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Power Plants

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Revision as of 13:08, 6 October 2024 by en>Alsadius (Added C# info)
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The power plant is the power source for all powered ship component systems, such as beam weapons. Power plant offer variable power output based on the technology in use.

Usage

Each ship should ideally have at least enough power generation capacity to fire all its beam weapons.

Components (C#)

Power Plant Technology is the type of power plant to build. It determines the power / hull space ratio and the cost / hull space.

Technology Conventional Radioisotope Thermal Pressurised Water Pebble Bed Gaseous Fission Magnetic Mirror Fusion Stellarator Fusion Tokamak Fusion Inertial Confinement Fusion Solid-core Anti-matter Gas-core Anti-matter Plasma-core Anti-matter Beam Core Anti-matter Vacuum Energy Quantum Singularity
Power per HS 0.5 2 2.5 3.2 4 5 6.4 8 10 12.8 16 20 24 32 40
RP cost N/A 600* 1,200 2,400 3,600 6,000 12,000 24,000 45,000 90,000 180,000 375,000 750,000 1,500,000 3,000,000

Note that the Radioisotope Thermal reactor starts researched unless you're on a conventional start.

Power Boost allows you to get more power out of a plant of any given size, at the expense of a higher chance of secondary explosion if the reactor is hit.

Boost 0% 10% 20% 30% 40% 60% 80% 100%
Explosion Chance 5% 7% 10% 15% 20% 30% 40% 50%
RP cost - 500 1,000 2,000 4,000 8,000 15,000 30,000

Size is exactly what it sounds like - the power plant's size in HS. There is no tech for size, and the player can choose freely from 0.01 HS up to 30.75 HS. A power plant's efficiency is multiplied by the square root of its size, so a size-4 reactor will be sqrt(4) = 2x more efficient at producing power per HS. This is shown in game as "Power Adjustment: 100%".

Components (VB6)

Technology Pressurised Water Pebble Bed Gas-Cooled Fast Stellarator Fusion Tokamak Fusion Magnetic Confinement Fusion Inertial Confinement Fusion Solid-core Anti-matter Gas-core Anti-matter Plasma-core Anti-matter Beam Core Anti-matter Vacuum Energy
Power per HS 2 3 4.5 6 8 10 12 16 20 24 32 40
RP cost 1,500 3,000 6,000 12,000 24,000 45,000 90,000 180,000 375,000 750,000 1,500,000 3,000,000

Power vs. Efficiency is the same tech as for Engines. A power increase setting here increases the output of the reactor at the expense of a higher chance of [secondary explosion]] if the reactor is hit.

Boost 0% 5% 10% 15% 20% 25% 30% 40% 50%
Explosion Chance 5% 7% 10% 12% 16% 20% 25% 30% 35%
RP cost - 1,000 2,000 3,000 5,000 7,500 12,500 25,000 50,000

Size is the size in hull spaces of the reactor ranges between 0.1-30 HS. The total Power Output of a reactor is Power Output per hull space (which is a constant for each type of reactor) times size in hull spaces. Everything else is also multiplied by the size: cost, crew, HTK, required materials, and development cost.

List of Components

Engines and Power Plants: EngineFuel StorageJump EnginePower Plants
Beam Weaponry: Beam Fire ControlLasersParticle BeamsMesonsHigh-Powered MicrowavePlasma CarronadeRailgunsGauss Cannons
Missile Weaponry: Missile Fire ControlMissile LaunchersMagazines
Defensive Systems: ArmorShieldsCIWSSensor JammerFire Control JammerMissile JammerDecoy LauncherCloaking Device
Maintenance and Repairs: Engineering SpacesMaintenance Storage BayDamage ControlMaintenance module
Carriers and Fighters: Hangar deckFighter Pod Bay
Sensors: Active SensorEM SensorThermal SensorGeological Survey SensorsGravitational Survey SensorsELINT Modules
Command and Control: BridgeFlag BridgeAuxiliary ControlScience DepartmentMain EngineeringCombat Information CentrePrimary Flight Control
Transportation: Cargo HoldTroop Transport BayCryogenic TransportPassenger Accommodation
Logistics: Cargo Shuttle BayRefuelling SystemOrdnance Transfer SystemTractor Beam
Production: Orbital Mining ModuleSorium HarvesterTerraforming ModuleJump Point Stabilisation ModuleSalvage Module