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Icon structure1 energy T1 Power Generators[e]
UEB1101 build btn URB1101 build btn UAB1101 build btn XSB1101 build btn
Power Generator
Build Costs Energy icon -750
Mass icon -75
Time icon 125
Production Energy icon 20
Max Health Health icon 600
Death
Damage
Damage radius
250
2
Icon structure2 energy T2 Power Generators[e]
UEB1201 build btn URB1201 build btn UAB1201 build btn XSB1201 build btn
Power Generator
Build Costs Energy icon -12000
Mass icon -1200
Time icon 2000
Production Energy icon 500
Max Health Health icon 2160
Intel (Radius) Vision: 20
Death
Damage
Damage radius
1500
5
Icon structure3 energy T3 Power Generators[e]
UEB1301 build btn URB1301 build btn UAB1301 build btn XSB1301 build btn
Power Generator
Build Costs Energy icon -57600
Mass icon -3240
Time icon 5400
Production Energy icon 2500
Max Health Health icon 9720
Intel (Radius) Vision: 20
Death
Damage
Damage radius
8000
10
Icon structure1 energy T1 Hydrocarbon Power Plants[e]
UEB1102 build btn URB1102 build btn UAB1102 build btn XSB1102 build btn
Hydrocarbon Power Plant
Build Costs Energy icon -800
Mass icon -160
Time icon 400
Production Energy icon 100
Max Health Health 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. 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.

ProductionEdit

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.

Most players may also prefer to use the adjacency bonuses instead of Storage to help reduce running costs.

GeneratorBoom

All generators explode on death. Be warned!

Hyrdocarbon Edit

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.

Hp Costs Production Invested mass to production ratio

(lower is better)

Production to occupied space ratio

(higher is better)

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 / ∞ [*]

* : 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.

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.





See alsoEdit

For details about a specific power generator, click the corresponding icon in the Unit Navigational Box, at the top of the page.
For a list of all power generators, see the Power generators category.
For the article on Mass extractors, see the Mass extractor article.
For the article on Mass fabricators, see the Mass fabricator article.

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