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
[General]RepairPercent=.5 ; a full repair charges about half the object's priceEach 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=400pays 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
Strengthdearer. A structure costing 100 withStrength=1000pays 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