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v2.7.10 - Planners, presets and provenance

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@rubybrowncoat rubybrowncoat released this 30 Oct 11:45

Drop aurora-electrons-2.7.10.exe into your Aurora folder, next to AuroraDB.db, and run it; for Aurora 2.7.x saves

Appearance
✨ Six colour presets: Aurora Classic, Browncoat's Bunk, and Solaris, T2D, Cristo and DeepBlue inspired presets credited on About
✨ Settings: Theme (Light, Dark or System), section accents (On, Restrained or Off), typeface (five families), text size (90, 100, 110 or 125%), and a preset previewed before keeping it, with Apply, Cancel and Reset
✨ Portable appearance files, previewed as a draft before import
✨ Map hierarchy Emphasised (default) or Restrained, the second drawing jump links, grid dots, system and body names, orbit lines and chart gridlines plainer but never scaling down selection, hazards, contacts, warnings, stabilised links or the capital ring
👌 Every preset passes a contrast gate, with section text at 4.5:1 and section accents at 3:1 on their washes
👌 Chart series told apart by marker, dash and pattern as well as colour
👌 Keyboard focus drawn apart from pressed and selected states, and sortable table heads reached by Tab and sorted with Enter or Space
👌 Cut-off text shown in full under the pointer and on keyboard focus
👌 Colony, class, species, tech, saved-design and record pickers filter as typed
👌 Section summaries and footers in plain words, and error messages without table or column names
👌 Galaxy Map PNG export with the dot grid, the page background and a legend band

Saves and history
✨ Save panel on the Empires page: open a save from a dialog or from the ten most recent, with missing and unreadable saves retried after 1, 2, 4 and 8 s
✨ History backup: one versioned file of all campaigns, restored with a Merge, Replace or Keep preview for each branch
✨ History retention: Compact (500), Balanced (1000) or Standard (2000) samples, behind a confirmation that states what the next save discards
✨ Empire History: up to 50 followed colonies per race, stock rates (declining, flat, rising, spike or volatile) and a mineral comparison in tonnes or percent change
✨ Empire History: milestones at exact game times linked to colonies, systems, fleets, ships and log events, and CSV and PNG export of each chart
✨ Snapshot Clear: everything, or snapshots older than 10, 20 or 50 years
👌 History and race settings kept per campaign and branch, and each web tab on its own copy of the save

Data confidence and help
✨ Capability check for each report: supported, degraded or unsupported, naming the fields the save lacks
✨ Provenance marks on the calculated figures of the planner pages and on stat tiles, each saying how far the figure can be trusted
✨ Help drawer for each page with an overview and usage notes, and a glossary of 59 terms
✨ Preferences export and import, with a preview and one undo
👌 About: credits for the bundled font, icons and community themes, one line each with the licence notices under "Details and notices"

Design
✨ Marked Work in progress, with figures and controls that may change: the Propulsion Planner, Missile Designer, Sensor Planner, Shipyard Planner, Project Notebook, Production component calculator and Commanders command structure
✨ Design pages: tech lines over 39 tech types, each at a researched or next level, with figures built on an unresearched level marked hypothetical
✨ Propulsion Planner: engines, fuel and jump drives from the race's tech, exact fuel tank packing, a mission brief judged pass, fail or unknown for each requirement, and efficient sets over any two or more of BP, tonnage, speed, range, endurance and payload
👌 Propulsion Planner reproduces the stock 2.7.1 save: 38 engines, 179 class speeds, 120 class fuel figures and 2 jump drives, with 0 mismatches and 1 explained
✨ Missile Designer: researched missiles rebuilt from the held tech, up to three alternatives beside a baseline, an optimiser with five goals and an efficient front, and launcher coverage under the target's sensor jammer
👌 Missile rebuilds compared on 3,920 figures of 147 designs in 6 saves, with 0 mismatches and 11 explained
✨ Designed Tech: hit chance of saved and proposed missiles, capped at 100%
✨ Sensor Planner: Active, Passive and Beam FC modes, and the smallest search sensor and missile fire control pair for a target
👌 Sensor and fire-control sizing compared on 4,714 figures (0 mismatches, 110 explained), and thermal and EM signatures reproduced on 3,548 classes in 10 saves

Shipyards and production
✨ Shipyard Planner: Yards and Growth views, class-to-yard eligibility for building, refitting and retooling, and a directional refit and retool matrix
✨ Platform production paths: a shipyard build against an industry space station project for each colony, for 1 to 1000 platforms
✨ Production: a cycle-by-cycle queue forecast on each colony's shared stock, a procurement manifest, and a component calculator for the industry share a shipbuilding programme needs by its deadline

Colonies and minerals
✨ Colony Outlook: mine bootstrap, workforce demand today or with the queue, and a colonist floor
✨ Mineral Outlook: extraction, export and delivered supply, and deficit sites at 15, 30 or 60 a page, with a mineral unit taking 2 cargo tonnes
✨ Civilian mining candidates on Minerals, ranked by an optional longevity score
✨ Civilian mining policy audit on Mineral Breakdown
✨ Terraforming: one capacity and modifier breakdown for the Planner and the Recap, and a stage table in Body Detail
✨ Colonization Planner: a Transit column from the nearest colony of 1 M people or more, and a worksheet with all eleven minerals
✨ Project Notebook: notes linked to bodies, colonies, fleets and techs, body tags shared with the Galaxy Map, and a change digest
👌 Mineral Outlook orbital mining estimate matches the stock 2.7.1 save's ledger at the last increment where accessibility is flat

Finances
✨ Finances: treasury against the log for each window between snapshots, a shipping runway under four scenarios (no change, contracts paused, contracts resumed and new contracts), and civilian shipping payouts by game version

Logistics and transport
✨ Fuel & Maintenance: harvester potential beside the fuel that fits over 0.25 to 5 years, supplied output, a maintenance pools drill-down, a reserves view with a timed resource ledger, and fleet stations
✨ Tankers and fuel service: stored fuel, class minimum, local reserve and eligible surplus as four figures
✨ Ship and class fuel reserves kept as records, a ship's overriding its class's
✨ Transport Capacity: fleets sailing together, each round trip judged against the fuel aboard and the refuelling on the way, with the limiting ship named and a "Take only what the run needs" switch
✨ Transport and Hauling: a handling breakdown (ship commander, naval admin chain, governor and sector factors), and Avoid options for dangerous, alien and no-auto-route systems
✨ Fleet profile from the slowest effective ship
✨ Hauling: the ship, stop and missing capability named when cargo cannot move, and a route coverage and duplication audit
✨ Route Finder: a Fastest time objective beside Fewest jumps and Shortest, with flight, transit and wait for each leg
✨ Route positions: bodies propagated along their orbits to arrival, solved to 1 s in at most 8 evaluations, with static and propagated durations side by side on Route Finder, Transport and Hauling
✨ Jump point infrastructure table on Lagrange Points
👌 Civilian work orders on one page, each installation collapsed with its totals

Warnings and the Game Log
✨ Warnings: snooze a row or a check to a game date, until it clears, or until a material change on 24 checks, with a permanent mute taking precedence
✨ Warnings: idle ground training capacity, stalled research projects, site readiness, mining redeployment, and undermanned ships with what the deficit slows and where replacement crew joins
✨ Game Log: triage presets, pinned events, and an opt-in event archive per branch (50,000 events by default, 25,000 or 100,000 offered)
✨ Game Log: short-interval checklist of fire and boarding events over 1 hour, 1 day, 5 days or 30 days, folded on arrival when none is found in the last day
👌 Warnings: the five summary tiles on one line while they fit

Survey, ground forces and commanders
✨ Survey Progress: specialist deployments (geo and xeno formations idle, busy or embarked), survey targets and a ground formations table
✨ Ground formations: a hierarchy of the race's formations, remote formations on the Galaxy Map with geo, xeno and other role filters, an opt-in observation age per branch, and elements compared with replacement intent
✨ Rescue and recovery ledger of life pods and wrecks, with a personal status for each
✨ Commanders: command structure exported as CSV and Markdown (organisation diagram and nested list), one branch exported by name, and a shipping lines switch in the naval structure
👌 Commanders: Post, Rank and Age range filters, and governor improvements counted apart from governed colonies

Changes
🔨 A save from before Aurora 2.7 is refused with one notice naming the columns it lacks, a "Check again" button and a link to v0.11.0, which stays on GitHub for those saves
🔨 Settings, About, the rail and the Save panel on the Empires page stay available with a refused save
🔨 A damaged 2.7 save is not refused
🔨 About shows "For Aurora 2.7.x saves" beside the version

Fixes
🐛 Fixed a missing save being created empty on Reopen save instead of failing to open
🐛 Fixed Hauling and Transport cargo handling time, now taken from bay strength on both pages
🐛 Fixed dead research warnings missing colonies with no installation rows and merging projects, now one row per project
🐛 Fixed the governorless colony, naval administration and sector checks counting a post as filled by a commander of another command type
🐛 Fixed commanderless posts missing from those checks: 4 naval administrations and 1 sector on the modded sample save, 20 and 2 on the stock sample save
🐛 Fixed idle fleets at a deep space population or a maintenance or recreation station not counted as parked, with training fleets parked only at a population or a maintenance station
🐛 Fixed the intruders warning and the Warnings flyout line counting old contacts, now only contacts held at the current game time: 5 systems listed on the EggSample save, 1 now
🐛 Fixed jump links read through unexplored jump points (Falryx race 789: 150 charted, none explored, now 0 links), with such a point reading "Unexplored" in the System view
🐛 Fixed survey estimates taking the better of the science officer's bonus and half the captain's, now multiplying the two (captain 1.20 and science 1.30 give 1.43)
🐛 Fixed survey body points with a one-point floor for each body, and fleet survey rates counting embarked survey ships as 0
🐛 Fixed ground survey rate using the commander's Survey bonus once, now the effective multiplier twice with the command capacity cut, marked estimated
🐛 Fixed the Production Recap overstating terraforming capacity of colonies with half installations
🐛 Fixed the naval admin chain range of a population with no headquarters capacity, now radius 0
🐛 Fixed the maintenance supply output treating a mine on a deposit as unlimited supply
🐛 Fixed Route Finder places showing the ship name and crew of another race's life pods, now its class as the race knows it and the pod's number
🐛 Fixed the known wrecks warning naming another race's wreck by its real class, now by the race's own name for that class or Unknown
🐛 Fixed long durations and research landing times ignoring the Thousands Separator setting, such as 910038079.5 y
🐛 Fixed system maps trapping the mouse wheel at full zoom-out, now passed to the page

Feedback and updates: https://aurora4x.com/t/aurora-electrons-looking-inwards-v0-9-14/1177