Power Plant

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Revision as of 01:42, 25 August 2022 by D0sboots (talk | contribs) (→‎Technology: Add Dyson Node)
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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.

PowerPlant.png

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.

Yellow Battery

Adds +2000 power capacity.

Cost: 50 * 1.5qty

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

Upgradeable: +1% Total Capacity per Yellow Battery (add.) (5 times), +50% Power Capacity (15 times)

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.

Upgradeable: +25% Coal (mul.) (30 times, 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.

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.

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.

Upgradeable: +20% Oil (mul.) (30 times, Cost: 100000 * 3lvl)

Oil Furnace

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

Cost: 17500 * 1.5qty

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.

Upgradeable: +20% Gas (mul.) (30 times, Cost: 125000 * 3lvl)

Gas Turbine

Turns 25L of gas into 100 power per tick.

Cost: 5000 * 1.5qty

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

Solar Panel

Produces 1 power per tick (0 when raining).

Cost: 10000 * 1.5qty

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

Red Battery

Gives +25000 to power capacity.

Cost: 2000 * 1.5qty

Tier 4

Lava Pump

Provides 10M L of lava.

Cost: 25000 * 1.5qty

Lava can be moved with a fluid pipe.

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.

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

Upgradeable: +10% Uranium (mul.) (30 times, Cost: 5000000 * 3lvl)

Blue Battery

Gives +500000 to power capacity.

Cost: 50000 * 1.5qty

Tier 6

Fusion Reactor

Transforms 250L of He3 into 500L of Plasma

Cost: 1750000 * 1.5qty

Helium3 Tank

Provides 100000L of He3

Cost: 500000 * 1.5qty

Upgradeable: +8% Gas (mul.) (30 times, Cost: 25000000 * 3lvl)

Plasma Pipe

Transport 1000L of Plasma per tick

Cost: 100000 * 1.5qty

Plasma Turbine

Transform 100L of Plasma into 5000 power per tick

Cost: 500000 * 1.5qty

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 (you're stonking) the current amount of power exceeds the maximum amount.
  • Component Recycling - Increases the amount of resources returned from selling components to 50% instead of 25%.
  • Shutdown - Allows you to cancel boosts anytime. Does not refund any power!

Exotic Skills

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