Icon structure1 energy T1 Power Generators
UEB1101 build btnURB1101 build btnUAB1101 build btnXSB1101 build btn

Generates Energy. Construct next to other structures for adjacency bonus.[ e ]
Build costsEnergy icon -750
Mass icon -75
Time icon 125
ProductionEnergy icon 20
Max healthHealth icon 600
Weapon: Death weapon
Damage 250
Damage radius 2

Icon structure2 energy T2 Power Generators
UEB1201 build btnURB1201 build btnUAB1201 build btnXSB1201 build btn

Mid-level power generator. Construct next to other structures for adjacency bonus.[ e ]
Build costsEnergy icon -12000
Mass icon -1200
Time icon 2000
ProductionEnergy icon 500
Max healthHealth icon 2160
Intel (radius) Vision: 20
Weapon: Death weapon
Damage 1500
Damage radius 5

Icon structure3 energy T3 Power Generators
UEB1301 build btnURB1301 build btnUAB1301 build btnXSB1301 build btn

High-end power generator. Construct next to other structures for adjacency bonus.[ e ]
Build costsEnergy icon -57600
Mass icon -3240
Time icon 5400
ProductionEnergy icon 2500
Max healthHealth icon 9720
Intel (radius) Vision: 20
Weapon: Death weapon
Damage 8000
Damage radius 10

Icon structure1 energy T1 Hydrocarbon Power Plants
UEB1102 build btnURB1102 build btnUAB1102 build btnXSB1102 build btn

Generates Energy. Must be constructed on hydrocarbon deposits. Construct structures next to Hydrocarbon power plant for adjacency bonus.[ e ]
Build costsEnergy icon -800
Mass icon -160
Time icon 400
ProductionEnergy icon 100
Max healthHealth icon 1600

Power generators are buildings that serve to primarily generate energy.

Generators are vital parts of a base where they provide power for the base, and any buildings next to them. Without enough generators, power will fluctuate and, not only will production speeds are halved, your shield defenses and intel structures will also experience power shortages and Artillery will not reload and fire effectively.

While they cost nothing to maintain they can be built anywhere on land; The only exception are the Hydrocarbon power plant, that can only be built on hydrocarbon deposits.

There are three generator tiers for every faction: Tech 1, Tech 2 and Tech 3 power generators, each with increase power outputs.



Generators explode on death.

It is vital that generators are defended as they're volatile and thus explode on death. Chain reactions are deadly if multiples are placed next to each other.


Power generators can be built by engineers and (S)ACUs command units and their production can be increased by placing energy storage around them, giving them a extra 50% bonus. Placing a power generator, next to a power consuming building such as a shield generator, will lower its consumption. In particular, factories are often surrounded by T1 power generators and T2/T3 shields placed next to a T2 power generator, to make the most of their output.

Cost-efficiency comparedEdit

Hp Construction costs Prod. Prod.
[n 1]
[n 2]
Energy Mass Time
Tech 1 Health icon600 Energy icon750 Mass icon75 Time icon125 Energy icon+20/s 3.75 20
Tech 2 Health icon2160 Energy icon12000 Mass icon1200 Time icon2000 Energy icon+500/s 2.4 55.5
Tech 3 Health icon9720 Energy icon57600 Mass icon3240 Time icon5400 Energy icon+2500/s 1.296 156
Hydrocarbon Health icon1600 Energy icon800 Mass icon160 Time icon400 Energy icon+100/s 1.6 11.1 or
[n 3]
  1. The production of energy per mass invested in the construction.
  2. The production of energy per unity of space occupied—considering that one T1 power generator occupies one space. So a T2 PGen requires nine spaces (3x3, the same for hydrocarbon plants), and a T3 PGen takes sixteen spaces (4x4, or the space of 16 T1 PGens).
  3. The space taken up by a hydrocarbon power plant is nine squares but since nothing else can be built on the hydrocarbon deposit, it could be considered the power to space ratio is infinite.

Hydrocarbon power plantEdit

Like mass extractors, hydrocarbon have limited spaces on maps where special plants can be built upon. They're also stronger and non-volatile, compared to their counterparts, maintaining power needs, early game until higher generators can be built.

Build orderEdit

Building a power generator is expensive, especially when you are building one of a new tech level. Tech level 2 is especially expensive compared to Tech level 1, but the output is 25 times higher. You should have a stable Energy production before attempting to build a power generator of a higher Tech level, but as soon as you can, build those, and forget the lower level Tech.

Consider using the Resource Allocation System ACU upgrade instead of the T3 Power Generator. It costs less energy and cannot be destroyed, providing a secure source of energy for the rest of the game.

Factional differencesEdit

Except for the visuals, there are strictly no factional differences whatsoever in the factions' power generators, in either Normal SupCom or Forged Alliance.

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