Gameplay Guide
The Power Tycoon Loop
① Build Generators
Click the build toolbar at the bottom of the field view. Select a generator type (solar, wind, coal, gas, hydro, nuclear, or battery storage) and click a tile to place it.
- Cost varies: Solar ($800k) to Nuclear ($8,000k)
- Output varies: Solar (5 MW) to Nuclear (100 MW)
- Weather affects: Solar and wind output changes with weather state
- Some are dispatchable: Coal, gas, hydro, and battery can be throttled
Solar • Wind • Coal
② Connect Transmission Lines
Click the WIRE button in the build toolbar. Then drag from one asset to another to create a transmission line. Lines carry power from generators to loads, and can trip if overloaded.
- Two line types: Feeder (30 MW) or Transmission (100 MW) lines
- Cost: Both types cost per kilometer of length
- Overload risk: Lines at >125% capacity trip immediately; 100–125% trip after 3 ticks
- Delete mode: Click the ✂ button, then click a line to remove it
Transmission Network
③ Place Load Centers
Build towns, businesses, or industrial parks. Each load consumes power and generates revenue — but only if connected to generation via transmission lines.
- Town: 6 MW demand, $0.6k/tick revenue
- Business: 15 MW demand, $1.5k/tick revenue
- Industrial: 30 MW demand, $3k/tick revenue
- Grid connection: Must have path to substation with sufficient frequency
Town • Business • Industrial
④ Manage Grid Frequency
The grid must balance generation with demand. Too much generation → frequency rises (>60.2 Hz). Too little → frequency drops (<59.8 Hz). The SCADA control room lets you monitor real-time frequency.
- Nominal: 60.0 Hz (green zone)
- Warning: 59.8–60.2 Hz (yellow zone)
- Critical: <59.5 Hz or >60.5 Hz (red zone)
- Blackout risk: Too extreme → automatic blackout shutdown
Frequency Monitor
⑤ Monitor Economy
Each tick (roughly 0.5 seconds), you earn revenue from connected loads and pay OpEx on your generators. Expand carefully, manage cash flow, and plan for emergencies.
- Revenue: Connected load ticks down when served
- OpEx: Coal ($15k/tick), Gas ($10k/tick), Nuclear ($30k/tick)
- Profit/Loss: Real-time bottom line shown in top-left HUD
- Bankruptcy: Running out of cash means game over (sell assets to recover)
Revenue vs OpEx
Asset Types Reference
Generation Assets
| Type | Capacity | Build Cost | OpEx/Tick | Carbon | Dispatchable |
|---|---|---|---|---|---|
| ☀️ Solar | 5 MW | $800k | $0/tick | 0 t/MWh | No |
| 💨 Wind | 8 MW | $1,200k | $0/tick | 0 t/MWh | No |
| ⛏️ Coal | 50 MW | $3,000k | $15k/tick | 0.82 t/MWh | Yes |
| ⚠️ Gas | 30 MW | $2,000k | $10k/tick | 0.45 t/MWh | Yes |
| 🔋 Battery | 10 MW | $1,500k | $2k/tick | 0 t/MWh | Yes |
| 💧 Hydro | 20 MW | $2,500k | $3k/tick | 0 t/MWh | Yes |
| ☢️ Nuclear | 100 MW | $8,000k | $30k/tick | 0.012 t/MWh | No |
Load Assets
| Type | Demand | Build Cost | Revenue/Tick | Profit Margin |
|---|---|---|---|---|
| 🏘️ Town | 6 MW | $400k | $0.6k | Low (quick ROI) |
| 🏢 Business | 15 MW | $700k | $1.5k | Medium |
| 🏭 Industrial | 30 MW | $1,200k | $3k | High (longer ROI) |
Grid Infrastructure
| Type | Function | Build Cost | Capacity |
|---|---|---|---|
| 🏗️ Substation | Node point for connecting generation and loads | $500k | N/A |
| ⚡ Feeder Line | Low-capacity transmission (30 MW max) | Varies | 30 MW |
| ⚡ TX Line | High-capacity transmission (100 MW max) | Varies | 100 MW |
| 📡 Cap Bank | Reactive power support (raises local voltage) | $300k | 15 MVAR |
Keyboard Controls
View Switching
- F → Switch to Field View
- S → Switch to SCADA View
- ESC → Clear selection
Simulation Control
- P → Toggle pause
- 1 → Speed: 1× (normal)
- 2 → Speed: 2× (fast)
- 3 → Speed: 4× (very fast)
Building
- Toolbar buttons build generators and loads
- WIRE mode: drag to create transmission lines
- DEL mode: click near lines to delete them
- Sell assets: select and press Delete/Backspace
Campaign Scenarios
Starter Valley 🌿
TUTORIALDIFFICULTY: EASY
Summary: A small valley utility is online with one gas plant and one substation. Add clean generation, extend the feeder network, and keep enough cash on hand to stay credible.
Objectives:
- Build one solar farm or wind turbine (0/1)
- Add at least one more transmission line (1/2)
- Build a second substation for the next load pocket (1/2)
Starting Balance: $12,000k
Best for: Learning the core loop and game mechanics.
Storm Recovery ⛈️
MEDIUMDIFFICULTY: MEDIUM
Summary: A severe storm has knocked out two transmission lines and left the valley substation isolated. Restore the damaged lines with your repair crews, keep the grid frequency stable, and maintain positive cash flow throughout the crisis.
Objectives:
- Restore faulted line-a and line-b
- Keep grid frequency within safe bounds for 5 minutes
- Maintain positive revenue during recovery
Starting Balance: $18,000k
Best for: Learning emergency response and truck dispatch mechanics.
Renewable Transition 🌿
HARDDIFFICULTY: HARD
Summary: Two aging coal plants dominate your grid. Rising operating costs and a looming carbon tax mean it's time to modernize. Build clean generation, expand your load base, and reduce fossil fuel reliance before the budget runs dry.
Objectives:
- Build 3+ renewable generators (solar, wind, hydro)
- Serve 5+ load assets simultaneously
- Reduce fossil fuel output ≤30 MW
Starting Balance: $25,000k
Best for: Advanced players seeking strategic challenge.
Free Play Sandbox 🏗️
CREATIVENO OBJECTIVES
Summary: Build your own grid from scratch. No objectives, no time limit. Test strategies, experiment with asset combinations, and optimize for profit or sustainability.
Starting Balance Options:
- $5,000k — Hard mode (tight budget)
- $15,000k — Standard (balanced)
- $50,000k — Relaxed (plenty of room to experiment)
- ∞ — Unlimited budget (creative freedom)
Best for: Creative play and mastering the mechanics.