Difference between revisions of "Power Plant"

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The Power Plant is a building where you generate electricity to give speed boosts to other buildings.{{Building|Tier=6|ConversionRate=800|Image=Powerplant.png|Color=Yellow|ColorCode=#E6C900}}
+
{{Building|Tier=6|ConversionRate=800|Image=Powerplant.png|Color=Yellow|ColorCode=#E6C900}}
[[File:PowerPlant.png|thumb]]
+
[[File:Yellow resource.png|left]]
<br />
+
The '''Power Plant''' is a building used to generate electricity to give speed boosts to other buildings.
 +
[[File:PowerPlant.png|thumb|Power plant example]]
  
==Upgrades==
+
{{Clear|left}}
Upgrading the power plant currently does nothing.
+
==Power Grid==
 +
The power grid is where you place structures in order to generate and store energy.
  
==PowerGrid==
+
You can place structures by selecting one from the list on the left of the screen, and then clicking an empty tile.
The power grid is where you place structures in order to make and store energy.
 
  
You can place structures by selecting one from the list on the left of the screen, and then clicking an empty square.
+
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.
  
To delete a structure, click it while you have a structure selected from the list.
+
Structures can connect with each other without the use of pipes, but pipes can be used to use resources more efficiently at times.  
  
 
==Network==
 
==Network==
This is where you spend your energy to speed up other buildings.
+
This is where you spend your energy to speed up other buildings:
  
Currently the only options are to speed up the [[Construction Firm]], or the [[Factory]].
+
*[[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.
 +
* <spoiler>[[Workshop]]: To boost [[Workshop]] you need an [[Era]] artifact. Boosting the workshop is only relevant for Era-related activities.</spoiler>
 +
*[[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. <spoiler>The darkness [[infinity]] stone grants this power.</spoiler>
 +
*[[Trading Post]]: reduces the time between perk refreshes and the timer to reset trades
  
The more energy you use, the longer and stronger the buff is.  
+
The more energy you use, the longer and stronger the boost is.  
  
You can boost multiple buildings at the same time, but selecting less makes the individual boosts better.
+
You can boost multiple buildings at the same time, but if they are boosted at <i>exactly</i> 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 <code>BoostEnergy</code>.
 +
 
 +
Then <code>BoostEnergy</code> is divided between time and effectiveness based on the position of the slider. For effectiveness, the slider runs from 1% to 100% of <code>BoostEnergy</code>, 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 <code>PostSlider</code>.
 +
 
 +
For both time and effectiveness, <code>PostSlider</code> is used as follows: <code>Result = log(PostSlider) * Perks * BaseValue</code>. When displayed, <code>Result</code> 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 <code>BaseValues</code> is:
 +
 
 +
{| class="wikitable"
 +
! 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%
 +
|-
 +
| {{Inline spoiler|Workshop}} || 3:40 || 21%
 +
|-
 +
| Arcade || 5:00 || 0.5%
 +
|-
 +
| Trading Post || 3:00 || 15%
 +
|}
  
 
==Technology==
 
==Technology==
 
These are your structures for use in the power grid.
 
These are your structures for use in the power grid.
  
In the future you will unlock more by upgrading the Power Plant.
+
You can unlock more by upgrading the Power Plant in the Construction Firm.
 +
 
 +
You can upgrade structures if they are upgradeable. All costs are rounded to the nearest resource. The power plant runs at 10 ticks/sec.
  
 
===Basic===
 
===Basic===
  
 
====Water Pump====
 
====Water Pump====
Provides infinite water. [[File:PowerPlantExample.png|thumb|Basic setup for tier 1.]]
+
Provides infinite water.
 +
 
 +
Cost: 25 * 1.5<sup>qty</sup>[[File:PowerPlantExample.png|thumb|Basic setup for tier 1.]]
  
 
====Fluid Pipe====
 
====Fluid Pipe====
 
Transports 1000L of gas or fluid per tick.
 
Transports 1000L of gas or fluid per tick.
 +
 +
Cost: 5 * 1.5<sup>qty</sup>
  
 
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.
 
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.
  
When the pipe is inactive it will be gray, when it has water inside it turns blue, and when steam is inside it turns white.
+
The pipe is gray when empty, blue when filled with water, and white when filled with steam.
  
It is not mandatory to connect structures via pipes, buildings can connect by being placed next to each other.
+
Upgrades:
 +
 
 +
Pipe Throughput (9 levels): +1000 to pipe input, output and storage (add.)
  
 
====Yellow Battery====
 
====Yellow Battery====
 
Adds +2000 power capacity.
 
Adds +2000 power capacity.
  
It can be placed anywhere, it does not need to be connected to anything.
+
Cost: 50 * 1.5<sup>qty</sup>
 +
 
 +
Can be placed anywhere, and is not needed to be connected to anything.
 +
 
 +
Upgrades:
 +
 
 +
Capacity (15 levels): +50% battery capacity
 +
 
 +
Deep link (5 levels): +1% total power capacity per Yellow battery (add.)
 +
 
 +
Note that the Total Capacity bonus applies to <i>all</i> batteries, as well as the base 1000 power! I.e. if you have fully upgraded Yellow Batteries and have 10 of them, they're providing +50% to all capacities.
  
 
===Tier 1===
 
===Tier 1===
Line 50: Line 107:
 
====Coal Chest====
 
====Coal Chest====
 
Provides 2500kg of coal.
 
Provides 2500kg of coal.
 +
 +
Cost: 40 * 1.5<sup>qty</sup>
  
 
Needs to be placed next to a coal boiler.
 
Needs to be placed next to a coal boiler.
  
 
Has to be replaced periodically, as it will run out of coal.
 
Has to be replaced periodically, as it will run out of coal.
 +
 +
Upgrades:
 +
 +
Storage (30 levels) +25% Coal (mul.) (Cost: 25000 * 3<sup>lvl</sup>)
  
 
====Coal Boiler====
 
====Coal Boiler====
Turns water, and 4 kg of coal into 30L of steam.
+
Turns 100L of water, and 4 kg of coal into 30L of steam.
 +
 
 +
Cost: 150 * 1.5<sup>qty</sup>
 +
 
 +
Needs to be connected to a water pump and a coal chest to function.
 +
 
 +
Upgrades:
  
It needs to be connected to water pump, and it needs a coal chest next to it.
+
Denser coal (9 levels): +30L steam/tick, +4kg coal useage/tick and +100L water useage/tick
  
 
====Steam Turbine====
 
====Steam Turbine====
Turns 10L of steam into 30 power per tick.
+
Transforms 10L of steam into 30 power per tick.
 +
 
 +
Cost: 60 * 1.5<sup>qty</sup>
 +
 
 +
Needs to be connected to an active coal boiler to generate energy.
  
It needs to be connected to an active coal boiler.
+
Upgrades:
 +
 
 +
Condensed turbines (6 levels): +100% power production (mult.) and steam useage/tick (Cost: 5000 × 3<sup>lvl</sup>)
 +
 
 +
Two-flow rotors (6 levels): -1 base steam useage/tick (Cost: 10,000,000 × 16<sup>lvl</sup>)
 +
 
 +
===Tier 2===
 +
 
 +
====Oil Barrel====
 +
Provides 10000L of oil
 +
 
 +
Cost: 1000 * 1.5<sup>qty</sup>
 +
 
 +
Can be placed anywhere, as long as a fluid pipe connects it to an oil furnace.
 +
 
 +
Upgrades:
 +
 
 +
Storage (30 levels): +20% Oil (mul.) (Cost: 100000 * 3<sup>lvl</sup>)
 +
 
 +
====Oil Furnace====
 +
Turns 20L of oil and 200L of water into 100L of steam.
 +
 
 +
Cost: 17500 * 1.5<sup>qty</sup>
 +
 
 +
Upgrades:
 +
 
 +
Bigger heat chambers (9 levels): +100L steam/tick, +20L oil usage and +200L water useage/tick
 +
 
 +
====Gas Tank====
 +
provides 20000L of gas.
 +
 
 +
Cost: 2000 * 1.5<sup>qty</sup>
 +
 
 +
can be placed anywhere, as long as fluid pipes connect it to a gas turbine.
 +
 
 +
Upgrades:
 +
 
 +
Storage (30 levels): +20% Gas (mul.) (Cost: 125000 * 3<sup>lvl</sup>)
 +
 
 +
====Gas Turbine====
 +
Turns 25L of gas into 100 power per tick.
 +
 
 +
Cost: 5000 * 1.5<sup>qty</sup>
 +
 
 +
Upgrades:
 +
 
 +
Early ignition (5 levels): +100% power production and gas requirement
 +
 
 +
Optimized pipes (2 levels): +1% power production (mul.) for gas turbines per regular pipe on the grid regardless if it's in use
 +
 
 +
===Tier 3===
 +
 
 +
====Water Turbine====
 +
Uses 20L of water to provide 3 power per tick.
 +
 
 +
Cost: 20000 * 1.5<sup>qty</sup>
 +
 
 +
Can be connected with pipes or directly to a Water Pump
 +
 
 +
Upgrades:
 +
 
 +
Streamlined turbines (9 levels): +100% power production (mul.) and +20L water useage
 +
 
 +
====Solar Panel====
 +
Produces 1 power per tick (0 when raining).
 +
 
 +
Cost: 10000 * 1.5<sup>qty</sup>
 +
 
 +
Upgrades:
 +
 
 +
Double sized panels (10 levels): +100% power production
 +
 
 +
Aqua panels (5 levels): 2% × lvl of power production well continue during rain
 +
 
 +
====Wind Turbine====
 +
Produces 0~4 power per tick (min. of 0 without wind and max of 4 when there is a hurricane).
 +
 
 +
Cost: 12500 * 1.5<sup>qty</sup>
 +
 
 +
Upgrades:
 +
 
 +
Extra long blades (10 levels): +100% power production
 +
 
 +
Titanium rotors: 8x power generation during hurricanes
 +
 
 +
====Red Battery====
 +
Gives +25000 to power capacity.
 +
 
 +
Cost: 2000 * 1.5<sup>qty</sup>
 +
 
 +
Upgrades:
 +
 
 +
Capacity (4 levels): +100% power capacity
 +
 
 +
Deep link (3 levels): +1% power capacity per component that processes resources and/or produces power times the number of red batteries (add.)
 +
 
 +
===Tier 4===
 +
 
 +
====Lava Pump====
 +
Provides 10M L of lava.
 +
 
 +
Cost: 25000 * 1.5<sup>qty</sup>
 +
 
 +
Lava can be moved with a fluid pipe.
 +
 
 +
Upgrades:
 +
 
 +
Storage (30 levels): +15% Lava (mul.) (Cost: 1500000 * 3<sup>lvl</sup>)
 +
 
 +
====Thermal Generator====
 +
Turns 100L of lava and 100L of water into 200 power per tick.
 +
 
 +
Cost: 50000 * 1.5<sup>qty</sup>
 +
 
 +
Can be connected with a pipe or directly to a lava pump.
 +
 
 +
Upgrades:
 +
 
 +
Turbine overheating (4 levels): +100% power production (mul.), +100L water and lava useage/tick
 +
 
 +
===Tier 5===
 +
 
 +
====Fission Reactor====
 +
Transforms 1Kg of Uranium and 100L of water into 200L of steam.
 +
 
 +
Cost: 100000 * 1.5<sup>qty</sup>
 +
 
 +
====Uranium Box====
 +
Provides 50000Kg of Uranium.
 +
 
 +
Cost: 75000 * 1.5<sup>qty</sup>
 +
 
 +
Upgrades:
 +
 
 +
Storage (30 levels): +10% Uranium (mul.) (Cost: 5000000 * 3<sup>lvl</sup>)
 +
 
 +
====Blue Battery====
 +
Gives +500000 to power capacity.
 +
 
 +
Cost: 50000 * 1.5<sup>qty</sup>
 +
 
 +
Upgrades:
 +
 
 +
Deep link (4 levels): +1% total power capacity per component on the grid that emits resources (imcluding storage) times the number of blue batteries (add.)
 +
 
 +
===Tier 6===
 +
 
 +
====Fusion Reactor====
 +
Transforms 250L of He3 into 500L of Plasma
 +
 
 +
Cost: 1750000 * 1.5<sup>qty</sup>
 +
 
 +
Upgrades:
 +
 
 +
Cold Fusion (9 levels): +500L Plasma Production (add.), +250L Helium Requirement (add.) (Cost: 1e14 * 100<sup>lvl</sup>)
 +
 
 +
====Helium3 Tank====
 +
Provides 100000L of He3
 +
 
 +
Cost: 500000 * 1.5<sup>qty</sup>
 +
 
 +
Upgrades:
 +
 
 +
Storage (30 levels): +8% Gas (mul.) (Cost: 25000000 * 3<sup>lvl</sup>)
 +
 
 +
====Plasma Pipe====
 +
Transport 1000L of Plasma per tick
 +
 
 +
Cost: 100000 * 1.5<sup>qty</sup>
 +
 
 +
Upgrades:
 +
 
 +
Plasma Throughput (9 levels): +1000 Plasma input/output/storage (add.) (Cost: 1e15 * 1000<sup>lvl</sup>)
 +
 
 +
====Plasma Turbine====
 +
Transform 100L of Plasma into 5000 power per tick
 +
 
 +
Cost: 500000 * 1.5<sup>qty</sup>
 +
 
 +
Upgrades:
 +
 
 +
Plasma Synergy (3 levels): +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.) (Cost: 1e16 * 1e8<sup>lvl</sup>)
 +
<br>(Note: The +2% bonus is *additive* with increasing levels, i.e. at 3/3 levels it is a 1.06 multiplicative bonus.)
 +
 
 +
Water Synergy (5 levels): +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 (Cost: 1e18 * 1e6<sup>lvl</sup>)
 +
<br>(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.)
 +
 
 +
Solar Synergy (5 levels): +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 (Cost: 1e18 * 1e6<sup>lvl</sup>)
 +
<br>(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.)
 +
 
 +
Wind Synergy (5 levels): +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 (Cost: 1e18 * 1e6<sup>lvl</sup>)
 +
<br>(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 water turbine. This applies independently/in addition to Plasma Synergy.)
 +
 
 +
===Floor 2===
 +
 
 +
====Dyson Node====
 +
Provides aura and +X Power / Tick (depends on dyson power)
 +
 
 +
Cost: 1e12 * 1.5<sup>qty</sup>
 +
 
 +
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 <code>dyson_power</code><sup>0.25</sup>. This maxes at 1189.2071 power per tick.
  
 
==Skills==
 
==Skills==
None yet.{{PerfectNavigation}}
+
{{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''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - 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===
 +
<ul>
 +
<li>Starter Power Plant Setup <sup>[[#References|[1]]]</sup>
 +
{| class="mw-collapsible wikitable"
 +
|+ style="white-space:nowrap;text-align:left;font-weight:normal;" | Yellowprint
 +
|-
 +
! scope="row" style="text-align:left;" | Cost
 +
| {{Number|1.823e5|icon={{Resource|Yellow}}}}
 +
|-
 +
! scope="row" style="text-align:left;" | Requirements
 +
| Fully upgraded components via [[#Technology|Technology]] tab.
 +
|-
 +
! scope="row" style="text-align:left;" | Power Capacity
 +
| {{Number|3.023e6}}
 +
|-
 +
! scope="row" style="text-align:left;" | Average Power Production
 +
| {{Number|1.326e5|suffix=/sec}}
 +
|-
 +
! scope="row" style="text-align:left;" | Import Code
 +
| <syntaxhighlight lang=text>tZBBCsJADEWv4gm8wOxcCO4KeoG0Rh1IkzDNMMztla4M0jJI+1bJ/+GHRKVgUgK2IwncJVu48CNytHro
 +
XjBh2JmKRFJOYIaphskQxltOfWT803I4R6Nik7J1xCBAV5MET5zrc04MAy7qBT5ndXlUp/5Ero+3LHU0
 +
37b87g0ivLPWffMG</syntaxhighlight>
 +
|-
 +
! scope="row" style="text-align:left;" | Preview
 +
| [[File:Powerplant Setup Early.png|320x173px]]
 +
|}</li>
 +
<li>Mid-game Power Plant Setup <sup>[[#References|[2]]]</sup>
 +
<ul>
 +
<li>Recommended
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
|+ style="white-space:nowrap;text-align:left;font-weight:normal;" | Yellowprint
 +
|-
 +
! scope="row" style="text-align:left;" | Cost
 +
| {{Number|1.703e30|icon={{Resource|Yellow}}}}
 +
|-
 +
! scope="row" style="text-align:left;" | Requirements
 +
| Power Plant [[#Floor_2|Floor 2]]. Fully upgraded components via [[#Technology|Technology]] tab.
 +
|-
 +
! scope="row" style="text-align:left;" | Power Capacity
 +
| {{Number|3.304e10}}
 +
|-
 +
! scope="row" style="text-align:left;" | Average Power Production
 +
| {{Number|7.947e7|suffix=/sec}}
 +
|-
 +
! scope="row" style="text-align:left;" | Import Code
 +
| <syntaxhighlight lang=text>1ZVBCgMhDEVP1F7AXTc9QHuBDKaDIIlkIoO37yAUhsJYW8fSbkIk0f/+3xh4RgkeSI+ewXJUEwQPjm6O
 +
nCZj08R0RkIBZTEjTNcogyPcYxJcQCNoT6CKkjbavNWVYzXJYuVSB1wuLzLpD/DfCTxT1F5pcp3Qe54f
 +
kqXTV+wvL1yWfRirttvt5zL4iO+G3m71E9Umr2vBrb63850YfjuHDv9JNXNPlDs=</syntaxhighlight>
 +
|-
 +
! scope="row" style="text-align:left;" | Preview
 +
| [[File:Powerplant Setup Mid Main.png|320x183px]]
 +
|}</li>
 +
<li>Cheaper
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
|+ style="white-space:nowrap;text-align:left;font-weight:normal;" | Yellowprint
 +
|-
 +
! scope="row" style="text-align:left;" | Cost
 +
| {{Number|1.264e20|icon={{Resource|Yellow}}}}
 +
|-
 +
! scope="row" style="text-align:left;" | Requirements
 +
| Power Plant [[#Floor_2|Floor 2]]. Fully upgraded components via [[#Technology|Technology]] tab.
 +
|-
 +
! scope="row" style="text-align:left;" | Power Capacity
 +
| {{Number|2.405e10}}
 +
|-
 +
! scope="row" style="text-align:left;" | Average Power Production
 +
| {{Number|4.665e7|suffix=/sec}}
 +
|-
 +
! scope="row" style="text-align:left;" | Import Code
 +
| <syntaxhighlight lang=text>K8gvTy0qyEnMK9HLyU9MyS8tsc7JL1coSi3OLy1KTi22Tqkszs9zT81LLUosyS+yTk8sDiktSsrMSx1B
 +
MgWZBdgJGqghxhVFqSlOiSUlqUWVQ0FnZWoOMEnBNBMIGCRrKFRJwGlYXEW8ZnS76aFzEIclkB8MFE9M
 +
HxI6wURSTmkqkYFDTaUEnIahf7BrHZxhSX5ypsBSSuN+wOuX4S0DAA==</syntaxhighlight>
 +
|-
 +
! scope="row" style="text-align:left;" | Preview
 +
| [[File:Powerplant Setup Mid Cheaper.png|320x188px]]
 +
|}</li>
 +
<li>No-Dyson (A bit more expensive)
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
|+ style="white-space:nowrap;text-align:left;font-weight:normal;" | Yellowprint
 +
|-
 +
! scope="row" style="text-align:left;" | Cost
 +
| {{Number|1.94e31|icon={{Resource|Yellow}}}}
 +
|-
 +
! scope="row" style="text-align:left;" | Requirements
 +
| Fully upgraded components via [[#Technology|Technology]] tab.
 +
|-
 +
! scope="row" style="text-align:left;" | Power Capacity
 +
| {{Number|1.739e10}}
 +
|-
 +
! scope="row" style="text-align:left;" | Average Power Production
 +
| {{Number|4.823e7|suffix=/sec}}
 +
|-
 +
! scope="row" style="text-align:left;" | Import Code
 +
| <syntaxhighlight lang=text>K8gvTy0qyEnMK9HLyU9MyS8tsc7LV0ipLM7Psy5KTXFKLClJLaq0LsgsSMVNpCcWh5QWJWXmEcHEbxKY
 +
SMopTYVZTIwbCJhOtOXDz15SY4M4l5BnAVEOwCpD0FUkRgQ58UapG2BqgkvyixLTictLwyYEyEsaA55i
 +
SYtcZJdUpubk5JeTXHhSw2r8lg2QjVSJBKy2AwA=</syntaxhighlight>
 +
|-
 +
! scope="row" style="text-align:left;" | Preview
 +
| [[File:Powerplant Setup Mid No-Dyson.png|320x188px]]
 +
|}</li>
 +
</ul>
 +
</li>
 +
<li>Late-game Power Plant Setup <sup>[[#References|[3]]]</sup>
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
|+ style="white-space:nowrap;text-align:left;font-weight:normal;" | Yellowprint
 +
|-
 +
! scope="row" style="text-align:left;" | Cost
 +
| {{Number|2.866e34|icon={{Resource|Yellow}}}}
 +
|-
 +
! scope="row" style="text-align:left;" | Requirements
 +
| Electricity [[Infinity#Infinity_Perks|Infinity Perk]] enabled. Power Plant [[#Floor_2|Floor 2]]. Fully upgraded components via [[#Technology|Technology]] tab.
 +
|-
 +
! scope="row" style="text-align:left;" | Power Capacity
 +
| {{Number|4.329e12}}
 +
|-
 +
! scope="row" style="text-align:left;" | Average Power Production
 +
| {{Number|1.304e8|suffix=/sec}}
 +
|-
 +
! scope="row" style="text-align:left;" | Import Code
 +
| <syntaxhighlight lang=text>K8gvTy0qyEnMK9HLyU9MyS8tsc7MS8vMyyyptE6pLM7Pc0/NSy1KLMkvsi7ILEglQKDpSE8sDiktSsrM
 +
GwwyRDgfG0GMCbjtJ9NSYmymuk+JsZk2PiVgMw19iiCSckpTnRJLSlKLKunjVRRPBwPNTUynk1fRTR1u
 +
kUrv5EvvjErzImngC2tUGQA=</syntaxhighlight>
 +
|-
 +
! scope="row" style="text-align:left;" | Preview
 +
| [[File:Powerplant Setup Late Infinity Perk.png|320x188px]]
 +
|}</li>
 +
</ul>
 +
 
 +
==References==
 +
<small>
 +
#Discord: [https://discord.com/channels/488444879836413975/781517486045921291/1130610612771246080 Early Power Plant Setup]
 +
#Discord: [https://discord.com/channels/488444879836413975/781517590123905064/855970304631636012 Power plant guide v4]
 +
#Discord: [https://discord.com/channels/488444879836413975/891636673744609280/1160062279467941981 MT15 Power Plant (Post Electric Stone)]
 +
</small>
 +
 
 +
{{Navbox buildings|state=expanded}}
 +
{{PerfectNavigation}}
 
[[Category:Buildings]]
 
[[Category:Buildings]]

Latest revision as of 04:13, 16 March 2024


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 structures for use in the power grid.

You can unlock more by upgrading the Power Plant in the Construction Firm.

You can upgrade structures if they are upgradeable. All costs are rounded to the nearest resource. The power plant runs at 10 ticks/sec.

Basic

Water Pump

Provides infinite water.

Cost: 25 * 1.5qty

Basic setup for tier 1.

Fluid Pipe

Transports 1000L of gas or fluid per tick.

Cost: 5 * 1.5qty

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.

Upgrades:

Pipe Throughput (9 levels): +1000 to pipe input, output and storage (add.)

Yellow Battery

Adds +2000 power capacity.

Cost: 50 * 1.5qty

Can be placed anywhere, and is not needed to be connected to anything.

Upgrades:

Capacity (15 levels): +50% battery capacity

Deep link (5 levels): +1% total power capacity per Yellow battery (add.)

Note that the Total Capacity bonus applies to all batteries, as well as the base 1000 power! I.e. if you have fully upgraded Yellow Batteries and have 10 of them, they're providing +50% to all capacities.

Tier 1

Coal Chest

Provides 2500kg of coal.

Cost: 40 * 1.5qty

Needs to be placed next to a coal boiler.

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

Upgrades:

Storage (30 levels) +25% Coal (mul.) (Cost: 25000 * 3lvl)

Coal Boiler

Turns 100L of water, and 4 kg of coal into 30L of steam.

Cost: 150 * 1.5qty

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

Upgrades:

Denser coal (9 levels): +30L steam/tick, +4kg coal useage/tick and +100L water useage/tick

Steam Turbine

Transforms 10L of steam into 30 power per tick.

Cost: 60 * 1.5qty

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

Upgrades:

Condensed turbines (6 levels): +100% power production (mult.) and steam useage/tick (Cost: 5000 × 3lvl)

Two-flow rotors (6 levels): -1 base steam useage/tick (Cost: 10,000,000 × 16lvl)

Tier 2

Oil Barrel

Provides 10000L of oil

Cost: 1000 * 1.5qty

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

Upgrades:

Storage (30 levels): +20% Oil (mul.) (Cost: 100000 * 3lvl)

Oil Furnace

Turns 20L of oil and 200L of water into 100L of steam.

Cost: 17500 * 1.5qty

Upgrades:

Bigger heat chambers (9 levels): +100L steam/tick, +20L oil usage and +200L water useage/tick

Gas Tank

provides 20000L of gas.

Cost: 2000 * 1.5qty

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

Upgrades:

Storage (30 levels): +20% Gas (mul.) (Cost: 125000 * 3lvl)

Gas Turbine

Turns 25L of gas into 100 power per tick.

Cost: 5000 * 1.5qty

Upgrades:

Early ignition (5 levels): +100% power production and gas requirement

Optimized pipes (2 levels): +1% power production (mul.) for gas turbines per regular pipe on the grid regardless if it's in use

Tier 3

Water Turbine

Uses 20L of water to provide 3 power per tick.

Cost: 20000 * 1.5qty

Can be connected with pipes or directly to a Water Pump

Upgrades:

Streamlined turbines (9 levels): +100% power production (mul.) and +20L water useage

Solar Panel

Produces 1 power per tick (0 when raining).

Cost: 10000 * 1.5qty

Upgrades:

Double sized panels (10 levels): +100% power production

Aqua panels (5 levels): 2% × lvl of power production well continue during rain

Wind Turbine

Produces 0~4 power per tick (min. of 0 without wind and max of 4 when there is a hurricane).

Cost: 12500 * 1.5qty

Upgrades:

Extra long blades (10 levels): +100% power production

Titanium rotors: 8x power generation during hurricanes

Red Battery

Gives +25000 to power capacity.

Cost: 2000 * 1.5qty

Upgrades:

Capacity (4 levels): +100% power capacity

Deep link (3 levels): +1% power capacity per component that processes resources and/or produces power times the number of red batteries (add.)

Tier 4

Lava Pump

Provides 10M L of lava.

Cost: 25000 * 1.5qty

Lava can be moved with a fluid pipe.

Upgrades:

Storage (30 levels): +15% Lava (mul.) (Cost: 1500000 * 3lvl)

Thermal Generator

Turns 100L of lava and 100L of water into 200 power per tick.

Cost: 50000 * 1.5qty

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

Upgrades:

Turbine overheating (4 levels): +100% power production (mul.), +100L water and lava useage/tick

Tier 5

Fission Reactor

Transforms 1Kg of Uranium and 100L of water into 200L of steam.

Cost: 100000 * 1.5qty

Uranium Box

Provides 50000Kg of Uranium.

Cost: 75000 * 1.5qty

Upgrades:

Storage (30 levels): +10% Uranium (mul.) (Cost: 5000000 * 3lvl)

Blue Battery

Gives +500000 to power capacity.

Cost: 50000 * 1.5qty

Upgrades:

Deep link (4 levels): +1% total power capacity per component on the grid that emits resources (imcluding storage) times the number of blue batteries (add.)

Tier 6

Fusion Reactor

Transforms 250L of He3 into 500L of Plasma

Cost: 1750000 * 1.5qty

Upgrades:

Cold Fusion (9 levels): +500L Plasma Production (add.), +250L Helium Requirement (add.) (Cost: 1e14 * 100lvl)

Helium3 Tank

Provides 100000L of He3

Cost: 500000 * 1.5qty

Upgrades:

Storage (30 levels): +8% Gas (mul.) (Cost: 25000000 * 3lvl)

Plasma Pipe

Transport 1000L of Plasma per tick

Cost: 100000 * 1.5qty

Upgrades:

Plasma Throughput (9 levels): +1000 Plasma input/output/storage (add.) (Cost: 1e15 * 1000lvl)

Plasma Turbine

Transform 100L of Plasma into 5000 power per tick

Cost: 500000 * 1.5qty

Upgrades:

Plasma Synergy (3 levels): +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.) (Cost: 1e16 * 1e8lvl)
(Note: The +2% bonus is *additive* with increasing levels, i.e. at 3/3 levels it is a 1.06 multiplicative bonus.)

Water Synergy (5 levels): +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 (Cost: 1e18 * 1e6lvl)
(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.)

Solar Synergy (5 levels): +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 (Cost: 1e18 * 1e6lvl)
(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.)

Wind Synergy (5 levels): +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 (Cost: 1e18 * 1e6lvl)
(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 water turbine. This applies independently/in addition to Plasma Synergy.)

Floor 2

Dyson Node

Provides aura and +X Power / Tick (depends on dyson power)

Cost: 1e12 * 1.5qty

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 1189.2071 power per tick.

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 1.703 No (1.703e30) Yellow resource
      Requirements Power Plant Floor 2. Fully upgraded components via Technology tab.
      Power Capacity 33.04 B (3.304e10)
      Average Power Production 79.47 M/sec (7.947e7/sec)
      Import Code
      1ZVBCgMhDEVP1F7AXTc9QHuBDKaDIIlkIoO37yAUhsJYW8fSbkIk0f/+3xh4RgkeSI+ewXJUEwQPjm6O
      nCZj08R0RkIBZTEjTNcogyPcYxJcQCNoT6CKkjbavNWVYzXJYuVSB1wuLzLpD/DfCTxT1F5pcp3Qe54f
      kqXTV+wvL1yWfRirttvt5zL4iO+G3m71E9Umr2vBrb63850YfjuHDv9JNXNPlDs=
      
      Preview Powerplant Setup Mid Main.png
    • Cheaper
      Yellowprint
      Cost 126.4 Qi (1.264e20) Yellow resource
      Requirements Power Plant Floor 2. Fully upgraded components via Technology tab.
      Power Capacity 24.05 B (2.405e10)
      Average Power Production 46.65 M/sec (4.665e7/sec)
      Import Code
      K8gvTy0qyEnMK9HLyU9MyS8tsc7JL1coSi3OLy1KTi22Tqkszs9zT81LLUosyS+yTk8sDiktSsrMSx1B
      MgWZBdgJGqghxhVFqSlOiSUlqUWVQ0FnZWoOMEnBNBMIGCRrKFRJwGlYXEW8ZnS76aFzEIclkB8MFE9M
      HxI6wURSTmkqkYFDTaUEnIahf7BrHZxhSX5ypsBSSuN+wOuX4S0DAA==
      
      Preview Powerplant Setup Mid Cheaper.png
    • No-Dyson (A bit more expensive)
      Yellowprint
      Cost 19.4 No (1.94e31) Yellow resource
      Requirements Fully upgraded components via Technology tab.
      Power Capacity 17.39 B (1.739e10)
      Average Power Production 48.23 M/sec (4.823e7/sec)
      Import Code
      K8gvTy0qyEnMK9HLyU9MyS8tsc7LV0ipLM7Psy5KTXFKLClJLaq0LsgsSMVNpCcWh5QWJWXmEcHEbxKY
      SMopTYVZTIwbCJhOtOXDz15SY4M4l5BnAVEOwCpD0FUkRgQ58UapG2BqgkvyixLTictLwyYEyEsaA55i
      SYtcZJdUpubk5JeTXHhSw2r8lg2QjVSJBKy2AwA=
      
      Preview Powerplant Setup Mid No-Dyson.png
  • Late-game Power Plant Setup [3]
    Yellowprint
    Cost 28.66 De (2.866e34) Yellow resource
    Requirements Electricity Infinity Perk enabled. Power Plant Floor 2. Fully upgraded components via Technology tab.
    Power Capacity 4.329 T (4.329e12)
    Average Power Production 130.4 M/sec (1.304e8/sec)
    Import Code
    K8gvTy0qyEnMK9HLyU9MyS8tsc7MS8vMyyyptE6pLM7Pc0/NSy1KLMkvsi7ILEglQKDpSE8sDiktSsrM
    GwwyRDgfG0GMCbjtJ9NSYmymuk+JsZk2PiVgMw19iiCSckpTnRJLSlKLKunjVRRPBwPNTUynk1fRTR1u
    kUrv5EvvjErzImngC2tUGQA=
    
    Preview Powerplant Setup Late Infinity Perk.png

References

  1. Discord: Early Power Plant Setup
  2. Discord: Power plant guide v4
  3. Discord: MT15 Power Plant (Post Electric Stone)