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RepairPercent

The share of an object's price that a full repair charges.

Specification
Applies to
global rules
File
rules.ini
Section
[General]
Value
floating point
When omitted
.25
rules.ini
[General]
RepairPercent=.5 ; a full repair charges about half the object's price

Each repair step costs (Cost / (Strength / RepairStep)) * RepairPercent credits, and never less than one credit. It applies to the wrench on a structure and to a service depot repairing a vehicle or aircraft. A hospital heals infantry for free, so infantry never pay it.

A full repair costs roughly RepairPercent of the object’s price, not exactly:

  • Each division and the multiplication drop fractions of a credit, which usually makes a repair slightly cheaper. At the defaults, a structure costing 1000 with Strength=400 pays 3 credits for each of its 80 steps, 240 credits in total instead of 250.
  • The one-credit minimum makes a cheap object with high Strength dearer. A structure costing 100 with Strength=1000 pays the minimum on all 200 of its steps, twice what it cost to build.

The cost of one step shows where each truncation happens and which price counts as Cost.

See also — repair