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Power Plants

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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

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

Components (C#)

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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)

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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

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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