>>14784393
>i'm trying to rush to geological/gravitational survey craft so i can actually explore my solar system, but it takes years and years and years to get to that point, and often when i finally get to the point where i can start building ships (shipyard is at the right tonnage, research is all at the point where I can do it, class has been designed etc) i'm out of one type of mineral or another.
That shouldn't be happening. You should start with at least 50-100k of each mineral to mine (assuming by "out" you mean "out of resources to mine on earth", not "can't mine fast enough to support building).
It's important to notice that the minerals are all quite specialized except Duranium which is a universal requirement. e.g. Mercassium is almost entirely just for labs.
>what is a good ratio of mines to construction? for that matter, what do automated mines do that regular mines do not?
There's no perfect ratio because the availability determines mining rates. A mineral with a .1 availability needs 10x as many mines to mine as quickly as one with 1 availability. Generally you want to find a planet with 6 or 7-digit amounts of a mineral and dump a few thousand automated mines on it.
If you do a conventional start you'll want to convert your conventional industry to construction and mines at around a 60:40 ratio in my experience.
Automated mines don't require population to operate. The is important: On planets you won't terraform, like Venus, but you want to mine the fuck out of, and when you need the population to do other stuff. Population grows somewhat slowly (best to have your best leaders with population growth boosting it on Earth), and Labs take a ton of people
>financial buildings
Produces wealth when manned by population. Wealth is at the top of the population and production screen. Your population on its own produces natural wealth but Financial buildings are for when you need more. Wealth is the secondary big limitation on running a ton of labs or building lots of stuff, since both cost constant wealth to utilize.
>infrastructure
Support population on hostile worlds. "Planet Suitability: Colony Cost" tells you the amount of infrastructure needed to support population. 0 means a perfectly terraformed world like Earth that needs no special infrastructure to support population. Low Gravity or High gravity can't be colonized but temperature and atmosphere can pretty much always be messed with until it's suitable.
Honestly I wouldn't worry too much about infrastructure. Aurora is kind of weird in that you don't need to spread your population out much, you can concentrate damn near everything important on Earth while running automated mines. Instead terraform 1 planet per system and use that as the home base/mass driver delivery point/sensors for each system. The one catch is that to get the initial civilian mining working you need a 2nd planet colonized, so dump some infrastructure on the moon (terraform the moon later when you get the chance).
Also as to terraforming, the best way to do it is to make an Orbital Habitat (which lets you build a ship on Earth with your construction stuff, rather than needing a huge shipyard), then stuff 50-100 terraforming modules on it. Just jet it around to whatever body you're looking to mess with. Land-based terraforming sucks because you need population to operate it to begin with.
>underground infrastructure
For colonizing even more hostile environments like asteroids. Hell if I know why you'd want to spend time doing this.
And since you didn't specify other facilities:
>Mass Driver
This automatically shoots resources at other planets in-system, making logistics simple. You also need a mass driver to receive them otherwise bad shit happens. More mass drivers shoot more stuff but only one is needed to receive unlimited amounts.
>Deep Space Tracking
Dump 50 these on some planet to watch for aliens coming and going.
>Fighter Factory
Fighters are any ship under 500 tons. You don't need to fuck around with retooling shit, just produce fighters out of these like you would in any RTS building.