Energy
Energy powers your mining operations and facilities. Unlike other resources, energy is not stored - it's generated and consumed in real-time.
Overview
| Property | Value |
|---|---|
| Primary Source | Solar Plant |
| Secondary Source | Solar Satellites |
| Auxiliary | Solar Satellites |
| Storage | None (real-time) |
| Color | Yellow |
Energy Balance
Your energy status is calculated as:
Available = Production - Consumption
Positive Energy
All mines and facilities operate at 100% efficiency. Fuel Cells are generated directly from Fusion Reactor output and are separate from live grid power.
Negative Energy
- Mines reduce production proportionally
- Critical facilities may be affected
- Production calculated as:
Production * (Available / Required) - Fuel cells drain at 1 fuel cell per 1,000 negative energy per hour
Energy Sources
Energy output from all sources is boosted by Energy Technology (+5% per level) and Fusion (+10% per level).
Solar Plant
The primary energy source, especially early game.
Production = 20 * Level * 1.1^Level * Production Percentage
Total = Production * (1 + 0.05 * Energy Tech) * (1 + 0.10 * Fusion)
Production Percentage is the building slider (0-100%) for the Solar Plant.
| Level | Energy |
|---|---|
| 1 | 22 |
| 5 | 161 |
| 10 | 518 |
| 15 | 1,253 |
| 20 | 2,690 |
Values assume 100% production, Energy Tech 0, and Fusion 0.
Advantages:
- No running costs
- Reliable production
- Easy to build
Disadvantages:
- Takes building slots
Fusion Reactor
Fusion output is converted into Fuel Cells (not live grid energy).
FuelCellOutput = 22 * Level * 1.04^Level * Production Percentage
Total FuelCell Output = FuelCellOutput * (1 + 0.05 * Energy Tech)
* (1 + 0.10 * Fusion)
* (1 + 0.05 * Fusion)
Deuterium consumption scales with level only (not production percentage).
| Level | Fuel Cells/Hour | Deuterium/Hour |
|---|---|---|
| 1 | 22 | 17 |
| 5 | 133 | 140 |
| 10 | 325 | 496 |
| 15 | 594 | 1,313 |
| 20 | 964 | 3,086 |
Values assume 100% production, Energy Tech 0, and Fusion 0.
Fusion applies two bonuses to Fusion Reactor output:
- +10% per level from global energy-source scaling
- +5% per level as a reactor-specific fuel-cell bonus
Requirements:
- Deuterium Synthesizer level 5
- Fusion level 1
Advantages:
- High fuel-cell output per level
- Adds fuel-cell storage capacity per level
Disadvantages:
- Consumes deuterium continuously
- Does not power mines directly
Solar Satellites
Orbital energy generators.
Base = 5 + ((MaxTemp + 130) * 45 / 390)
Production = min(50, max(5, Base))
Total = Production * (1 + 0.05 * Energy Tech) * (1 + 0.10 * Fusion)
Multiply by your satellite count to get total output.
Solar Satellites always operate at full output (no production slider).
| Temperature | Energy/Satellite |
|---|---|
| -130°C | 5 |
| -40°C | 15.4 |
| 0°C | 20.0 |
| +40°C | 24.6 |
| +120°C | 33.8 |
| +260°C | 50 |
Values assume Energy Tech 0 and Fusion 0.
Advantages:
- No building slots used
- Scales infinitely
- Great for hot inner planets
Disadvantages:
- Destroyed in attacks
- Must be rebuilt after losses
- Less effective on cold planets
Energy Consumption
Mines
| Building | Formula |
|---|---|
| Metal Mine | 10 * Level * 1.1^Level |
| Crystal Mine | 10 * Level * 1.1^Level |
| Deuterium Synthesizer | 20 * Level * 1.1^Level |
Energy consumption scales with the building production percentage (0-100%).
Consumption by Level
| Level | Metal/Crystal | Deuterium Synth |
|---|---|---|
| 5 | 81 | 161 |
| 10 | 259 | 518 |
| 15 | 670 | 1,340 |
| 20 | 1,577 | 3,154 |
Temperature Effects
Solar Satellites scale with temperature: hotter planets produce more energy per satellite. Solar Plants do not have a temperature bonus.
Strategy
Early Game
- Build Solar Plant alongside mines
- Keep energy positive at all times
- Rule of thumb: Solar Plant level = highest mine level
Mid Game
- Consider Fusion Reactors for fuel-cell generation
- Solar Satellites supplement production
- Balance between building slots and satellite risk
Late Game
- Mix of all energy sources
- Solar Satellites for flexibility
- Fusion Reactors for reliability
- Protect satellites or accept losses
Energy Planning
Before Upgrading Mines
Always check:
- Current energy surplus
- Energy required by new mine level
- Do you need to build energy first?
Safe Upgrade Order
- Build energy source first
- Wait for completion
- Then upgrade mine
- Never go negative intentionally
Quick Reference
| Source | Best For | Notes |
|---|---|---|
| Solar Plant | Early game, inner planets | Reliable, no cost |
| Fusion Reactor | Fuel-cell generation | Costs deuterium, no live power |
| Solar Satellites | Hot planets, excess capacity | Vulnerable to attack |