Mk I Fusion Jump Drive - 1,000 tons - 1,000 Improved Steel - 1,000 Improved Electronics - 1,000 Improved Synthetic Materials - 1,000 Rare Elements - 1,000 Improved Processed Radioactives - 10,000 Jump Drive Output
This gives the Mk I the same effectiveness as before (10 JD Output per ton), but drops its tonnage from 5,000 to 1,000 tons. That's the usual 5:1 cost-to-final-tonnage ratio that almost every other item enjoys.
If you have ANZ'd any superior versions of the Fusion Jump Drive (Mk II, Mk III etc) let me know the turn that you ANZ'd it and I'll give you the updated stats on those. Fusion Jump Drives are more efficient than their Nuclear counterparts as they rise in tech level, which is a good thing considering the research investment needed to obtain them
There were only a very few ships in the game that had Fusion Jump Drives designed into them - I've edited the total tonnage of those designs downward to reflect the correct 1,000 ton figure of the Fusion JD's.
If you've researched, or are researching, the Mk III Nuclear Jump Drive instead of moving to the Fusion line, and want to switch, let me know and I can apply the appropriate # of research points over to the next Fusion Jump Drive you can research. Note that Nuclear Jump Drive research is still quite viable as they are considerably easier to research (so you gain efficiency faster in real time, but you don't gain as much as with Fusion Jump Drives as they advance...more slowly).
By the way, all of your former Fusion Jump Drive designers have been fired for coming up with an engine that has a whopping five times the Fuel burn than they should have had. It turns out they were in league with Fuel Refinery officials in a massive scandal that rocks the Fuel industry from top to bottom.












