Hangar - Where shadows are bred and trained. Actually a spacecraft. High guards come from here.
Temple - Regional governing center. Maintains order. Temples improve a planet's ability to support natives. Amorphous worms fear mad Aruri and will try to flee any planet containing an Aruri population above 50 clans. After five turns, if the worms have not all escaped, they will get nervous and eat twice as many non-Aruri colonists. This makes the colonists mad and they will eventually attack the Aruri colonists. Feeling unwelcome, the Aruri civilians will try to flee the planet even if it has a base.
Base Dome - Shelters the population against arial attacks. If a planet has over 100 clans without a base, the Aruri population will begin to get upset. You must have a base for every 1000 clans. Upset Aruri cannot rebel and their beliefs prevent them from killing each other. However, they will kill everything else on the planet. 80% of the population is not military and should beam up into the cargo space of any friendly, non combat ship in orbit over the planet before ground combat begins. Even Natives are killed. If Tim will allow, upset Aruri should use civilian space ports to flee to the nearest planet with a base. They can even take shuttles and set course for planets with bases, if Tim will permit that.
If there is no planet with a base that can be reached by the fuel on a ship, fleeing Aruri will select an uninhabited planet.
If there are no uninhabited planets in range, then the Aruri will select the friendliest or happiest planet in range.