+5% Carbon production per level.
Amplify Carbon field production. Compare the gain across your developed fields with the price and power cost of this amplifier before adding another level.
To establish this building, you need 🏛️ Main Building level 1; 🌿 Carbon Grove level 5; research: Amplifier Engineering.
For later upgrades, the Main Building must also reach the target level. The level table shows the resource and time investment before bonuses.
Built draw is the standing load; active draw is additional demand while the building works. Compare both with generation and battery discharge capacity. Higher levels can raise demand as well as output; use the level table rather than assuming a linear power cost.
📸 Screenshot wanted: the Biomass Distillery detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal.
| Stat | Value |
|---|---|
| Max level | 5 |
| Level 1 cost | 520 Carbon, 380 Silicates, 290 Metals, 90 Gas |
| Cost growth per level | ×1.8 |
| Base build time | 12 s |
| Build time exponent | 2.2 |
| Max per outpost | Unlimited |
| Power draw at level 1 (built) | 3 MW |
Base numbers, before any research, Race, tile or build-speed bonus.
| Level | Cost to reach | Build time | Power draw (built / active) |
|---|---|---|---|
| 1 | 520 Carbon, 380 Silicates, 290 Metals, 90 Gas | 12s | 3 / 0 MW |
| 2 | 935 Carbon, 685 Silicates, 520 Metals, 160 Gas | 23s | 3.84 / 0 MW |
| 3 | 1685 Carbon, 1230 Silicates, 940 Metals, 290 Gas | 39s | 4.92 / 0 MW |
| 4 | 3035 Carbon, 2215 Silicates, 1690 Metals, 525 Gas | 1m 03s | 6.29 / 0 MW |
| 5 | 5460 Carbon, 3990 Silicates, 3045 Metals, 945 Gas | 1m 40s | 8.05 / 0 MW |
Key: biomass_distillery