Power Plant

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Revision as of 19:37, 6 November 2024 by Archercatneo4 (talk | contribs) (Overhaul technology section. Things done: added icons, tables, Number templates, a missing upgrade and fixed misc typos.)
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Power Plant
Powerplant.png
Max. Tier 6
Conversion rate 800:1
Color theme Yellow
Yellow resource.png

The Power Plant is a building used to generate electricity to give speed boosts to other buildings.

Power plant example

Power Grid

The power grid is where you place structures in order to generate and store energy.

You can place structures by selecting one from the list on the left of the screen, and then clicking an empty tile.

To delete a structure, right-click the filled tile while not having any structure selected from the list. Doing so will refund you 25% of the resource you spent buying the component. This can be increased to 50% if you have Component Recycling Skill.

Structures can connect with each other without the use of pipes, but pipes can be used to use resources more efficiently at times.

Network

This is where you spend your energy to speed up other buildings:

  • Construction Firm: Reduces construction time for buildings.
  • Factory: Speeds up shard refining, store reload, machine speed, and fabricator speed.
  • Mine: Speeds up the drill, asteroid mining time, and asteroid scanning time.
  • Headquarters: Speeds up download of software and how fast contracts run out.
  • Shipyard: Speeds up shipments.
  • Museum: speeds up artifact research time and offshore market refresh time.
  • Arcade: On its own, it only speeds up the cooldown timer of "Refresh Wheel." To effectively boost the arcade you need to have something else (located in the spoiler below), which reduces the time between delays (such as time between stopping jumble rows) and increases the speed of the lucky wheel.
  • Trading Post: reduces the time between perk refreshes and the timer to reset trades

The more energy you use, the longer and stronger the boost is.

You can boost multiple buildings at the same time, but if they are boosted at exactly the same time then they have to split the energy for the boost, and so the boosts will be weaker. If you are using workers to restart boosts this isn't a problem in practice, because the periods of each building are different, and so each building will end up boosted at a unique time.

Mechanics

Boosting applies a percentage of the total available energy (10%, 25%, 50% or 100% depending on your selection) towards boosting. If there are multiple buildings being boosted simultaneously, the energy is split between them. (This splitting will not be shown in the preview numbers before you boost, but it will be apparent afterwards.) Call this energy being allocated to boosting a building BoostEnergy.

Then BoostEnergy is divided between time and effectiveness based on the position of the slider. For effectiveness, the slider runs from 1% to 100% of BoostEnergy, and for time the slider runs from 100% to 1%. This does mean that the overall energy sums to 101%! Call the amount after the the slider PostSlider.

For both time and effectiveness, PostSlider is used as follows: Result = log(PostSlider) * Perks * BaseValue. When displayed, Result is rounded for effectiveness, but truncated for time. The base for the log is 10 normally, or 7 with the Super Boost skill. Perks include Town Perks, as well as the 1.25 multiplier from Max Power if at full power (only applies to effectiveness). The table of BaseValues is:

Building Time Effectiveness
Construction Firm 4:00 20%
Factory 3:00 15%
Mine 3:20 18%
Headquarters 2:00 22%
Shipyard 5:00 10%
Museum 3:00 15%
Workshop 3:40 21%
Arcade 5:00 0.5%
Trading Post 3:00 15%

Technology

These are your components for use in the power grid.

You can unlock more by upgrading the Power Plant in the Construction Firm and purchasing the technology level it unlocks.

All components except the water pump can be upgraded in the technology tab. All costs are rounded to the nearest resource. The power plant runs at 10 ticks/sec.

Basic

Cost: Free
Component Upgrades
Icon Description Base Cost Name Description Cost Max Level
Water Pump
Provides infinite water. 25Yellow resource None
Fluid Pipe
Transports 1,000L of gas or fluid per tick.

Currently used to move water from a water pump to a coal boiler,

and to move steam from a coal boiler to a steam turbine.

The pipe is gray when empty, blue when filled with water,

and white when filled with steam.

5Yellow resource Pipe Throughput +1,000 to pipe input, output and storage (add.) ??? 9
Yellow battery
Adds +2,000 power capacity.

Can be placed anywhere, and is not

needed to be connected to anything.

50Yellow resource Capacity +50% battery capacity ??? 15
Deep Link +1% total power capacity per Yellow battery (add.)

Note that the Total Capacity bonus applies to all batteries,

as well as the base 1,000 power! I.e. if you have fully

upgraded Yellow Batteries and have 10 of them, they're providing +50% to all capacities.

??? 5

Tier 1

Cost: ???Yellow resource
Component Upgrades
Icon Description Base Cost Name Description Cost Max Level
Steam Turbine
Transforms 10L of steam into 30 power per tick.

Needs to be connected to an active coal boiler to generate energy.

60Yellow resource Condensed turbines +100% power production (mult.) and

steam usage/tick

5,000 × 3lvlYellow resource 6
Two-flow rotors -1 base steam usage/tick 10 M (1e7) × 16lvlYellow resource 6
Coal Chest
Provides 2,500kg of coal.

Needs to be placed next to a coal boiler.

Has to be replaced periodically, as it will run out of coal.

40Yellow resource Storage +25% Coal (mul.) 25,000 * 3lvlYellow resource 30
Coal Boiler
Turns 100L of water, and 4 kg of coal into 30L of steam.

Needs to be connected to a water pump and a coal chest to function.

150Yellow resource Denser coal +30L steam/tick,

+4kg coal usage/tick and

+100L water usege/tick

???Yellow resource 9


Basic setup for tier 1.


Tier 2

Cost: ???Yellow resource
Component Upgrades
Icon Description Base Cost Name Description Cost Max Level
Oil Barrel
Provides 10,000L of oil.

Can be placed anywhere, as long as a fluid pipe connects it to an oil furnace.

1,000Yellow resource Storage +20% Oil (mul.) 100,000 * 3lvlYellow resource 30
Gas Tank
Provides 20,000L of gas.

Can be placed anywhere, as long as fluid pipes connect it to a gas turbine.

2,000Yellow resource Storage +20% Gas (mul.) 125,000 * 3lvlYellow resource 30
Oil Furnace
Turns 20L of oil and 200L of water into 100L of steam. 17,500Yellow resource Bigger heat chambers +100L steam/tick,

+20L oil usage and

+200L water useage/tick

???Yellow resource 9
Gas Turbine
Turns 25L of gas into 100 power per tick. 5,000Yellow resource Early ignition +100% power production and gas requirement ???Yellow resource 5
Optimized pipes +1% power production (mul.) for gas turbines per regular pipe on the grid regardless if it's in use ???Yellow resource 2

Tier 3

Cost: ???Yellow resource
Component Upgrades
Icon Description Base Cost Name Description Cost Max Level
Solar Panel
Produces 1 power per tick (0 when raining). 10,000Yellow resource Double sized panels +100% power production ???Yellow resource 10
Aqua panels 2% × lvl of power production well continue during rain ???Yellow resource 5
Water Turbine
Uses 20L of water to provide 3 power per tick.

Can be connected with pipes or directly to a Water Pump

20,000Yellow resource Streamlined turbines +100% power production (mul.) and +20L water usage ???Yellow resource 9
Wind Turbine
Produces 0~4 power per tick

(min. of 0 without wind and max of 4 when there is a hurricane).

12,500Yellow resource Extra long blades +100% power production ???Yellow resource 10
Titanium rotors 8x power generation during hurricanes ???Yellow resource 1
Red Battery
Gives +25,000 to power capacity. 2,000Yellow resource Capacity +100% power capacity ???Yellow resource 4
Deep link +1% power capacity per component that processes resources and/or

produces power times the number of red batteries (add.)

???Yellow resource 3

Tier 4

Cost: ???Yellow resource
Component Upgrades
Icon Description Base Cost Name Description Cost Max Level
Lava Pump
Provides 10 M (1e7)L of lava.

Lava can be moved with a fluid pipe.

25,000Yellow resource Storage +15% Lava (mul.) 1.5 M (1.5e6) * 3lvlYellow resource 30
Thermal Generator
Turns 100L of lava and 100L of water into 200 power per tick.

Can be connected with a pipe or directly to a lava pump.

50,000Yellow resource Turbine overheating +100% power production (mul.),

+100L water and lava usage/tick

???Yellow resource 4

Tier 5

Cost: ???Yellow resource
Component Upgrades
Icon Description Base Cost Name Description Cost Max Level
Uranium Box
Provides 50,000Kg of Uranium. 75,000Yellow resource Storage +10% Uranium (mul.) 5 M (5e6) * 3lvlYellow resource 30
Fission Reactor
Transforms 1Kg of Uranium and 100L of water into 200L of steam. 100,000Yellow resource High Radiation +100% steam production (mul.)

+100% water and uranium requirement (mul.)

???Yellow resource 5
Blue Battery
Gives +500,000 to power capacity. 50,000Yellow resource Deep link +1% total power capacity per component on the grid that emits resources

(including storage) times the number of blue batteries (add.)

???Yellow resource 4

Tier 6

Cost: ???Yellow resource
Component Upgrades
Icon Description Base Cost Name Description Cost Max Level
Plasma Pipe
Transport 1,000L of Plasma per tick 100,000Yellow resource Plasma Throughput +1000 Plasma input/output/storage (add.) 1 Qa (1e15) * 1,000lvlYellow resource 9
Helium-3 Tank
Provides 100,000L of He3 500,000Yellow resource Storage +8% Gas (mul.) 25 M (2.5e7) * 3lvlYellow resource 30
Fusion Reactor
Transforms 250L of He3 into 500L of Plasma 1.75 M (1.75e6)Yellow resource Cold Fusion +500L Plasma Production (add.),

+250L Helium Requirement (add.)

100 T (1e14) * 100lvlYellow resource 9
Plasma Turbine
Transform 100L of Plasma into 5,000 power per tick 500,000Yellow resource Plasma Synergy +2% [plasma] Power Production (mul.) for every component on the grid that is not a plasma turbine regardless if it's in use,

+300L Plasma Requirement (add.)
(Note: The +2% bonus is *additive* with increasing levels, i.e. at 3/3 levels it is a 1.06 multiplicative bonus.)

10 Qa (1e16) * 100 M (1e8)lvlYellow resource 3
Water Synergy +18% Plasma Turbine Power Production (add./mul.) for every water turbine on the grid regardless if it's in use, +80% Water Turbine Power Production (add.) for every plasma turbine on the grid regardless if it's in use

(Note: The +18% bonus is additive with increasing levels, and also additive with number of components. I.e. at 5/5 levels it is a +90% bonus per water turbine. This applies independently/in addition to Plasma Synergy.)

1 Qi (1e18) * 1 M (1e6)lvlYellow resource 5
Solar Synergy +10% Plasma Turbine Power Production (add./mul.) for every solar panel on the grid regardless if it's in use,

+50% Solar Panel Power Production (add.) for every plasma turbine on the grid regardless if it's in use

(Note: The +10% bonus is additive with increasing levels, and also additive with number of components. I.e. at 5/5 levels it is a +50% bonus per solar panel. This applies independently/in addition to Plasma Synergy.)

1 Qi (1e18) * 1 M (1e6)lvlYellow resource 5
Wind Synergy +10% Plasma Turbine Power Production (add./mul.) for every wind turbine on the grid regardless if it's in use, +50% Wind Turbine Power Production (add.) for every plasma turbine on the grid regardless if it's in use

(Note: The +10% bonus is additive with increasing levels, and also additive with number of components. I.e. at 5/5 levels it is a +50% bonus per wind turbine. This applies independently/in addition to Plasma Synergy.)

1 Qi (1e18) * 1 M (1e6)lvlYellow resource 5

Special

Requirement: Power Plant Floor 2
Component Upgrades
Icon Description Base Cost
Dyson Node
Provides aura and +X Power / Tick (depends on dyson power)

Dyson nodes cannot be placed in the 8 squares next to another node.

Available as soon as Floor 2 is unlocked, regardless of Power Plant level.

Power amount is dyson_power0.25. This maxes at 1,189.2071 power per tick.

1 T (1e12)Yellow resource None


Skills

See also: Skills (Upgrade)
  • Quantum Grid - Allows components on the power grid to connect to components on the opposite edge of the grid.
  • Super Boost - Using more power for boosts has a higher impact on duration/effectivity. (Log10 -> Log7)
  • Max. Power - Increases the effectiveness of all active boosts by 25% (multiplicative) if the current amount of power exceeds the maximum amount.
  • Efficient Recycling - Lowers the base conversion rate from town resources to power plant resources to 600.
  • Shutdown - Allows you to cancel boosts anytime. Does not refund any power!
  • Yellowprints - Unlocks the ability to store up to 3 different layouts of the power plant as well as the functionality to import, export and apply them at any time. Additionally adds the an option to sell the entire grid.

Exotic Skills

See also: Exotic Skills
  • Hibernation Mode (50 Exotic gem.png) - Boosts stop losing their duration while the game is closed but still affect all buildings during that time as many they would normally do.

Tips and Tricks

Recommended Setups

  • Starter Power Plant Setup [1]
    Yellowprint
    Cost 182,300 Yellow resource
    Requirements Fully upgraded components via Technology tab.
    Power Capacity 3.023 M (3.023e6)
    Average Power Production 132,600/sec
    Import Code
    tZBBCsJADEWv4gm8wOxcCO4KeoG0Rh1IkzDNMMztla4M0jJI+1bJ/+GHRKVgUgK2IwncJVu48CNytHro
    XjBh2JmKRFJOYIaphskQxltOfWT803I4R6Nik7J1xCBAV5MET5zrc04MAy7qBT5ndXlUp/5Ero+3LHU0
    37b87g0ivLPWffMG
    
    Preview Powerplant Setup Early.png
  • Mid-game Power Plant Setup [2]
    • Recommended
      Yellowprint
      Cost 4 Sp (4e24) Yellow resource
      Requirements Power Plant Floor 2. 2 levels of each plasma turbine upgrade in Technology tab.
      Power Capacity 69.35 B (6.935e10)
      Average Power Production ???
      Import Code
      7ZW/DsIgEMbfyMWxm4urUV/gKlcluR4Nf9Lw9nZpIh1aaIrW6sR3BO6+30GgUS3qhoDtjhQI5WwhuZIsrS8qZ6TiM8LNKj0aeSRS7QGsRe2/Jorn2x57jr6sieGznSjJYZ8jRsc7aqEbrk6XkjFhW6qhd4HH6AA5R4ExIOGN4iMyatgk7YCv+wlMDX35cOkDSbp6f+k03JfzlgV44DUECSFHT1ij6FNOyiywKQYSbu58ykkZIC6ae
      e6j9MdLwJMsVkWXIzKKQJ+AkQLel+k1uf2JDjwB
      
      Preview Powerplant Setup Mid Main.png
    • Cheaper
      Yellowprint
      Cost 3 Qi (3e18) Yellow resource
      Requirements Power Plant Floor 2. 1 of each plasma turbine upgrade in Technology tab.
      Power Capacity 2.32 T (2.32e12)
      Average Power Production ???
      Import Code
      7ZbLDsIgEEX/yI1Ldm7cGvUHpjJVEjo0PEL4e+uiSWliA30k1nY3cAfunCEEauVR1xLIHqQCrpxlgkpBwgbGg1F0RkINVmnWZJkK7k4XgrAvFtLhCaxFHb7GXhBvlxslQV+AUDIPjZoz39kmxTYHIxZLZ4SiK8Ljo71QClcdb00MzzTrFOJuzlzIvVJjjsnnOIU2LmUu3sSjj83/CzV22yqpRt6m5YTLQI4sZufb+dbKF1BK5dvMJUapzMtXEpv3npotNWL8H2qNnRj/txoUh27V744yCN8=
      
      Preview Powerplant Setup Mid Cheaper.png
    • No-Dyson
      Yellowprint
      Cost 4 Sp (4e24) Yellow resource
      Requirements 2 levels of each plasma turbine upgrade in Technology tab.
      Power Capacity 1.873 T (1.873e12)
      Average Power Production ???
      Import Code
      7ZbBDoIwDIbfyItHbjyBUV+gSNUlZSVjy8Lby4WEmaBsrOiBE38zUv6Pdltb9mhaAm0PxFCzs0VZ3F2nWJ8RbpZNRNQxgTmBRtpYphrukYh9Cdai6TNFw8/sGrg6UymNqUBhEgmbFTnMobN0gHxVYrHCAoT+nkjKNcfLoOHxvjhb/kwZDdajx68yFtrD8Bg/FASho/n3Qq9L88UwSZOmESzN90+kH2xu0p17UfeNutU57JWuf9jqMpftFCpWy9+48rPVGn75ASt1Jl1DlUsnen8B
      
      Preview Powerplant Setup Mid No-Dyson.png
  • Late-game Power Plant Setup [3]
    Yellowprint
    Cost 3 QiD (3e48) Yellow resource
    Requirements Electricity Infinity Perk enabled. Power Plant Floor 2. Fully upgraded components via Technology tab.
    Power Capacity 3.046 Qi (3.046e18)
    Average Power Production 2.266 Qa/sec (2.266e15/sec)
    Import Code
    5ZbNDoIwDMffyItHbl68GvUFiqu6ZHRkbFl4e/GA2RadY4IQva30498fZaG1tKhqAaRXQgKTRheczpy
    4bgvWNpK2SKhAS1V0UU0FR6NKThg6WxRC2g1ojaqNWmfTcEl7hNM9L2ZZ6BJ6vfS09FaGAPpOX/GKgptqfejOcMEBDVhOrC/ZSAFqB4TCB1f
    IHuHuczfeKZMuHnTtI400bN9yURLIg3eVAO8I5PYYoOZ+Wh+BR67BdODjXCmnkW9CZ/HnEj/XnQk3kTyd9a3M/KAvmWOUQ6ouCtE5/jNfKQz
    2cVOc51QLfjq/hZq/SKXvfEuy8veqqHPqMU02Yt95Aw==
    
    Preview Powerplant Setup Late Infinity Perk.png

References

  1. Discord: Early Power Plant Setup
  2. Discord: Power plant guide v5
  3. Discord: MT15 Power Plant (Post Electric Stone)