no player race was created. They are also skipped when the Sol jump-point unlinking that follows each ordinary NPR’s starting exploration fails. That unlinking clears a partner’s link and then tries to change the point that link led to, so it fails whenever a Sol jump point has a partner. The exploration step is told not to connect to Sol, so in a normal new game the unlinking has nothing to do. If that unlinking fails, the game shows the error Function #1419 and skips all four special races and the save. The options gate encounters and activity, not the existence of these four records.

Race creation for each special type adds the species and the race to the game, applies the rank theme, creates a single root naval admin command and grants the starting technologies. Most types then initialise a design philosophy, generate standard components and create automated ship classes. The body they are created on is used only to generate their species.

Race Root admin command FCT_Race.StartTechPoints rule Ship classes created Special ground templates
yes yes
fixed 1,200,000, the requested 1,000,000 is overwritten yes no
“Invasion Command” yes no
“Hive Mind” yes yes
“Greenskins” formula below, floored at 100,000 no yes
ordinary homeworld research path, floored at 150,000 like every NPR and then at the Game Information window’s Minimum Research Points: Raiders input (default 400,000) yes, with starting operational group fleets yes

In both, 4d50 is the sum of four d50 rolls.

Species Oxygen (deviation) Temperature K (deviation) Gravity (deviation) Max pressure Determination Diplomacy Militancy Expansionism Trade
0.3 (90%) 280 (50) 1.5 (95%) 10 100 20 100 50 20
0.2 (80%) 280 (50) 1.5 (95%) 10 100 10 80 20 10
0.3 (90%) 280 (100) 2.0 (95%) 20 100 1 100 100 1
0.15 (90%) 280 (60) 1.5 (95%) 10 100 0 100 50 0

Separately, the race-level trait values that diplomacy reads are fixed for every special race at Xenophobia 100 and Translation -25. Communication and its special-race penalty are in intelligence.

The design philosophy has rules by race. Those give shields on d10 below 9 with more than 600,000 starting tech points, below 7 with more than 400,000 and below 5 with more than 200,000. A race with shields takes a shield proportion of (10 + d15)% and armour multiplier 1.0.

Each type has its own technology progression categories. Every race starts with naval combat systems. The type then adds its own set:

Gauss point defence adds Gauss weapons, shields add shields, and jump drives add jump point theory and jump drives. The generic progression rules are on the NPR generation page.

When the game looks up a special race by type, it takes the first race with that SpecialNPRID in its race list.

A ruin type is a fixed catalogue row from DIM_Ruin, shared by every body with that ruin. A body points at one row through FCT_SystemBody.RuinID and at a ruin civilisation through RuinRaceID. Each row holds MaxChance for the d200 selection, base and random abandoned factories (FactoriesBase, FactoriesRandom), five defender chance columns (DefenceBases, OffenceBases, Fleet, Squadron, Patrol), STO, Regiment, fixed and random Deep Space Tracking Stations (FixedDSTS, RandomDSTS), NoDefenders and EmergenceModifier. The STO column is read when a game loads and never used.

RuinID Description MaxChance FactoriesBase FactoriesRandom DefenceBases OffenceBases Fleet Squadron Patrol STO Regiment FixedDSTS RandomDSTS NoDefenders EmergenceModifier
1 Destroyed Outpost 40 6 5 20 10 0 0 10 0 10 0 1 50 4
2 Ruined Outpost 70 12 10 40 20 0 0 20 10 20 0 2 40 3
3 Ruined Settlement 100 24 20 60 30 0 0 40 20 40 1 1 35 2.5
4 Ruined Colony 130 48 40 80 40 0 20 60 40 80 1 2 30 2
5 Ruined City 160 96 80 120 60 0 40 90 60 120 2 1 25 1.5
6 Partially Intact Colony 180 180 150 180 90 0 80 120 80 160 2 2 20 1.25
7 Deserted Intact Colony 190 360 300 250 125 20 140 150 120 240 3 2 15 1
8 Partially Intact City 195 720 600 320 160 40 180 150 180 360 3 3 10 1
9 Deserted Intact City 198 1200 1000 400 200 80 180 150 240 480 4 4 5 1
10 Deserted Intact Cities 200 1200 2000 480 240 160 180 150 300 600 5 5 3 1

Assigning a ruin rolls d200 and picks the row with the lowest MaxChance that is at least the roll. It sets abandoned factories to FactoriesBase plus a die of FactoriesRandom sides. It reuses the civilisation of any ruin in a system within one jump of the system that started this generation, or generates a new civilisation. Placement conditions are in the generation page.

Sol gets its own ruin rule by body name. Mars gets a ruin on d100 below 6, Mercury on d100 below 4, Titan and Ganymede on d100 = 1, Io, Europa and Callisto on d300 = 1, and Triton, Pluto and Eris on d500 = 1. Sol generation applies it to each body, and the System View mineral regeneration action applies it again to the unpopulated Sol bodies it regenerates.

Ruin defenders turn a percentage chance into a count. The count is then floor(chance / 100) guaranteed groups, plus one more when d100 is at most the remainder of chance / 100.

Immediate defenders are created when the generation feature step decides a ruin gets defenders. This path does not check NoDefenders.

The groups are rolled in this order. Each count creates fleets of that operational group from DIM_OperationalGroup on the ruin body.

Order Count source Operational group Single fleet
1 DefenceBases Orbital Defences (ID 4) yes
2 OffenceBases Orbital Missile Base (ID 20) yes
3 Fleet Missile Battle Fleet (ID 1), or Beam-only Battle Fleet (ID 25) on d4 = 1 no
3a floor(Fleet / 2), only if step 3 produced groups Jump Point Defence (ID 10) yes
4 Squadron Missile Battle Squadron (ID 23), or Beam-only Battle Squadron (ID 24) on d4 = 1 no
4a floor(Squadron / 2), only if step 4 produced groups Jump Point Defence - Small (ID 22) yes
5 Patrol FAC Hunter Squadron (ID 6), or Beam-Only DD Squadron (ID 26) on d4 = 1 no
6 Patrol, rolled again FAC Flotilla (ID 67) no

Above 100,000 tons it creates floor(tons / 100,000) Scout groups. Above 5,000,000 total fuel capacity it looks for the gas giant or superjovian with the best Sorium accessibility. All three creations also require the count from step 6 to be positive, and that count is still the FAC Flotilla roll. A ruin whose last patrol roll was zero gets no scouts, harvesters or tanker even when tonnage and fuel qualify.

Ground defenders follow.

It gets one ordnance transfer station and four times the combined class ordnance loadouts when any class carries missiles. It also gets FixedDSTS plus a die of RandomDSTS sides Deep Space Tracking Stations.

A d100 roll strictly below NoDefenders cancels the whole ruin. Otherwise the base emergence time is current game time + 0.01 x (d1000 + d1000) x seconds per year / EmergenceModifier.

The same eight steps run as above, but each schedules a tomb group instead of creating fleets. A fleet group adds 0.01 x (d300 + d300) years to the base time. That delay is divided by 3 for orbital defence groups, 2 for orbital missile base groups and 1.5 for groups that avoid danger (DIM_OperationalGroup.AvoidDanger). Each tomb group records the body, the group or ground template, the quantity and the emergence time.

The enhanced path has three quirks. The scout, harvester and tanker steps work out their own counts but schedule the step 6 patrol count instead. Harvesters and tankers are scheduled on the ruin body, not on the gas giant. The defence regiment template is scheduled with the mech regiment roll rather than its own roll. A mech roll of 0 with a positive defence roll therefore schedules a defence group with NumGroups = 0. That group creates no formations when it emerges, and the save skips it. The enhanced path also creates no headquarters, support installations or fortification at scheduling time.

Ruin civilisations and component factories

Section titled “Ruin civilisations and component factories”

A ruin civilisation (FCT_RuinRace) holds an ID, a Level from 1 to 5, a title, a name and two picture names. A new random civilisation rolls d19, with level 1 on 1 to 6, level 2 on 7 to 12, level 3 on 13 to 16, level 4 on 17 to 18 and level 5 on 19.

Eleven component builders serve ruin loot. Loot picks a builder by component type and picks one of the two engine builders on a coin flip. Each builder looks up technologies at the civilisation’s level. The level lookup returns the most expensive technology of a type whose FCT_TechSystem.DevelopCost is at most 2^(Level + 1) x 1000. That is 4,000 at level 1 and 64,000 at level 5. Each builder first designs the component from those technologies. It reuses an existing raceless component with equal size, value and cost if one exists, and otherwise adds the new design to the game as a raceless component. Loot weighting is in salvage component loot.

Component Technologies at ruin level Fixed choices
Laser focal size, wavelength, capacitor Standard Laser Size and Recharge Rate (tech 26596), Standard Mount (tech 55406) on d3 below 3, else the level’s energy weapon mount
Railgun type, velocity, capacitor shot quantity 4
Particle beam strength, range, lance, capacitor Standard Mount (tech 55406)
Meson cannon focal size, focusing, capacitor none
Carronade calibre, capacitor Standard Mount (tech 55406)
Gauss cannon turret rate of fire, velocity, rotation gear, fire control speed Gauss Cannon Size vs Accuracy 6HS and 100% (tech 26645), weapon quantity 2, tracking speed fire control AdditionalInfo x 4, armour 0
Shield type, regeneration, maximum size size from the maximum size technology
Level-scaled engine engine technology, fuel consumption Thermal Reduction Signature 100% Normal (tech 26091), thrust modifier 1, size 5 + 5 x Level HS
Maximum-size engine engine, fuel, minimum thrust, maximum size Thermal Reduction Signature 100% Normal (tech 26091), thrust and size from the two technologies’ AdditionalInfo values
CIWS rate of fire, rotation gear, fire control speed and distance, active sensor, ECCM none
Jump drive efficiency, squadron size, squadron radius ship size d100 + d100 + 10, Military Jump Drive (tech 33302), Commercial Jump Drive (tech 33303) on d3 = 1

The gauss turret builder searches existing components of the gauss cannon type for both the cannon and the turret. The second search uses the turret’s size, value and cost.

Race Record created Encounter trigger Main assets Growth Strategic AI What remains
new game ruin defenders in generation defender fleets, ruin populations, tomb groups tomb emergence (Enhanced only) yes, with exclusions wrecks, ruins
generation feature, expansion hives, bio-energy, captured fleets extraction, salvage, hive builds, salvage research yes no wrecks
new game rifts in generation and cycle rifts, arrival fleets rift growth, arrival budget yes wrecks, permanent rifts
per body failed ordinary race on a body one fortified population none known yes conquered body
new game known-system threshold hidden homeworld, gates, raiders raider fleets, research labs yes, when raiders enabled wrecks
new game relic feature in generation crewless fleets, outposts, constructs none no outposts, constructs, wrecks
Option (FCT_Game column) Races Where it gates
ruin defenders and random wrecks in generation
tomb scheduling, 1.5 x counts, increment emergence, combat triggers
generation trigger and expansion gate
d50 trigger and expansion, expansion state, tech floor
rift creation in generation and cycle
rift starting diameter
per-body attempt in player generation
raider generation, strategic update, raid target pool
next raider group
relic feature step
Difficulty Modifier (100 = Normal) (DifficultyModifier)

Defaults, window labels and the minimum research inputs of the Game Information window are in game rule creation arguments.

All examples are calculated from the rules on this page, not measured in play.

Ruin defender counts. A Ruined City row has DefenceBases = 120.

Tomb timing. For the same row, EmergenceModifier = 1.5. Rolls of 400 and 600 give 0.01 x 1000 = 10 years, so the base emergence is 6.67 years ahead. An Orbital Defences group with d300 rolls of 150 and 150 adds 3 / 3 = 1 year, emerging 7.67 years ahead. A warship with 100 HS cross-section orbiting the tomb gives 5,000 tons and a factor of sqrt(5), about 2.236. A 432,000 second increment then pulls emergence forward by about 534,000 seconds. A combat hit in the system raises the factor to 20, so the same increment pulls it forward by 8,208,000 seconds, about 95 days.

A class with armour thickness 5 and width 30 has 150 cells. A one-hour increment restores floor(150 x 3600 / 432000) = floor(1.25) = 1 cell. A 30-minute increment gives floor(0.625) = 0, and that fraction is lost.

One rift has grown to 11,000,000 km. A five-day cycle is 432000 / 31536000, about 0.0137 years. The threshold is about 0.0137 x (11,000,000^0.3333 + 2), about 0.0137 x 224.3, about 3.07, so d100,000 must roll 3 or less. On success the budget is 110,000 - TonnageSent tons.

A five-day cycle gives floor(10000 x 0.0137 x 1.5) = 205. Each of the lab roll and the fleet roll succeeds on d10000 at most 205, about 2.05%.

With 5-second sub-pulses that takes 1,250 sub-pulses to clear.

A body whose deposit accessibilities sum to 4.2, including Duranium at 0.8, gives S = 4.2 + 0.8 = 5.0. With d5 = 4 and difficulty 100 the count is ceil(4 + 2) = 6. That adds a d(5 / 3) = d1 = 1 battlewagon force and 1 planetary defence force by integer division.

Table Fields stored When saved On load
FCT_Game with the game row restored with the game settings
FCT_Race SpecialNPRID, BioShips, TonnageSent, LastProgressionOrder with each race restored with each race
FCT_Species SpecialNPRID with each species restored with each species
FCT_Ship BioEnergy with each ship restored with each ship
FCT_RaceSysSurvey RaidRating with each system survey restored with each system survey
SystemID, Diameter, Xcor, Ycor every rift rows whose system is missing are skipped
every gate rows with a missing system are skipped, and gate IDs are kept
body, group, template, NumGroups, EmergenceTime, LastTriggerEvent only groups with NumGroups of at least 1 and a group or template rows with a missing body are skipped, and an unknown group or template is left unset
RaceID, TechSystemID, ResearchPoints rows with a missing race or technology are skipped
FCT_RuinRace ID, Level, names, pictures every ruin civilisation restored before the bodies
FCT_SystemBody RuinID, RuinRaceID, AbandonedFactories with each body see below

When a game is loaded, a body is linked to its ruin type and ruin civilisation only when AbandonedFactories is above 0. When either ID is zero the game clears the factories and both IDs. A body whose factories are exhausted reloads with its ruin IDs but without its ruin type or civilisation attached, which matters only to rules that read them later. An unknown positive ruin or civilisation ID fails the body load with the error Function #1170. The remaining bodies are then not loaded, and parent bodies are not linked.

DIM_Ruin is static catalogue data and is read afresh at every load. The rift selection weights are recalculated at each arrival roll. Ruin civilisations load before bodies. Rifts and gates load after bodies, jump points and Lagrange points. Tomb groups load after ships and alien records.

Related community documentation and developer posts. These may describe a different game version.