Power Room
You'll need one of these probably right after you build your control room,
and it'll need to be expanded before you set up your hotel(s). When your
base is drawing too much power, nothing will run. Your power consumption
gase is right next to the objectives button. The number at the top is how
much you're generating, the number below is how much you're consuming.
To turn off a room (like the control room), you need to put a time clock in
it and set the slider to Red. Only a few rooms can have time clocks though.
All electric devices except for the time clock seem to consume power; check
the quick ref to see how much, or double click on an object.
Power generators are big, so the room will have to be too. 12x7 with 3
generators to start, and 7 by the time you need a hotel would be good. Later
on, you can replace the big generators with small ones that generate more
power. Power Rooms are also a target for enemy saboteurs who will try to
blow it up. Put a good door on it, and bury it somewhere in the back of
your base.
Generators don't seem to need any access points, but you DO need to allow
access to them anyway so your techs can repair & maintain them.
Normally, when you are draining more power than you are generating, your
whole base will shut down. Capacitors keep it running for a while. If you
plan ahead, you can do without capacitors unless you let an agent get to and
blow up a generator or two.
The power room becomes available when you are up to 18 power units consumed
out of the 20 you start with.
Power Gen - 15u of power
Disguised Power Gen - 15u of power, agents may not try to blow it up
Nuclear Power Station - 35u of power in a smaller space
Capacitor - Like a UPS, it powers your base during a shortage, for a while
High Density Capacitor - Lasts longer than a capacitor
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