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==Background Tech ([[CSharp|C#]])== '''Engine Technology''' determines the power output per HS (thrust:weight ratio, essentially) of the engine. Conventional empires start with the Conventional Engine technology, in able to represent pre-[[TN]] engines pushing around hulls constructed from conventional materials. Conventional engines have a base output of 1 unit. One unit of engine power are the amount of power required to propel 50 tons (1 HS) against the Trans-Newtonian drag at 1000 km/s (this unit is also known as a EP (engine power)). Therefore, for a ship or missile Speed = (Total Engine Power / Total Class Size in HS) * 1000 km/s or Speed = (Total Engine Power / Total Class Size in tons) * 50,000 km/s You are obviously going to be using the best tech, which is automatically selected. {| class="wikitable" style="text-align: center;" ! Technology !! Conventional !! Nuclear Radioisotope !! Nuclear Thermal !! Nuclear Pulse !! Nuclear Gas-Core !! Ion !! Magneto-Plasma !! Magnetic Confinement Fusion !! Inertial Confinement Fusion !! Solid Core Anti-matter !! Gas Core Anti-matter !! Plasma Core Anti-matter !! Beam Core Anti-matter !! Photonic !! Quantum Singularity |- ! Power per HS |1||5||6.4||8||10||12.5||16||20||25||32||40||50||64||80||100 |- ! RP cost | - ||1,000||2,000||4,000||6,000||10,000||20,000||40,000||80,000||150,000||300,000||600,000||1,250,000||2,500,000||5,000,000 |} '''Size''' determines the largest engine that can be built. In C#, larger engines are more fuel-efficient, with standard efficiency for 500 ton (10 HS) engines, and smaller engines losing fuel efficiency as the square root of the size reduction. For example, an engine of 125 tons = 2.5 HS would be one-quarter the size of the 10 HS baseline, so its fuel efficiency would be sqrt(1/4) = 1/2 of the fuel efficiency of a 10 HS engine. This means it uses twice as much fuel per engine power per hour (commonly abbreviated as "per EPH"). Conversely, a 40 HS engine would be 4x baseline size, so its efficiency is a factor of sqrt(4) = 2 better, meaning it uses half as much fuel per EPH. {| class="wikitable" style="text-align: center;" ! Maximum Size !! 25 !! 40 !! 60 !! 100 !! 160 !! 250 !! 400 |- ! RP cost | - ||2,000||4,000||8,000||15,000||30,000||60,000 |} '''Power/Efficiency Modifiers''' allows for creating super-tuned or de-tuned engines, increasing output power at the cost of fuel efficiency or vice versa. Making these alterations affects several other statistics as well as just the engine power. * The risk of explosion if an engine is hit is equal to its power ratio times 10%, so a miitary engine at 150% power has a 15% chance of causing a secondary explosion if the engine takes [[Internal_Damage|damage]]. * Fuel use is proportional to the power modifier to the power of 2.5, so (for example) doubling an engine's power ratio will increase its fuel use by a factor of 2^2.5 = 5.66 times the original fuel use. * An engine's [[Gallicite]] cost is equal to half its engine power if it has a power ratio of 100% or higher. Below 100%, you also multiply by the power ratio as well, so the 400 EP commercial engine described above would cost 400 * 0.5 [base multiplier] * 0.5 [power ratio] = 100 Gallicite. This means de-tuned engines are very cheap, but they leave your ships extremely slow, so going much below 30% is not popular with most players. {| class="wikitable" style="text-align: center;" ! Modifier !! 0.1 !! 0.15 !! 0.2 !! 0.25 !! 0.3 !! 0.4 !! 0.5 !! 1 !! 1.25 !! 1.5 !! 1.75 !! 2 !! 2.5 !! 3 |- ! Fuel per EPH |0.003||0.009||0.018||0.03||0.05||0.1|| 0.18 || 1 ||1.75||2.76||4.05||5.66||9.88||15.59 |- ! RP cost |30,000||15,000||8,000||4,000||2,000||1,000|| - || - ||1,000||2,000||4,000||8,000||15,000||30,000 |} '''Fuel Consumption''' determines the rate at which fuel is consumed. A ship running at its max speed consumes fuel (in litres) at a rate equal to its engine power every hour, before modifiers. A ship with one Conventional military engine (total power output: 1 EP) consumes 2.4 litres of fuel per day. If it had a fuel tank capable of carrying 50,000 litres (the standard fuel tank size), it could operate for 20833 days (about 58 years). If its max speed was 100 km/s, it could travel for 179 billion km before running out of fuel (about 15 round trips to Pluto). {| class="wikitable" style="text-align: center;" ! Modifier !! 1 !! 0.9 !! 0.8 !! 0.7 !! 0.6 !! 0.5 !! 0.4 !! 0.3 !! 0.25 !! 0.2 !! 0.16 !! 0.125 !! 0.1 |- ! RP cost | - ||1,000||2,000||4,000||8,000||15,000||30,000||60,000||120,000||250,000||500,000||1,000,000||2,000,000 |} '''Thermal Reduction''' applies a reduction to the thermal signature generated by the engine. This makes it harder to be detected by Thermal sensors. Great for engines meant for stealth ships, at the cost of increased cost to research and build. The thermal signature for an engine is equal to its power output * its thermal reduction modifier. A 25% reduction to a 40 EP engine would cause it to have a thermal signature of 30. {| class="wikitable" style="text-align: center;" ! Signature (%) !! 100 !! 75 !! 50 !! 35 !! 25 !! 16 !! 12 !! 8 !! 6 !! 4 !! 3 !! 2 !! 1 |- ! Cost Increase | - ||25%||50%||75%||100%||125%||150%||175%||200%||225%||250%||275%||300% |- ! RP cost | - ||1,500||3,000||6,000||12,000||25,000||50,000||100,000||200,000||400,000||750,000||1,500,000||2,500,000 |}
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