Power Plant
Power Plant | |
---|---|
Max. Tier | 6 |
Conversion rate | 800:1 |
Color theme | Yellow |
The Power Plant is a building used to generate electricity to give speed boosts to other buildings.
Contents
Power Grid
The power grid is where you place components in order to generate and store energy.
You can place components by selecting one from the list on the left of the screen, and then clicking an empty tile. The price of the placed component will increase by 1.5x (mul.) for each component of the same type on the grid, this is reverted if the component is sold.
To sell a component, right-click the filled tile while not having any component selected from the list. Doing so will fully refund the resources you spent buying the component.
Components must connect either orthogonally to a component they supply something to or via pipes if the component provides a fluid can be transported by one. Generators do not need to be connected to a battery, all battery storage and power production is simply added together for their final values.
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 and dyson node can be upgraded in the technology tab. All costs are rounded to the nearest resource. The power plant runs at 10 ticks/sec.
Basic
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Special
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 ) - 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 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 - Mid-game Power Plant Setup [2]
- Recommended
Yellowprint Cost 4 Sp (4e24) 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 - Cheaper
Yellowprint Cost 3 Qi (3e18) 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 - No-Dyson
Yellowprint Cost 4 Sp (4e24) 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
- Recommended
- Late-game Power Plant Setup [3]
Yellowprint Cost 3 QiD (3e48) 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
References
- Discord: Early Power Plant Setup
- Discord: Power plant guide v5
- Discord: MT15 Power Plant (Post Electric Stone)