Power Plants
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
[edit]Each ship should ideally have at least enough power generation capacity to fire all its beam weapons.
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%".
| 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
[edit]Engines and Power Plants: Engine • Fuel Storage • Jump Engine • Power Plants
Beam Weaponry: Beam Fire Control • Lasers • Particle Beams • Mesons • High-Powered Microwave • Plasma Carronade • Railguns • Gauss Cannons
Missile Weaponry: Missile Fire Control • Missile Launchers • Magazines
Defensive Systems: Armor • Shields • CIWS • Sensor Jammer • Fire Control Jammer • Missile Jammer • Decoy Launcher • Cloaking Device
Maintenance and Repairs: Engineering Spaces • Maintenance Storage Bay • Damage Control • Maintenance module
Carriers and Fighters: Hangar deck • Fighter Pod Bay
Sensors: Active Sensor • EM Sensor • Thermal Sensor • Geological Survey Sensors • Gravitational Survey Sensors • ELINT Modules
Command and Control: Bridge • Flag Bridge • Auxiliary Control • Science Department • Main Engineering • Combat Information Centre • Primary Flight Control
Transportation: Cargo Hold • Troop Transport Bay • Cryogenic Transport • Passenger Accommodation
Logistics: Cargo Shuttle Bay • Refuelling System • Ordnance Transfer System • Tractor Beam
Production: Orbital Mining Module • Sorium Harvester • Terraforming Module • Jump Point Stabilisation Module • Salvage Module