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'''Power''' is a special [[:Category:Resources|resource]] which is transmitted through [[Cable]]s and measured in MW. Power is required to use most [[:Category:Equipment|equipment]], and is therefore one of the most important resources in the game.
'''Power''' is a special [[:Category:Resources|resource]] which is transmitted through [[cable]]s and measured in MW. Power is required by most [[:Category:Equipment|equipment]], and is therefore one of the most important resources in the game.


Power is usually created by supplying a [[Reactor]] with [[Fuel]] or by supplying a [[Fusion Reactor]] with [[Deuterium]], but it can also be transmitted to cables using a [[Generator]] supplied with [[Energy Cells]].
Power supply and demand can be viewed in the [[Powergrid]] screen. From there, power can be reduced by equipment category, causing affected equipment to perform slower.


Power can be stored using [[Battery|Batteries]], up to 1000 MW per battery.
The [[Getting_Started#Power|starting power system]] consists of a [[reactor]], with [[fuel]] supplied by [[pipe]] from a [[loader]] loading fuel [[container]]s. This simple system has some power consistency shortcomings that become more important as the ship's power requirements grow.


==Generation==
There are a few sources of energy available with varying size-efficiency, fuel-cost efficiency and reliability.
{| class="wikitable"
|+
!Name
!Output
! Fuel
!Notes
!Size
|-
|[[Reactor]]
|100 MW
|[[Fuel]]
|
|3x3
|-
|[[Fusion Reactor]]
|500 MW
|[[Deuterium]]
|Draws significant power during activation
|5x5
|-
|[[Solar Panel]]
|10 MW
|
|50% power in [[Sector Map#Gas Clouds|gas clouds]]
0% power during [[Hyperspace]] jumps
|4x8
|}
==Reactor output scaling==
Reactors don't always run at full capacity (because that would unnecessarily consume fuel), instead reactors attempt to supply only the amount of power that the connected system demands. Reactors take time to scale power production up or down, so when demand increases the supply will temporarily be insufficient until the reactors scale up sufficiently.
==Continuous power flow==
One of the first shortcomings players are likely to notice with the starting power system is a loss of power when a fuel container runs dry, until the crew loads a new container. The duration of this power outage will depend on the availability of crew members to retrieve a new fuel container and the distance between the fuel storage and the loader. This kind of delay can cause significant problems during a time-sensitive mission.
One solution is to introduce a [[tank]] into the system. Excess fuel will be stored in the tank and provided to the system as needed. Fuel containers will be quickly drained into the tank, and the tank will supply fuel to the system while the crew retrieves a new container.
Another solution is to introduce a [[battery]] into the system. A battery stores excess power, and provides this power back into the system when supply is insufficient, such as when the reactor has shut off due to lack of fuel.
==Demand spikes==
Some equipment has variable power draw. Each time the power demand increases, a reactor-based power system will have insufficient power until the reactor scales up output to match. A battery in the system can supply immediate power to cover these demand spikes until the reactor can catch up.
==Emergency backup==
If a ship with a reactor-based power system runs out of fuel, the ship is effectively dead in space, unable to produce power to run the [[FTL Drive|FTL drive]]. [[Solar Panel|Solar panel]]s, or a single solar panel that charges a [[battery]], can provide backup power in this situation.
[[Category:Getting started]]
[[Category:Game mechanics]]
[[Category:Resources]]
[[Category:Resources]]

Latest revision as of 14:07, 15 April 2025

Power is a special resource which is transmitted through cables and measured in MW. Power is required by most equipment, and is therefore one of the most important resources in the game.

Power supply and demand can be viewed in the Powergrid screen. From there, power can be reduced by equipment category, causing affected equipment to perform slower.

The starting power system consists of a reactor, with fuel supplied by pipe from a loader loading fuel containers. This simple system has some power consistency shortcomings that become more important as the ship's power requirements grow.

Generation[edit | edit source]

There are a few sources of energy available with varying size-efficiency, fuel-cost efficiency and reliability.

Name Output Fuel Notes Size
Reactor 100 MW Fuel 3x3
Fusion Reactor 500 MW Deuterium Draws significant power during activation 5x5
Solar Panel 10 MW 50% power in gas clouds

0% power during Hyperspace jumps

4x8

Reactor output scaling[edit | edit source]

Reactors don't always run at full capacity (because that would unnecessarily consume fuel), instead reactors attempt to supply only the amount of power that the connected system demands. Reactors take time to scale power production up or down, so when demand increases the supply will temporarily be insufficient until the reactors scale up sufficiently.

Continuous power flow[edit | edit source]

One of the first shortcomings players are likely to notice with the starting power system is a loss of power when a fuel container runs dry, until the crew loads a new container. The duration of this power outage will depend on the availability of crew members to retrieve a new fuel container and the distance between the fuel storage and the loader. This kind of delay can cause significant problems during a time-sensitive mission.

One solution is to introduce a tank into the system. Excess fuel will be stored in the tank and provided to the system as needed. Fuel containers will be quickly drained into the tank, and the tank will supply fuel to the system while the crew retrieves a new container.

Another solution is to introduce a battery into the system. A battery stores excess power, and provides this power back into the system when supply is insufficient, such as when the reactor has shut off due to lack of fuel.

Demand spikes[edit | edit source]

Some equipment has variable power draw. Each time the power demand increases, a reactor-based power system will have insufficient power until the reactor scales up output to match. A battery in the system can supply immediate power to cover these demand spikes until the reactor can catch up.

Emergency backup[edit | edit source]

If a ship with a reactor-based power system runs out of fuel, the ship is effectively dead in space, unable to produce power to run the FTL drive. Solar panels, or a single solar panel that charges a battery, can provide backup power in this situation.