Power
Power is a mechanic used by Habs to represent the necessary electrical power for operating the hab's modules. It can come from solar panels, fission reactors, or (after Deuterium-Tritium Fusion is researched) fusion reactors.
Mechanics
A hab may only ever have operate modules if it has enough power to run those modules. Otherwise, the modules are disabled. The player may choose to de-power modules manually (subject to the limits on prioritized modules, below), and to re-power modules that have been turned off if there is enough power. If there is not enough power to run everything, the game will shut down modules until the power balance is no longer negative.
Prioritized Modules
To prevent players abusing the power system for advantage, certain modules cannot be de-activated manually. These are listed in the Hab Module List as "Cannot Depower". Those modules are:
- Certain campaign modules:
Sentinel Complex and
Deep Space Telescope - Ship supply facilities: Supply Depot, Space Dock, Shipyard, and Spaceworks
- Farms: Hydroponics Bay, Farm, and Agriculture Complex
- Defensive installations: Point Defense Array, Layered Defense Array, and Battlestations
- Marine barracks: Marine Platoon Barracks, Marine Company Barracks, and Marine Battalion Barracks
- Helium-3 Mine
Sources of Power
| Tier 1 | Tier 2 | Tier 3 | |||
|---|---|---|---|---|---|
| Module | Effects | Module | Effects | Module | Effects |
| Solar Collector* |
Build cost: 0.3 Monthly expenses: 1 Monthly income: 20 Special Rule:
|
Solar Array |
Build cost: 1.5 Monthly expenses: 3 Monthly income: 80 Special Rule:
|
Solar Farm |
Build cost: 12 Monthly expenses: 5 Monthly income: 240 Special Rule:
|
| Fission Pile* |
Build cost: 0.2 Monthly expenses: 2 Monthly income: 20 Special Rule: |
Fission Reactor Array |
Build cost: 1 Monthly expenses: 6 Monthly income: 85 Special Rule: |
Fission Reactor Farm |
Build cost: 8 Monthly expenses: 18 Monthly income: 250 Special Rule: |
| Heavy Fission Pile |
Build cost: 0.4 Monthly expenses: 3 Monthly income: 30 Special Rule: |
Heavy Fission Reactor Array |
Build cost: 2 Monthly expenses: 8 Monthly income: 128 Special Rule: |
Heavy Fission Reactor Farm |
Build cost: 16 Monthly expenses: 24 Monthly income: 375 Special Rule: |
| Fusion Pile |
Build cost: 0.3 Monthly expenses: 3 Monthly income: 40 Special Rule: |
Fusion Reactor Array |
Build cost: 1.5 Monthly expenses: 10 Monthly income: 170 Special Rule: |
Fusion Reactor Farm |
Build cost: 12 Monthly expenses: 30 Monthly income: 500 Special Rule: |
| Heavy Fusion Pile |
Build cost: 0.6 Monthly expenses: 5 Monthly income: 70 Special Rule: |
Heavy Fusion Reactor Array |
Build cost: 3 Monthly expenses: 12 Monthly income: 300 Special Rule: |
Heavy Fusion Reactor Farm |
Build cost: 24 Monthly expenses: 36 Monthly income: 900 Special Rule: |
- exist in an automated version.
Solar Power Mechanics
Solar panels are based on the real-world physics of solar energy, so their power generation increases and decreases at a rate that is proportional to the onverse square of the distance to the Sun. They are also limited by the shadows cast by the body they are on/orbiting, so ground habs will get the least solar power, and space habs will get more as the orbits get higher.
Here is a selection of common hab locations, with their solar power production figures:
| Location | Solar Multiplier | Power T1 | Power T2 | Power T3 |
|---|---|---|---|---|
| Mercury Surface | 334% | 67 | 267 | 801 |
| Mercury Low orbit | 604% | 121 | 483 | 1449 |
| Mercury High orbit | 641% | 128 | 513 | 1538 |
| Venus Low orbit | 173% | 35 | 138 | 415 |
| Venus High orbit | 190% | 38 | 152 | 456 |
| Earth Low orbit | 76% | 15 | 61 | 182 |
| Earth High orbit | 98% | 19 | 78 | 234 |
| Luna Surface | 50% | 10 | 40 | 120 |
| Luna Low Orbit | 78% | 16 | 62 | 187 |
| Luna High Orbit | 98% | 20 | 78 | 235 |
| Mars Surface | 16% | 3 | 13 | 39 |
| Mars Low orbit | 33% | 7 | 27 | 80 |
| Mars High orbit | 43% | 9 | 34 | 102 |
For surface locations, power figures do not include any bonuses from solar mirrors.
Solar Mirrors
Solar panels on ground habs may also be enhanced by use of solar mirrors on orbital habs. The maximum power that can be produced is 160 per Solar Collector, 640 per Solar Array, and 1920 per Solar Farm, no matter how many mirrors are in use.
| Module | Tier | Build Cost* | Monthly Upkeep | Special Rule |
|---|---|---|---|---|
| Solar Mirror |
1 | 0.5 |
1 |
|
| Solar Mirror Array |
2 | 2.5 |
5 |
|
| Soletta |
3 | 20 |
10 |
|
| Automated Solar Mirror |
1 | 0.5 |
1 |
|
- Build cost scales with distance to the sun to model the fact that the mirrors need to be larger to collect the same amount of light. (Multiply all material costs by the distance in AU squared, so at Mars the multiplier is 2.3 and at Jupiter it's 27.)
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|---|---|
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