Difference between revisions of "Energy"

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("Matter Converter", not "Metal Converter"; note Energy Collector scaling in multi-homeworld games; misc. tweaks)
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[[category:AIWar]]
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#REDIRECT[[AI War:Energy]]
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__notoc__Most units in the game require Energy as part of their on going activities.<br/>
 
A unit's energy requirement is shown in yellow at the top center of the unit description box, next to a little lighting bolt.<br/>
 
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At the top of your screen your current energy balance is shown in yellow. If you mouse-over this number you can see your total energy generation and how much energy you are currently consuming.<br/>
 
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Unlike [[Metal]] and [[Crystal]], energy is not stored so you must have enough energy being generated at all times.<br/>
 
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If you have insufficient energy, units will no longer be able to be built.<br/>
 
Note that the check for if there is sufficient energy is made when the unit spawns so for stationary structures such as [[turret]]s, the check is made when you place the unit.<br/>
 
However, for units created at a fabricator, such as a [[Flagship]], the check for sufficient energy is made when the [[Starship Constructor]] finished building the Flagship and it goes to leave the Starship Constructor.<br/>
 
This is important from a resource perspective because if you are out of energy and trying to crash-build a Matter Converter, your fabricators will still be fighting for resources trying to build new units even though they are technically out of energy.<br/>
 
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Also, be aware that low-power mode does not reduce energy consumption any more. Under the old energy reactor system, placing a unit in low-power mode reduced its energy consumption by 90%. Under the new energy collector system implemented in patch 5.036, units always consume the same amount of power, regardless of their powered state.<br/>
 
Also under the new system, energy production structures can not be placed in low power mode themselves. The only way to remove the -100 Metal and Crystal drain on your economy from a matter converter is to scrap the matter converter.
 
 
 
===Energy Production===
 
While some structures, such as the [[Economic Command Station]] and [[Human Home Settlement]] do produce energy, most of your energy production will come from Energy Collectors and Matter Converters.<br/>
 
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The [[Energy Collector]] is the preferred method as it produces 150,000 energy for no cost. In a multi-homeworld game, each Energy Collector produces 150,000 energy per homeworld.<br/>
 
However, you can only build one Energy Collector at each planet. This limit is per-player in multi-player games.<br/>
 
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If more energy is required after all possible Energy Collectors have been built, Matter Converters are you only other option.<br/>
 
While expensive because they cost 100 Metal and Crystal to run and only produce 50,000 Energy, there is no limit on how many of these can be built.<br/>
 
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Also make sure to defend your energy production, as energy producers are high-value units for the AI when it attacks.<br/>
 
=== Energy Debt ===
 
If you lose energy production by having structures destroyed by the AI there are some limitations that come into play.<br/>
 
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There is a buffer going down to -30,000 Energy.<br/>
 
If you eergy balance is in this zone, you are considered to be in a 'brown-out' condition. You can not build any new units or structures that require energy as your energy balance is below 0, however all your units and structures will keep functioning as normal.<br/>
 
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If your energy balance falls below -30,000 energy, you are now in a 'black-Out' condition.<br/>
 
All structures that require supply (with the exception of the Energy Collector and Matter Converter themselves) stop functioning.<br/>
 
So your [[Forcefields]] will turn off, your [[Turrets]] and [[Fortress]]es will not fire and so on.<br/>
 
Note however that [[Tractor Beam Turret]]s and [[Gravitational Turret]]s will keep working.  It is unclear if this is a bug or intended behavior.<br/>
 
Also, as your mobile ships generate their own onboard energy, they will continue to function as normal during black-out conditions and so can defend your empire while you recover your energy production.<br/>
 
 
 
=== Energy and your economy ===
 
Energy production structures are special in a couple ways:<br/>
 
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As neither the Energy Collector or Matter Converter require energy to run they can always be built as long as you have the [[Metal]] and [[Crystal]] to do so.<br/>
 
This allows you to recover from an energy black out by building new energy production facilities.<br/>
 
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Also, Matter Converters will always output 50,000 energy, regardless of the state of your Metal and Crystal reserves.<br/>
 
If your empire has a gross income of +50 Metal and +50 Crystal and you are running a Metal Converter which costs -100 Metal and Crystal your resource reserves will drop by -50 Metal and Crystal per tick.<br/>
 
Once you reach 0 Metal and Crystal, the Metal Converter will keep operating even though technically there is no longer sufficient Metal and Crystal.<br/>
 
Having said that, the -50 Metal and Crystal will keep your reserves at 0 and so you will be unable to build or repair any units: costs for energy production are paid before any construction or repair costs.
 
 
 
 
 
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Latest revision as of 06:22, 23 June 2015

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