🧫 Biomass Distillery

Art TODO

+5% Carbon production per level.

Strategic role

Amplify Carbon field production. Compare the gain across your developed fields with the price and power cost of this amplifier before adding another level.

Requirements and progression

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.

Power planning

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.
StatValue
Max level5
Level 1 cost520 Carbon, 380 Silicates, 290 Metals, 90 Gas
Cost growth per level×1.8
Base build time12 s
Build time exponent2.2
Max per outpostUnlimited
Power draw at level 1 (built)3 MW

Level by level

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

LevelCost to reachBuild timePower draw (built / active)
1520 Carbon, 380 Silicates, 290 Metals, 90 Gas12s3 / 0 MW
2935 Carbon, 685 Silicates, 520 Metals, 160 Gas23s3.84 / 0 MW
31685 Carbon, 1230 Silicates, 940 Metals, 290 Gas39s4.92 / 0 MW
43035 Carbon, 2215 Silicates, 1690 Metals, 525 Gas1m 03s6.29 / 0 MW
55460 Carbon, 3990 Silicates, 3045 Metals, 945 Gas1m 40s8.05 / 0 MW

Key: biomass_distillery