Power (Quick Reference)

Purpose: Fast formula card for capacity, load, and online status. For the full system — units, infusion 96/4, substation connectionCapacity dilution, allocations, and the GridCascade brownout — see energy.md. For workflows (infusing, wiring substations, offline recovery) see the structs-energy skill.


Units

The chain stores power in milliwatts: 1 W = 1,000 chain units, 1 kW = 1,000,000. Player base draw is 25000 = 25 W; 1 ualpha infused = 1 mW, so 1 gram of Alpha = 1 kW. See energy.md — Units.


Core formulas

online         = (load + structsLoad) <= (capacity + capacitySecondary)
availablePower = (capacity + capacitySecondary) - (load + structsLoad)
allocatable    = capacity - load
Term Meaning
capacity Your own generation (infusions). The only capacity you can allocate out.
capacitySecondary Received from a substation you’re connected to (its connectionCapacity). Not re-allocatable.
load Power you’ve allocated out.
structsLoad Player passive draw (25 W) + sum of passiveDraw of your online structs.

If load + structsLoad exceeds capacity + capacitySecondary, the player goes offline and cannot act until load is reduced (deactivate structs) or capacity raised (infuse/agreement). Online is checked per message; recovery actions are never gated. Energy is per-block and ephemeral — idle capacity is waste, not savings.


Struct power requirements

Each struct needs BuildDraw while building and PassiveDraw once online (both must fit available capacity). Examples (watts):

Struct Build Passive Total while building
Ore Extractor 500 W 500 W 1,000 W
Planetary Defense Cannon 600 W 600 W 1,200 W
Ore Bunker 750 W 750 W 1,500 W

Build draw is temporary and releases when the build completes. Full per-struct draws and build limits: struct-types.md.


New player power budget

New players usually start with zero personal capacity and rely on capacitySecondary from their guild substation. Cumulative load through the standard onboarding build order:

Item Build Draw Passive Draw Cumulative Load
Player (base) 25 W 25 W
Command Ship (build) 50 W 75 W
Command Ship (online) 50 W 75 W
Ore Extractor (build) 500 W 575 W
Ore Extractor (online) 500 W 575 W
Ore Refinery (build) 500 W 1,075 W
Ore Refinery (online) 500 W 1,075 W

Worst-case load during onboarding is ~1,075 W (all three structs online plus a build in progress). Minimum viable capacity: ~575 W for player + Command Ship + Ore Extractor online. If the guild substation provides less, activate the Command Ship first, then build one struct at a time.


Power states

Entity Online When
Player availablePower ≥ 0
Struct available capacity ≥ struct.passiveDraw

False positive: a player on a substation pool can show capacity = 0 while structs run fine — the substation supplies capacitySecondary. Use structsLoad > 0 as the real “functioning” signal, not capacity > 0.


Increasing capacity

Reactor infusion (safe, reversible, you keep ~96%), generator infusion (more kW/gram but irreversible and raidable), or buying via an agreement. Rates, the 96/4 split, and substation distribution are in energy.md.


See Also