Electricity structures provide power essential for keeping the buildings functioning.
List of power generators[edit | edit source]
- Both wind and solar require no workers. The output of solar is halved in winter. Both can be effective substitutes for larger generators on mineral-rich colonies.
|Solar panel (Tier 1)||12||8||0||Sunlight|
|Solar panel (Tier 2)||22||18||0||Sunlight|
|Solar panel (Tier 3)||30||26||0||Sunlight|
|Geothermal generator (Tier 1)||24||200||10||Geothermal Vent|
|Geothermal generator (Tier 2)||36||260||10||Geothermal Vent|
|Zorium generator (Tier 1)||90||360||21||Zorium|
|Zorium generator (Tier 2)||134||467||21||Zorium|
Batteries[edit | edit source]
- Batteries store energy for later use and have to be manually turned on from the policy panel. With research center upgraded to tier 2, they can also provide a variety of boosts.
|Energy battery (Tier 1)||14||1||10|
|Energy battery (Tier 2)||21||1||20|
|Energy battery (Tier 3)||27||1||30|
Strategy[edit | edit source]
- While both zorium and geothermal are area-effective solutions to power generation and the humble solar panels get glosses over in later sols of the colony's development, it's worth noting that solar panels are completely unmanned and have a minuscule impact on air quality, while geothermics and zorium both have a significant negative impact. If you have plenty of nanites, but few colonists or persistent air quality problems, a large network of solar panels can help.