Fuel Cell
Fuel Cells are stored energy. They are generated from Fusion Reactor output once you unlock Fuel Cell Technology, and they power several late-game systems that normal resources do not.
What Fuel Cells Do
Fuel Cells are used for three main jobs:
- powering some moon infrastructure
- boosting certain fleet missions
- acting as a tradable resource on the Exchange
Unlike Energy, Fuel Cells are stored. You can save them, transport them, trade them, and spend them later.
How Fuel Cells Are Generated
Fuel Cells only charge if:
- you have Fuel Cell Technology level 1 or higher
- your planet has active Fusion Reactor output
The charge formula is:
fuel_cells_gained_per_hour = effective_fusion_output_per_hour / 80
What "Effective Fusion Output" Means
The game first calculates your Fusion Reactor output, including:
- the reactor's level
- the reactor's current production slider
- Energy Technology bonuses
- Fusion research bonuses
That final output is then converted into Fuel Cells at 1 Fuel Cell per 80 Fusion output per hour.
Important: the Fusion Reactor does not power your live energy grid. Its output is converted into Fuel Cells instead.
Fuel Cell Drain
If your planet has a live power deficit, Fuel Cells drain to cover it.
fuel_cells_lost_per_hour = negative_energy_per_hour / 1000
So if your planet is short by 5,000 Energy per hour, it drains:
5 Fuel Cells per hour
Fuel Cell Storage
Fuel Cell storage is calculated from two parts:
base_storage = max(5,000, energy_max × 12)
fusion_bonus = floor(metal_storage_capacity_at_same_fusion_level / 10)
total_fuel_cell_storage = base_storage + fusion_bonus
Plain-English Version
- Every world gets at least 5,000 Fuel Cell storage.
- High-energy worlds naturally store more because storage scales with
energy_max. - Every Fusion Reactor level also adds a storage bonus based on one tenth of the Metal Storage capacity formula at that same level.
That is why Fuel Cell storage grows much faster once you start investing in Fusion.
Moon Infrastructure Costs
Fuel Cells are consumed directly by some moon features:
- Sensor Phalanx:
2Fuel Cells to open a scan, then free refreshes for 5 minutes while that report window stays open - Jump Gate:
200Fuel Cells per jump from the source moon
If you are planning heavy moon utility use, Fuel Cell stockpiles matter.
Daily Usage Cap
Players can spend up to 500 Fuel Cells per calendar day total across the capped Fuel Cell spend paths. That shared cap includes:
- reward-style mission boosts
- Sensor Phalanx scans
- Jump Gate activations
Speed-boost launches still spend Fuel Cells normally, but they do not count against this daily cap.
You can still stockpile, trade, and transport more than that. The cap only limits how many Fuel Cells can be consumed through the capped systems in a single game day.
Mission Boosts
Fuel Cells support two different mission-boost systems.
Speed Boost Missions
These missions can spend Fuel Cells to double the selected travel speed:
- Transport
- Deployment
- Harvest
- ACS Defend
The launch cost is:
fuel_cell_cost = max(25, ceil(normal_deuterium_cost / 100))
If you pay it:
- the fleet travels at double the selected slider speed
- the mission's normal deuterium fuel cost becomes 0
- the Fuel Cells spent on that launch do not count against the shared daily cap
Reward Boost Missions
These missions can spend Fuel Cells to improve rewards:
- Patrol
- Trade
- Recon
- Exploration
Exploration resource and ship finds use this multiplier:
reward_multiplier = 1 + min(5, fuel_cells_spent / 100)
That creates these tiers:
| Fuel Cells Spent | Reward Multiplier |
|---|---|
| 0 | 1x |
| 100 | 2x |
| 200 | 3x |
| 300 | 4x |
| 400 | 5x |
| 500 | 6x |
Important: reward-style mission boosts share the same 500 Fuel Cells per calendar day player cap with Sensor Phalanx scans and Jump Gate activations.
Mission-specific effects:
- Patrol: more debris from successful patrol combat, capped at 2x total debris from the Fuel Cell boost, and it does not increase hostile Patrol encounter size
- Trade: spends up to 100 Fuel Cells for up to 6x on the mission's random +1% to +25% trade bonus on each successful tick instead of multiplying the full conversion amount
- Recon: larger hidden-debris, embezzlement, and defection amounts, plus a higher per-tick chance to reveal the active Patrol, Trade, Recon, and Exploration holds in that system, up to 25% at 500 Fuel Cells; it does not add target slots or improve report-roll odds
- Exploration: more resource finds and ship-find value at the normal reward multiplier, while hostile encounter debris gets only up to 2x from the Fuel Cell portion of the bonus; Fuel Cells still do not make hostile encounter fleets larger
Beginner Advice
- Fuel Cells are not just for moon play. They are also a deep-space mission economy resource.
- If you are short on Fuel Cells, check your live Energy balance first. A power deficit quietly drains them.
- Fusion Reactor investment is both production and storage investment for Fuel Cells.
- If you do not yet understand the travel side, read Fleet Mechanics before spending large Fuel Cell boosts.
Related
- Energy - Live power grid rules
- Exchange - Fuel Cells are tradable on the market
- Fleet Mechanics - Launch boost formulas