one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

parts

13 mechanics, as Aurora 4X does them

core · 3

resources & production

Deposit depletion

Eleven Trans-Newtonian Elements sit in finite deposits on planets and asteroids, each with an accessibility rating from 0.1 to 1 that scales mining output; all construction consumes them.

information & legibility

Fog of war

Jump points and mineral deposits stay unknown until gravitational and geological survey sensors sweep each body or survey point, and other ships are known only within sensor detection range.

space & construction

Modular assembly

Ship classes are designed from researched components (engines, sensors, weapons, armor), and the player sets armor, speed, and range per class; weapons and sensors must themselves be researched and designed first.

supporting · 10

agents & behavior

Agent skills

Scientists, administrators, naval officers, and ground commanders gain bonuses and improve over time.

environment & ecology

Habitat suitability

Colony cost depends on a world's gravity, atmosphere, and temperature.

environment & ecology

Planetary climate

Terraforming alters a world's atmosphere to lower its colony cost.

world generation

Procedural terrain

Star systems are randomly generated or built from real star data.

world generation

Real-world data feeds

Star systems can be built from real star data instead of generated at random.

resources & production

Resource extraction

Mines on colonies and asteroid mining extract the minerals.

progression & goals

Tech tree

Research labs are assigned to scientists with field specialties.

economy & finance

Treasury and budget

Wealth comes from taxes and exports and is spent on construction, research, and maintenance.

time & pacing

Turn structure

The player chooses each time increment, from 5 seconds to 30 days, and the engine resolves movement, detection, combat, and production for it.

risk & failure

Wear and breakdown

Ships require maintenance support, which can be disabled in setup.

core loop

survey bodies and jump points -> mine Trans-Newtonian minerals and build installations -> research components -> design ship classes -> build fleets and assign officers -> detect and fight with sensors, missiles, and beams -> colonize and expand

design notes

Aurora began as a helper program for the Starfire board wargame and grew into a standalone simulation with no fixed goals. It exposes almost every subsystem as windows of numbers, from mineral accessibility to officer bonuses and ship maintenance. Time advances in player-chosen steps from 5 seconds to 30 days, so the same engine resolves both strategic expansion and individual missile salvos. The Visual Basic 6 original was superseded by a C# rewrite released in 2020.

appears in

the paper, 3 sections
paper

3. The catalog

linked in this section of the paper

paper
paper

5. The structure of the design space

linked in this section of the paper

paper
paper

Appendix A. Game catalog

linked in this section of the paper

paper
catalog

The catalog

listed with its year, developer, subgenre, and number of mechanics

book

sources

3
Giant Bomb contributors (2026). Aurora (Giant Bomb wiki). Giant Bomb
Wikipedia contributors (2026). Starfire. Wikipedia
(2020-04-13). An Aurora, Sharpened in the Key of C. MetaFilter

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gicatalog