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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

The multiplier sits at the end of the step price, after the object’s cost has been divided into steps: (cost / (Strength / RepairStep)) * RepairPercent, never less than one credit. It applies to every path that charges for a repair — the wrench on a structure and a service depot working on a vehicle or aircraft — and infantry never reach it, because a hospital is free.

The share is approximate in both directions. Both divisions and the multiplication truncate, so a structure costing 1000 with Strength=400 is charged 3 credits for each of its 80 steps at the default — 240 credits rather than the 250 the fraction names. The one-credit floor pushes the other way on anything cheap with a large strength: a structure costing 100 with Strength=1000 is charged the floor on all 200 of its steps, and a full repair costs twice what the structure did. The cost of one step shows where each truncation lands.

See alsorepair