Power: Difference between revisions
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Power keeps rooms and powered transport operating. [[Power | 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. | ||
== Using power == | == Using power == | ||
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[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
{{Navbox All}} | {{Navbox All}} | ||
[[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.