Energy
Energy keeps your mines running. If you do not generate enough of it, your resource buildings slow down.
Unlike Metal, Crystal, Deuterium, and Fuel Cells, Energy is not stored. It is calculated live from what your planet is producing and consuming right now.
The Core Rule
Your mine efficiency depends on your current Energy balance:
energy_balance = energy_production - energy_consumption
If production covers consumption, your mines run at full strength.
If production does not cover consumption, the game reduces mine output using the production factor:
production_factor = floor(energy_production / energy_consumption × 100)
That value is clamped between 0% and 100%.
Example
If your planet produces 800 Energy but consumes 1,000, then:
production_factor = floor(800 / 1000 × 100) = 80%
Your mines then produce only 80% of their normal output.
What Produces Live Energy
On live s2, your real energy grid is powered by:
- Solar Plant
- Solar Satellites
Important:
- Fusion Reactor does not feed the live grid
- Fusion output is converted into Fuel Cells instead
See Fuel Cell if that distinction is still fuzzy.
Solar Plant Formula
Solar Plant output is:
solar_plant_energy
= 20 × level × 1.1^level × production_slider
× (1 + 0.05 × Energy Technology)
× (1 + 0.10 × Fusion)
Where:
production_slideris your Solar Plant slider as a fraction100%slider =1.050%slider =0.5
What Matters
- higher Solar Plant level gives rapidly increasing output
- Energy Technology adds +5% per level
- Fusion adds +10% per level
- planet temperature does not affect Solar Plant output
Solar Satellite Formula
Each Solar Satellite produces:
base_satellite_energy
= max(5, min(50, 5 + ((max_temperature + 130) × 45 / 390)))
final_satellite_energy
= base_satellite_energy
× moon_satellite_base_bonus
× (1 + 0.05 × Energy Technology)
× (1 + 0.10 × Fusion)
moon_satellite_base_bonus
= 1.6 on moons
= 1.0 on planets
What Matters
- hotter planets make better Solar Satellites
- colder planets make weaker Solar Satellites
- moons get +60% base Solar Satellite energy before Energy Technology and Fusion bonuses
- Energy Technology also boosts satellites by +5% per level
- Fusion also boosts satellites by +10% per level
- satellites do not use a production slider
This is why inner, hotter planets are much better satellite worlds.
Fusion Reactor And Energy
Fusion Reactor is easy to misunderstand because the name sounds like a normal power plant.
In the current implementation:
- Fusion Reactor consumes Deuterium
- Fusion Reactor output is converted into Fuel Cells
- Fusion Reactor does not add to your live Energy total
So if your mines are starved for Energy, building more Fusion Reactor alone will not fix that.
Mine Consumption Formulas
Metal Mine
metal_mine_energy_use
= 10 × level × 1.1^level × production_slider
Crystal Mine
crystal_mine_energy_use
= 10 × level × 1.1^level × production_slider
Deuterium Synthesizer
deuterium_synthesizer_energy_use
= 20 × level × 1.1^level × production_slider
That means:
- Deuterium Synthesizers are the hungriest mine type
- lowering mine sliders lowers both output and energy use
Temperature Effects
Temperature matters for:
- Solar Satellites
- Metal Mine production
- Crystal Mine production
- Deuterium Synthesizer production
Temperature does not affect Solar Plant output.
If you want the full resource-side production formulas, read:
Practical Planning
Early Game
- Solar Plant is your most reliable energy source
- keep your production factor at
100%whenever possible - if your factor drops, mine upgrades lose value immediately
Mid Game
- hot planets become excellent Solar Satellite worlds
- satellites save building slots but are attackable
- slider management can smooth short-term energy problems
Late Game
- use the right energy source for the planet
- hot planets favor satellites
- colder planets usually need more Solar Plant support
- Fuel Cell production and live Energy planning become two separate jobs
Related
- Fuel Cell - Fusion output and Fuel Cell storage
- Solar Plant - Building details and strategy
- Deuterium - Why cold planets matter