Fair enough. But, again, it's already gamey enough just using square WH strengths (though that's slightly less meaningful at high tech thanks to shock damage being introduced) and metaknowledge-based sensor resolution. As I said before, Aurora has a number of metrics which can be nailed down with sufficient study and experience into most-efficient designs for just about any set of needs.
And, also again, that's fucking boring after the second or third time you do it. For much the same reason that being hyper-optimal in DF is boring as shit, actually. It's neat, it's safe, it's easy, and it does nothing of interest. Aurora is first and foremost a storytelling vehicle, not a traditional 4X--thus, making the same decisions and building the same ships just because they're the most efficient is going to result in every game playing out the exact same, unless you get unlucky with a wormhole or Queen spawn and your homeworld gets glassed/irradiated before you can build up.
I've made a conscious effort to avoid that by deliberately eyeballing designs and making use of considerations beyond meta-optimization. So. Uh. Thanks, but I'll stick to stirring the pot and seeing what comes out. I've played the "curbstomp everything with optimal comps" game well to death. I gave up on that when I caught myself farming Invaders for their tech and intentionally triggering multiple 1000% difficulty NPRs just to give my ships a target-rich environment or three.
I would, because 0.5 is also available and a non-commercial freighter sounds terrible.
Inertial Confinement Fusion is a 90k tech.
Minimum Power 0.25 is a 4k tech of the same field, so "don't have the right specialist" holds little water... surely you could at least spare the 3-6k total for the first 2 or 3 techs.
Of course there may be overarching roleplaying considerations, but that seems horribly mismatched research... especially since you agree that you'd "obviously" use lower power multiplier when available.
I burned through drive techs because I was dealing with a multi-front war against two NPRs and assorted Invader incursions, plus the usual Swarm and Precursors, scattered across five different jump lines off of Sol. I've still only got colonies in Sol and one neighboring system, because that's the sum total of my secure territory, so I don't have much need to move stuff around, especially with civilians available to ship colonists and infrastructure; it was basically just a few hundred automines and a handful of mass drivers. I've had so little need for freighters this game that I've still only got a handful of old M-P drive ones sitting around rusting, and haven't had the need to build newer designs. I don't have proper carriers and fighters yet, so I only got up to a power rating sufficient to get my system-defense FACs going at a decent clip on the other side of things.
So yeah, you know what they say about assumptions. I'd "obviously" use lower power multiplier when available, no shit Sherlock. It's not available, and I don't have any particular need to research it since I'm making essentially zero use of commercial ships on looping orders.
As for conventional-start drive design... have you ever even
played a conventional start? It wasn't too bad before the drive rework, but shit's terrible now. A 0.5x power 25 HS Nuclear Thermal drive only provides 62.5 EP. A Nuclear Pulse drive of the same size and power multiplier only gives you 100 EP. That's fucking
terrible, especially in the very early stages of a conventional game where you're likely operating with single-digit (quite possibly only one or two) freighters and colony ships as your sole means of transporting literally
everything you need to mine out different system bodies and establish colonies (since the civilians aren't up and running yet either).
Never mind actual conventional drives, which would give you an astonishingly powerful 2.5 EP for the same setup.
But yeah. Let's assume that you're a little bit into the T/N tech tree after a conventional start. You've got Nuclear Thermal drives and no power multiplier techs. You can't make it too big, since shipyard expansion is both expensive and liable to eat up working population that could be used to support more labs or industry. So ballpark it at 30k tons--that's already two 10k expansions from the starting point of your first-built commercial yard. You can just barely get three 25HS drives onto that--at 0.5x multiplier, that gets the ship going at a lovely 319km/s when you're desperately trying to get stuff to every usable body in Sol. If you upgrade those to Nuclear Pulse drives at 0.5x, you'll zip right along at 510km/s.
Let's say that, instead, you designed those Nuclear Pulse drives at 1.0x. Now that primitive freighter is breaking, barely, the 1k km/s mark.
This is the one point where I'd argue that speed matters more than fuel efficiency for commercial shipping: the initial colonization boom in Sol before civilian traffic starts showing up. This is because the sooner you seed populations and start mining, the more of everything you'll have once you slip out of the 30-day research tick cycle because you need to ramp up military production.
So yeah. Same thing I've been saying all along: theorycraft ideals from people that apparently design ships with every tech unlocked to the exact same point (usually shortened to "every tech unlocked") and no thought for long-term viability or the design quirks that can arise when dealing with specific situations. Take, for example, the habit of designing active sensors at 16R. That's because Swarm Soldiers are 800t and you need to see them coming as soon as possible. Why overengineer fire controls? Because Invader ECM is an absolute bitch for a missile-based fleet to deal with. Why don't you have really low power multiplier techs? Because the situation didn't warrant researching them.
And also because you run into diminishing returns pretty damn quick. The power multiplier increases/decreases by 5% steps at every level. It's linear. The fuel consumption per EP modifier isn't. It's 41% at 70% EP, 18% at 50% EP, and 5% at 30% EP. Going from 1.00 to 0.70 removes 59% of the drive's fuel consumption. Going from 0.70 to 0.50 removes a further 23% from the baseline (a total reduction of 82% off of the norm). Going from 0.50 to 0.30 only removes a further 13%. Meanwhile, going from 1.00 to 0.70 removes 30% of the drive's power. Going from 0.70 to 0.50 removes an additional 20%. Going from 0.50 to 0.30 removes another 20%.
It shouldn't need to be said, but the power techs have diminishing returns. This is the same reason as why you don't pump the power multiplier way up for anything except fighters and missiles. Sure, you could use 30% power drives for that sweet 5% fuel use... but they're going to be slow as shit. And for me, at least, there's a line where further reduction of fuel costs on the power multiplier end stop being worth it. Especially since you can get up to a 50% reduction on total fuel consumption from the size of the drive.
FWIW a 0.30x 25HS Inertial Confinement drive only gets
40 EP MORE than a 1.00x Nuclear Pulse drive of the same size.
This is why I don't pay too much attention to people who spout off about theoretical design ideals without actually building and playing the ships. There's a lot of shit that seems logical and straightforward in a tidy, uncomplicated world, but as always it's what happens in the field that actually matters.