Energy

Energy powers all your mines: without it, no resource is extracted. You have three sources to produce it, with complementary logic — solar for well-placed planets, fusion for advanced empires, solar satellites to boost orbit.

Solar Plant

Fuel-free; depends on your star's luminosity and the planet's orbital position. The closer your planet to its star, the more the plant produces. See Star types to understand this bonus.

  • Base production (level 1): — energy/hour
  • Growth factor: ×— per level
  • Orbital bonus: multiplies output based on position (close to star = more energy)
  • No resource consumption while operating

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Fusion Reactor

Powerful energy source for advanced empires. Independent of orbital position, it continuously burns deuterium to deliver full output anywhere, even on planets far from their star.

  • Base production (level 1): — energy/hour
  • Growth factor: ×— per level
  • Consumption: — deuterium/hour at level 1 (scales with level)
  • Prerequisite: Deuterium Synthesizer level —

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Solar Satellite

Stationary ship in orbit that produces energy. Its output depends on the planet's orbital position and the Energy Technology research. Unlike buildings, a satellite can be destroyed in combat — it's a bet on your planet's defense.

  • Base output: — energy per satellite
  • Orbital bonus: ×— (far orbit) to ×— (close to the star)
  • Energy Technology: +—% per research level
  • Fragility: satellites are destroyed in combat if your defense can't hold

Energy balance

If your energy production falls below total consumption, ALL your mines throttle proportionally to the deficit — metal, silicon and deuterium drop together. Always keep a safety surplus, or use the production slider on mines to fine-tune.

The Energy Technology research directly improves solar plants and solar satellites (+1% output per level), but does NOT affect fusion reactors.