🔥 Generator

Generator

Supplies power to the outpost by burning Carbon or Gas. Shortages cause brownouts; severe overload trips the breaker.

Strategic role

Provide dependable generation while fuel lasts. Budget Carbon or Gas consumption alongside military upkeep and crafting, and monitor grid demand before adding another active production line.

Requirements and progression

To establish this building, you need 🏛️ Main Building level 1.

For later upgrades, the Main Building must also reach the target level. The level table shows the resource and time investment before bonuses.

Power planning

The building definition has no direct structural or active power upkeep. Check the powered extractors, crafting and recruitment that support its use when planning the wider grid.

📸 Screenshot wanted: the Generator 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.
StatValue
Max level20
Level 1 cost100 Silicates, 90 Metals
Cost growth per level×1.28
Base build time2 s
Build time exponent2.2
Max per outpost1

Level by level

Base numbers, before any research, Race, tile or build-speed bonus.

LevelCost to reachBuild time
1100 Silicates, 90 Metals15s
2130 Silicates, 115 Metals28s
3165 Silicates, 145 Metals46s
4210 Silicates, 190 Metals1m 09s
5270 Silicates, 240 Metals1m 37s
6345 Silicates, 310 Metals2m 10s
7440 Silicates, 395 Metals2m 48s
8565 Silicates, 505 Metals3m 32s
9720 Silicates, 650 Metals4m 22s
10920 Silicates, 830 Metals5m 17s
111180 Silicates, 1065 Metals6m 18s
121510 Silicates, 1360 Metals7m 25s
131935 Silicates, 1740 Metals8m 38s
142475 Silicates, 2230 Metals9m 57s
153170 Silicates, 2850 Metals11m 22s
164055 Silicates, 3650 Metals12m 53s
175190 Silicates, 4675 Metals14m 31s
186645 Silicates, 5980 Metals16m 15s
198505 Silicates, 7655 Metals18m 06s
2010890 Silicates, 9800 Metals20m 03s

Key: reactor