Power Plant



An evil lair makes for a considerable power demand. Even if the antiquated substation on your typical tropical islands could muster the gigawatts, the drain would be a dead giveaway to the forces of justice, so every base needs its own power plant to maintain vital functions like the Control Room and Traps.

The power bar on the main interface bar allows you to see the current energy surplus/deficit situation at a glance:


 * Green: Generators are providing sufficient power to comfortably maintain operations.
 * Yellow: Generators are operating at near maximum capacity (90-100%). Generators will wear out very quickly; if your <a Technicians can't repair them quick enough, the situation may become critical.
 * Red: There is a power deficit. Objects are draining more power than is being produced. If this is allowed to happen, the base will suffer a blackout: all power-consuming objects will turn off and all doors will be stuck open.

Capacitors provide emergency power in the event of a power deficit. Capacitors hold a limited amount of power; if the power deficit isn't rectified before they run out, the base will plunged into a full blackout.

Power plants are prime targets for Saboteurs and critical to the normal functioning of your base, so be sure to keep them secure.

Power plants are the only base room that cannot be built inside a Topside Shack.

In EG2, the Power Plant room is replaced with the Power Station room.

Info
Cost per Tile: $150

Unlocked By: Power Consumption Exceeds 18

Room Objects

 * Capacitor
 * Disguised Power Generator
 * Field Barrier Door
 * Heavy Duty Loudspeaker
 * Heavy Security Door
 * High Density Capacitor
 * Nuclear Power Station
 * Power Generator
 * Security Camera
 * Security Loudspeaker
 * Standard Door
 * Zoom Lens Camera