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= Missiles = == Missile == Missile technologies determine the performance of missile subsystems including guidance, warheads, ECM, retargeting, and special-purpose payloads. === Active Terminal Guidance === Improves missile terminal hit chance. {| class="wikitable" style="text-align:center;" ! Guidance Bonus || 15% || 20% || 25% || 32% || 40% || 50% || 60% |- ! RP Cost | 1,000 || 2,000 || 4,000 || 8,000 || 16,000 || 32,000 || 64,000 |} === Missile Warhead Strength === Determines the base damage of missile warheads. {| class="wikitable" style="text-align:center;" ! Warhead Type || Implosion Fission || Levitated-Pit Implosion || Fusion-boosted Fission || Two-stage Thermonuclear || Three-stage Thermonuclear || Cobalt || Tri-Cobalt || AM-Catalyzed Cobalt || Antimatter || Adv. Antimatter || Gravatonic |- ! Strength (x MSP) | 3 || 4 || 5 || 6 || 8 || 10 || 12 || 16 || 20 || 24 || 30 |- ! RP Cost | 2,000 || 4,000 || 8,000 || 15,000 || 30,000 || 60,000 || 125,000 || 250,000 || 500,000 || 1,000,000 || 2,000,000 |} === Enhanced Radiation Warheads === Increases radiation output while reducing blast yield. {| class="wikitable" style="text-align:center;" ! Yield Reduction || 50% || 33% || 25% || 20% |- ! Radiation Multiplier | 2x || 3x || 4x || 5x |- ! RP Cost | 1,000 || 2,500 || 5,000 || 10,000 |} === Laser Warhead Damage Efficiency === Percentage of warhead damage converted into laser damage. {| class="wikitable" style="text-align:center;" ! Efficiency (%) || 20 || 25 || 32 || 40 || 48 || 60 || 75 || 90 |- ! RP Cost | 1,000 || 2,000 || 4,000 || 8,000 || 16,000 || 32,000 || 64,000 || 128,000 |} === Laser Warhead Focus === Determines laser damage falloff range. {| class="wikitable" style="text-align:center;" ! Focus Range (km) || 10,000 || 20,000 || 30,000 || 40,000 || 50,000 || 60,000 || 70,000 || 80,000 |- ! RP Cost | 1,000 || 2,000 || 4,000 || 8,000 || 16,000 || 32,000 || 64,000 || 128,000 |} === Missile ECM === ECM strength for missile decoys. {| class="wikitable" style="text-align:center;" ! ECM Level || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 |- ! RP Cost | 2,500 || 5,000 || 10,000 || 20,000 || 40,000 || 80,000 || 150,000 || 300,000 || 600,000 || 1,200,000 |} === Missile Retargeting === Determines whether missiles can attempt additional attacks after missing. {| class="wikitable" style="text-align:center;" ! Technology || Retargeting Enabled |- ! RP Cost | 5,000 |} === Multiple Warheads === Allows splitting warhead strength into multiple sub-attacks. {| class="wikitable" style="text-align:center;" ! Technology || Multiple Warheads |- ! RP Cost | 5,000 |} === Decoy Missiles === Allows missiles to deploy decoys to confuse incoming fire. {| class="wikitable" style="text-align:center;" ! Technology || Decoy Missiles |- ! RP Cost | 5,000 |} == Launchers == Launcher technologies determine the size, reload rate, safety, and special configurations of missile launch systems. === Box Launcher Explosion Chance === Chance of a box launcher detonating when hit. {| class="wikitable" style="text-align:center;" ! Explosion Chance (%) || 70 || 50 || 35 || 25 || 15 || 10 || 7 || 5 |- ! RP Cost | 1,000 || 2,000 || 4,000 || 8,000 || 15,000 || 30,000 || 60,000 || 120,000 |} === Missile Launcher Reload Rate === Determines how quickly missile launchers can be reloaded. {| class="wikitable" style="text-align:center;" ! Reload Rate || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 |- ! RP Cost | 2,000 || 4,000 || 8,000 || 15,000 || 30,000 || 60,000 || 125,000 || 250,000 || 500,000 || 1,000,000 || 2,000,000 |} === Missile Launcher Size === Maximum missile size supported by launcher technology. {| class="wikitable" style="text-align:center;" ! Launcher Size || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 14 || 16 || 18 || 20 || 24 |- ! RP Cost | 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 |} *(All RP=1 entries removed from display — launcher sizes remain because they are structural techs.)* === Reduced‑Size Launchers === Launcher variants with reduced size and increased reload time. {| class="wikitable" style="text-align:center;" ! Launcher Type || 0.75 Size<br>2.4× Reload || 0.6 Size<br>4.8× Reload || 0.5 Size<br>8× Reload || 0.4 Size<br>16× Reload || 0.3 Size<br>40× Reload || 0.15 Size<br>100× Reload |- ! Size Modifier | 0.75 || 0.6 || 0.5 || 0.4 || 0.3 || 0.15 |- ! Reload Multiplier | 2.4 || 4.8 || 8 || 16 || 40 || 100 |- ! RP Cost | 2 || 3 || 4 || 5 || 6 || 7 |} == Magazines == Magazine technologies determine how efficiently ordnance is stored and how safely it can be neutralized when damaged. === Magazine Feed System Efficiency === Percentage of magazine space usable for ordnance. {| class="wikitable" style="text-align:center;" ! Efficiency (%) || 75 || 80 || 85 || 90 || 92 || 94 || 96 || 98 || 99 |- ! RP Cost | 1,000 || 2,000 || 4,000 || 8,000 || 15,000 || 30,000 || 60,000 || 125,000 || 250,000 |} === Magazine Neutralization System === Chance to neutralize ordnance if the magazine is destroyed. {| class="wikitable" style="text-align:center;" ! Neutralization Chance (%) || 70 || 80 || 85 || 90 || 93 || 95 || 97 || 98 || 99 |- ! RP Cost | 500 || 1,000 || 2,000 || 4,000 || 8,000 || 15,000 || 30,000 || 60,000 || 120,000 |} === Commercial Magazines === Commercial-grade magazines for non-military ordnance storage. {| class="wikitable" style="text-align: center;" ! Magazine Type !! Capacity !! RP Cost !! Description |- | Commercial Magazine || 100 || 2,000 || Inefficient, non‑military magazine; explodes if hit. |- | Commercial Magazine || 500 || 5,000 || Larger version of commercial magazine; same limitations. |} == Ordnance == Ordnance Production technologies determine the annual build points generated by each Ordnance Factory. === Improved Ordnance Production === Increases annual ordnance factory output. {| class="wikitable" style="text-align:center;" ! Production Rate (BP/year) || 12 || 14 || 16 || 20 || 25 || 30 || 35 || 40 || 50 || 60 || 70 |- ! RP Cost | 3,000 || 5,000 || 10,000 || 20,000 || 40,000 || 80,000 || 150,000 || 300,000 || 600,000 || 1,250,000 || 2,500,000 |} == Research Fields == * [[Biology and Genetics]] * [[Construction and Production]] * [[Defensive Systems]] * [[Direct Fire Weapons]] * [[Ground Research|Ground Combat]] * [[Logistics]] * [[Missile Research|Missiles]] * [[Power and Propulsion]] * [[Sensors and Control Systems]] [[Category:Research]]
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