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Power: Difference between revisions

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This page was last edited on 13 October 2026, at 04:42.
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Add player guide sourced from current game mechanics
 
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Power is supplied by [[Power Distribution Room|Power Distribution Rooms]] and consumed by active rooms and transports. Each room has active and, where defined, idle usage; the tower tracks demand, supplied load, and supply separately.
Power keeps rooms and powered transport operating. [[Power distribution room|Power Distribution Rooms]] add supply; rooms and transport draw load. The power summary separates supply, supplied load, desired demand and unserved demand.


== Keeping the tower powered ==
== Using power ==
* Build enough supply to cover room and transport demand.
Rooms can draw active load while occupied or operating and idle load when inactive. Build enough supply for normal operation and transport.
* The game charges for supplied power over game time and records hourly usage and supply history.
* When demand exceeds supply, the system can shed load by shutdown priority. A serious overload can trip the grid and start a power-outage disaster.
* A room without operational power is in an outage state; power-dependent activity cannot operate normally until service is restored.


Check a room’s query window and the power history for the current load, supply, and unserved demand.
== Shortages, outages and billing ==
When demand exceeds supply, the grid can shed consumers by shutdown priority. Shed rooms and transport are out of service until supply returns. Shortage pressure includes shed demand; a serious overload can trip the grid into a power-outage disaster. Supplied power is accumulated over game time and billed.
 
Practical play: add supply before a busy expansion and watch unserved demand and power history.


[[Category:Game mechanics]]
[[Category:Game mechanics]]
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[[Category:Services and environment]]

Latest revision as of 04:42, 13 October 2026

Power keeps rooms and powered transport operating. Power Distribution Rooms add supply; rooms and transport draw load. The power summary separates supply, supplied load, desired demand and unserved demand.

Using power

Rooms can draw active load while occupied or operating and idle load when inactive. Build enough supply for normal operation and transport.

Shortages, outages and billing

When demand exceeds supply, the grid can shed consumers by shutdown priority. Shed rooms and transport are out of service until supply returns. Shortage pressure includes shed demand; a serious overload can trip the grid into a power-outage disaster. Supplied power is accumulated over game time and billed.

Practical play: add supply before a busy expansion and watch unserved demand and power history.