Evil Genius FAQ

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