Power Plant
Generates power. Low power slows production and defenses.
Stats
- Tier
- Tier 1
- Cost
- 140 metal
- Build time
- 12 s
- Hit points
- 500
- Armor
- Structure
- Vision
- 5 tiles
- Footprint
- 2×2 tiles
- Power
- +20
- Weapons
- Unarmed
- Upgrade
- 260 metal · 18 s
- Built by
- Engineer
Engineer Boat
- Upgrades to
- Advanced Power Plant

The Power Plant generates power. Every extractor, factory, turret, repair tower and radar draws it, and so does every unit, as much as it counts in population, and the grid loses the square of its load on the way, so a big faction pays more for its next tank than a small one. When the supply falls short of the load the whole base slows down: production, defenses, mining and repairs all run at a fraction of speed, units drive at half that shortfall, and radar loses range. See Economy and power for the figures.
How to use
Build one early and another before every factory. Keep a margin: a plant lost to a raid at the wrong moment turns a whole turret line sluggish. Place plants at the back of the base, since bombers and artillery target them first for exactly that reason. Upgrade to the Advanced Power Plant once metal allows: two and a half times the output in the same footprint.
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