Nuclear Power Plant


Last edited about 2 months ago by Chad.

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The Nuclear Power Plant is the second source of energy on a planet, after the Solar Array. It produces far more power per field than solar does, and it pays for that by burning hydrogen every hour for as long as it stands.

It is the only structure in SFC2 whose output moves with a research level. Energy Tech raises the energy it makes and does nothing at all to the hydrogen it burns, so the same plant quietly gets better every time you finish another level of that tech.

You will find it on the Buildings page, below the mines and the Solar Array.

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Requirements

Every player starts with Energy Tech 3, so the synthesizer is the only thing that actually gates it. The game knows this and only lists the synthesizer in the unlock requirements.

Planets only. Moons have no mines and no power plants, and neither does a deployed Hephaestus platform. Every level uses one field, the same as any other structure.

Energy produced

Energy per hour = 30 × Level × (1.05 + 0.01 × Energy Tech level)Level, rounded up.

The bracket is a growth base: 1.05 at Energy Tech 0, 1.08 at Energy Tech 3, 1.15 at Energy Tech 10. It is raised to the power of the plant level, so a level of Energy Tech is worth more the taller your plant is.

Hydrogen burned

Hydrogen per hour = 10 × Level × 1.1Level, rounded up, then doubled.

Energy Tech does not appear in that formula. The burn depends on the plant level and nothing else. Things worth knowing about it:

  • It comes off the planet every hour whether you need the energy or not. A plant producing more power than the mines can use still charges full price.
  • The plant never shuts itself off. If the burn is larger than the Hydrogen Synthesizer makes, the planet drains to zero hydrogen and sits there, and the plant carries on producing full energy. Nothing warns you. The tell is the Hydrogen line in the Production panel turning red.
  • If your hydrogen store is already full, the overflow was being thrown away anyway, so a plant on a capped planet costs you close to nothing.
  • Vacation Mode halts all production on the planet, and that includes the burn.

Energy and hydrogen by level

Energy at a few Energy Tech levels, and the hydrogen it costs to run, both per hour at 100% capacity. The Tech columns are Energy Tech levels.

Level Tech 3 Tech 5 Tech 8 Tech 10 Tech 12 Tech 15 Hydrogen/hr
133333435363622
270737780838750
311412013013714515680
4164176196210225249118
5221242277302329374162
6286319375417462538214
7360410495559631753274
84455156397358431,032344
95406378129501,1101,394426
106487791,0191,2141,4431,858520
117709421,2661,5361,8562,452628
129071,1301,5611,9272,3693,210754
131,0611,3471,9112,4003,0034,173898
141,2341,5952,3252,9723,7845,3931,064
151,4281,8802,8153,6624,7436,9341,254
161,6452,2063,3934,4925,9198,8751,472
171,8882,5784,0735,4897,35811,3151,720
182,1583,0034,8746,6839,11514,3772,002
192,4603,4875,8138,11311,25718,2112,326
202,7974,0376,9149,82013,86423,0032,692

Energy Tech 5 is the turning point

The energy side grows at (1.05 + 0.01 × Energy Tech) per level. The hydrogen side grows at a flat 1.1 per level. At Energy Tech 5 those two numbers are the same, they cancel out, and everything about the plant changes shape.

Below Energy Tech 5 the hydrogen curve is the steeper one, so every level you add makes the plant worse value. At Energy Tech 5 the two curves match and the plant returns a flat 1.50 energy per hydrogen at every level. Above Energy Tech 5 the energy curve wins and bigger is better.

Energy returned per unit of hydrogen burned:

Level Tech 3 Tech 5 Tech 8 Tech 10 Tech 12 Tech 15
11.501.501.551.591.641.64
51.361.491.711.862.032.31
101.251.501.962.332.783.57
151.141.502.242.923.785.53
201.041.502.573.655.158.54

The same thing shows up against the Solar Array, level for level and field for field:

  • At Energy Tech 3, the level you start with, a Solar Array of the same level passes the plant at level 23.
  • At Energy Tech 4 it takes until level 45.
  • At Energy Tech 5 solar never catches it again. The plant is exactly 1.5 times a same level Solar Array, forever.
  • At Energy Tech 10 it is 2.3 times at level 10 and 3.7 times at level 20.
  • At Energy Tech 14 it is 3.3 times at level 10 and 7.2 times at level 20.

So the short version is: do not build a tall plant on low Energy Tech. Below 5 you are paying more hydrogen per point of energy with every level you add.

Build cost

Ore = 900 × 1.8Level - 1, crystal = 360 × 1.8Level - 1, hydrogen = 180 × 1.8Level - 1.

Level Ore Crystal Hydrogen
1900360180
21,620648324
32,9161,167584
45,2492,1001,050
59,4483,7801,890
617,0076,8033,402
730,61212,2456,123
855,10022,04011,020
999,18039,67219,836
10178,52471,41035,705
11321,343128,53764,269
12578,416231,367115,684
131,041,149416,460208,230
141,874,067749,627374,814
153,373,3211,349,329674,665
166,071,9772,428,7911,214,396
1710,929,5584,371,8242,185,912
1819,673,2057,869,2823,934,641
1935,411,76814,164,7077,082,354
2063,741,18225,496,47312,748,237

That 1.8 multiplier is steeper than the Solar Array's 1.5, and it is the plant's real weakness. Getting a Solar Array to level 20 costs about 499,000 ore and 199,000 crystal all in. Getting a Nuclear Power Plant to level 20 costs about 143 million ore, 57 million crystal and 29 million hydrogen.

Build time is worked out from the ore and crystal cost like every other structure, so the Capitol and the Foundry cut it in the usual way.

What it is actually for

It is not cheap energy. At the Energy Tech levels most players sit at, the Solar Array is far better value in resources for the same amount of power. A level 12 plant at Energy Tech 10 makes 1,927 energy an hour and costs roughly 2.7 million ore-equivalent to get there, counting crystal at 1.5 ore and hydrogen at 2.5 the way the Trade Merchant does. A Solar Array at level 18 makes the same 1,927 and costs about 354,000.

What you are buying is fields. That level 12 plant does the job of a Solar Array 18, so it does it on 12 fields instead of 18. On a planet that has run out of room and is still short on power, that is the only trade available. The higher your Energy Tech, the better the trade gets: at Energy Tech 15 a level 12 plant is worth a Solar Array 22, which is ten fields saved.

Push Energy Tech high enough and it stops being just a field trade. Around Energy Tech 14 to 15 the plant becomes cheaper in raw resources than the equivalent solar at the top end, and by Energy Tech 20 it is cheaper from level 9 up.

Two more things that point the same way:

  • Cold planets suit it. Hydrogen output rises the further out the slot sits, and satellites pay almost nothing out there, so an outer colony has the hydrogen to feed a plant and no better use for its fields.
  • Power plant levels cannot be raided off you. Satellites are ships parked on the planet and one attack wipes them out. Anything you have in plant levels survives.

The Capacity setting

Every power plant row has a Capacity dropdown running from 0% to 100% in steps of 5. On the Nuclear Power Plant it scales the energy and the hydrogen burn together: a level 8 plant at 50% makes 483 energy for 172 hydrogen instead of 966 for 344. Changing it is free and takes effect straight away.

Two reasons to use it:

  • You are producing more energy than the mines can use. Surplus energy does absolutely nothing, so any of it coming out of the plant is hydrogen burned for no reason. Wind the plant back until the Energy panel reads roughly the same on both sides.
  • You built the plant bigger than the planet can feed. Rather than tear a level off, run it at partial capacity until the synthesizer catches up.

Watching the numbers

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The Production panel in the Buildings sidebar splits the hydrogen line into what the synthesizer makes and what the plant takes, and turns the total red if the plant is winning. The Energy panel below it shows what the mines want against what you produce.

The Mines & Production panel on Overview, All Planets has a Nuclear column, and the hydrogen figure in that table is already net of the burn on every planet.

The More Info button on the plant's row lists the next few levels with the energy and the hydrogen side by side, worked out at your current Energy Tech, plus a teardown row for the level below.

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Tearing it down

Tearing down a level costs a third of what that level cost to build, gives the field back and removes both the energy and the hydrogen burn. There is no refund. If the only problem is that the plant is drinking too much, the Capacity dropdown does the same job for free.

See Also

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