Difference between revisions of "Overdrive"

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'''Overdrive''' is an ability of [[Metal Extractor]]s that allows them to drain [[energy]] to multiply their [[metal]] income. It uses a grid mechanic that is also required by some powerful defense structures to function.
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'''Overdrive''' is an ability of [[Metal Extractor]]s that allows them to drain [[Energy]] to increase their [[Metal]] income. The '''Energy Grid''' provides Metal Extractors with energy, and is also required by superweapons, powerful defensive structures, and the Strider Hub.
  
= Summary =
+
== Summary ==
* To view your energy grid turn on the economy screen by pressing F4 (by default) or switching it in the top-left conner by clicking [[File:metalmap.png]] icon.
+
Every structure that uses the energy grid projects a circle of grid influence. Structures link together into the same grid when their circles touch, and the total energy of the grid is the sum of the energy production of its energy structures. Total grid energy limits the energy availible for overdrive, and is used as a threshold for activating some advanced structures, such as [[Lucifer]], [[Desolator]] and [[Cerberus]].
* Circles around metal extractors and energy sources show their grid influence.
+
 
 +
To view your energy grid, select any energy structure or energy structure build option. The grid can also be seen by toggling the economy view via the hotkey {{key press|F4}} (by default) or by clicking the <samp>[[File:metalmap.png|text-top|green sphere]] Toggle Economy Display</samp> icon in the top left corner.
 +
* Circles around Metal Extractors, energy structures, and advanced structure show their grid influence.
 
* Structures are in the same grid if their circles overlap.
 
* Structures are in the same grid if their circles overlap.
* The unused energy income in a grid is sent to the connected Metal Extractors to multiply their income.
+
* Grid colour indicates overdrive efficiency. The more energy a Metal Extractor uses, the less efficient Overdrive will be.
 
* Grids between allies can be connected.
 
* Grids between allies can be connected.
* The more energy a Metal Extractor uses, the less efficient it will be.
 
* Some weapons ([[Lucifer]], [[Desolator]], [[Cerberus]]) need a certain level of grid energy to function.
 
  
== Grid Expansion ==
+
=== Grid Efficiency ===
* If a grid is pink or violet - Make sure you have some excess energy and connect Metal Extractors and energy structures together.
+
A grid's colour is a guide to what the grid needs.
* If a grid is light blue or green - Keep adding energy.
+
* If a grid is pink or purple, it has no Metal Extractors or there is no excess energy. Build more energy structures and make sure to connect some to Metal Extractors.
* If a grid is yellow or red - The grid is inefficient. Spread out the energy by expanding the grid to connect more Metal Extractors.
+
* If a grid is light blue or green, keep adding energy structures.
+
* If a grid is yellow or red, the grid is inefficient. Spread out the energy by expanding the grid to connect more Metal Extractors.
= Explanation of Overdrive =
 
The energy grid consists of your energy structures, [[Energy Pylon|pylon]]s, and [[Metal Extractor|mexes]]. Each Mex and energy structure has an effect field; two structures are linked if their effect fields overlap. Linking econ structures together creates a grid; the energy produced in the grid is the maximum energy that can be used to overdrive all the mexes in the grid.
 
  
== Energy Distribution ==
+
== Explanation of Overdrive ==
The energy available to overdrive is dependent on a teams energy storage, income and expenditure, according the following formula:
+
Overdrive works by spending excess energy to multiply metal income. The energy is spent on each Metal Rxtractor individually, with diminishing returns. The total energy spent among the Metal Extractors in a grid is limited by the total energy of the grid. The grid only sets a cap on how much energy can be spent within it. The energy available for overdrive from second to second is dependent on a team's energy storage, income and expenditure, according to the following formula:
  
<code>Energy for Overdrive = (income - expenditure) * (storage / capacity)</code>
+
<!--<code>Energy for Overdrive = (income - expenditure) * (storage / capacity)</code>-->
 +
<var>Energy for Overdrive</var> = (<var>income</var> &minus; <var>expenditure</var>) &times; {{frac|<var>storage</var>|<var>capacity</var>}}
  
A team with full energy storage spends all of its excess energy on overdrive. Overdrive always costs energy, and does not occur if a teams expenditure exceeds its income. All the available energy is spent provided that there are sufficient grid connections. The total energy used by the metal extractors of a grid can never exceed the overdrive capacity of a grid. The total overdrive capacity of a grid is the summed energy income of each structure in that grid.  
+
A team with full energy storage spends all of its excess energy on Overdrive. All the available energy is spent, provided there are sufficient grid connections.
  
== Metal Generation ==
+
=== Metal Generation ===
Overdrive generates metal by multiplying the income of mexes. Each mex spends energy individually, and receives income according to the following formula:
+
The overdrive metal generated by a Metal Extractor depends on the amount of energy it spends, according to the following formula:
  
<code>Overdrive Metal = (Base Income) * (sqrt(energy)/4)</code>
+
<!--<code>Overdrive Metal = (Base Income) * (sqrt(energy)/4)</code>-->
 +
<var>Overdrive Metal</var> = <var>Base Income</var> &times; {{frac|{{sqrt|<var>energy</var>}}|4}}
  
For example, a mex with 2.2 base income and 4 overdrive energy generates <code>2.2*(sqrt(4)/4) = 1.1</code> overdrive metal.  
+
For example, a Metal Extractor with 2.2 base income and 4 Overdrive Energy generates <span style="white-space:nowrap">2.2 &times; {{frac|{{sqrt|4}}|4}} = 1.1</span> Overdrive Metal.
  
= Efficiency Tips =
+
== Efficiency Tips ==
Selecting an economy structure will show the effect fields of all econ structures. The color of the field denotes its efficiency: runs from purple to red as it becomes increasingly inefficient; pink means unlinked. If a structure is disabled for any reason (EMP, for instance), it loses its pylon functionality; the field turns grey to indicate this.
+
The color of an overdrive grid is related to the ratio of the energy it spends to the metal it produces. Pink means that there is currently no metal being produced. If a structure is disabled for any reason ([[Weapon classes#EMP|<abbr title="Electromagnetic pulse">EMP</abbr>]], for instance), it loses its grid connecting functionality, and its field turns gray to indicate this.
  
http://licho.eu/alba/Zero-K_Manual/pylongrid.sized.jpg
+
[[Image:Pylongrid.sized.jpg]]
  
== Diminishing Returns ==
+
Grids with the same color do not need to be linked, as they are operating at the same efficiency.
The overdrive equation has diminishing returns. It takes 16 energy initially to double the income of a mex, and a further 64 energy (80 in total) to increase the output to triple its income. As a result, your metal to energy conversion ratio improves as more mexes are built and added to the grid.
+
[[File:GridColour.png]]
  
For example, compare four +2 mexes in a grid to a single +2 mex, each in grids that have been allocated 16 energy. Each mex in the 4-mex grid receives 4 energy, which overdrives them each by 50%. Therefore the mexes each generate +1 overdrive metal, for a total of +4. The single mex receives 16 energy so is overdriven 100%, resulting in +2 overdrive metal. Spreading your overdrive, and thus your grid, between many metal extractors improves the efficiency of your overdrive.
+
=== Diminishing Returns ===
 +
[[File:Zero-K_Overdrive_Chart.png|frame|Overdrive becomes less efficient as Energy keeps being added to the same grid.|class="mw-collapsible"]]
  
In practice only about half of your extractors need to be linked to an overdrive grid for most games. The cost and risk of linking extra extractors can be too great for the minimal gain of linking an already efficient grid. It can be advantageous to construct a few small energy structures next to many of your mexes to take advantage of the highly efficient low levels of overdrive.
+
The Overdrive equation has diminishing returns. It takes 16 Energy initially to double the income of a mex, and a further 48 energy (64 in total) to increase the output to triple its income. As a result, your metal to energy conversion ratio improves as more mexes are built and added to the grid.
  
[[File:Zero-K_Overdrive_Chart.png]]
+
For example, compare four +2 mexes in a grid to four +2 mexes, but with only one mex is a grid. Each of the grids is allocated 16 energy.
 +
{| class="wikitable"
 +
|-
 +
! !! Connected Grid !! Disconnected Grid
 +
|-
 +
| Base Income Per Mex || +2 || +2
 +
|-
 +
| Total Base Income|| +8 || +8
 +
|-
 +
| Energy Per Mex|| 4 || 16 for one, 0 for the other three
 +
|-
 +
| Overdrive Multiplier || 50% || 100% for one, 0% for the other three
 +
|-
 +
| Overdrive Income Per Mex || +1 || +2 for one, 0 for the other three
 +
|-
 +
| Total Overdrive Income || +4 || +2
 +
|-
 +
| Total Income || +12 || +10
 +
|}
  
== High Income Mexes ==
+
Spreading your Overdrive, and thus your grid, between many Metal Extractors improves the efficiency of your Overdrive. In practice, only about half of your extractors need to be linked to an Overdrive grid for most games. The cost and risk of linking extra extractors can be too great for the minimal gain of linking an already efficient grid. It can be advantageous to construct a few small energy structures next to many of your mexes to take advantage of the highly efficient low levels of overdrive.
Overdrive works by multiply base income, so metal spots with unusually high incomes are particularly important to overdrive. Such mexal spots can be found in the center of many maps, which makes the task of overdriving them safely quite difficult. The overdrive equation has been solved to optimally distribute energy to the mexes that will yield the greatest income, so you never need to worry about connecting mexes with varying incomes to your grids. Try to capture metal spots with high incomes and overdrive them as much as possible. These extractors will max their grid sooner than others so make sure to keep track of their energy usage.
 
  
== Tooltips ==
+
=== High-Income Mexes ===
The tooltips of Metal Extractors have information to display how efficient your overdrive is. For example:
+
Overdrive works by multiplying base income, so Metal spots with unusually high income are particularly important to overdrive. Such Metal spots can be found in the center of many maps, which makes the task of overdriving them safely quite difficult.
  
:'''Metal Extractor - Makes:X + Overdrive: + Y% Energy:Z'''
+
The Overdrive equation has been solved to optimally distribute energy between mexes to yield the greatest income, so you never need to worry about connecting mexes with different incomes to your grids. Try to capture Metal spots with high income and overdrive them as much as possible. These extractors will max their grid sooner than others, so keep track of their energy usage.
  
This shows the state of a single extractor. X is the base metal income of the extractor. Y% is the extra metal income from overdrive. Z is the energy used by this extractor to produce the extra Y% of income.
+
=== Tooltips ===
Y and Z are always related by <code>Y = sqrt(Z)/4 x 100</code>
+
The tooltips of Metal Extractors have information to display how efficient your Overdrive is. For example:
  
:'''E source - Extra Metal: X Energy Y / Z'''
+
;Metal Extractor&mdash;<samp>Income: <var>X</var> + <var>Y%</var> Overdrive</samp><br><samp>Energy: <var>-Z</var></samp>
 +
:This shows the state of a single extractor. <var>X</var> is the base Metal income of the extractor. <var>Y%</var> is the extra Metal income from overdrive. <var>Z</var> is the Energy used by this extractor to produce the extra <var>Y%</var> of income.
 +
:;<var>Y</var> and <var>Z</var> are always related by <!--<code>Y = sqrt(Z)/4 x 100</code>-->
 +
::<var>Y</var> = 100 &times; {{frac|{{sqrt|<var>Z</var>}}|4}}
 +
;Energy source&mdash;<samp>Grid: <var>Y</var>/<var>Z</var> E => <var>X</var> M</samp>
 +
:This shows the behavior of the energy grid that the structure is part of. <var>X</var> shows the total extra Metal produced due to Overdrive in this grid. <var>Y</var> shows the total energy expended to produce this metal. <var>Z</var> shows the Energy production of all the energy structures of the grid. <var>Z</var> is the upper bound of <var>Y</var>.
  
This shows the behaviour of the energy grid that the structure is part of. X shows the total extra metal produced due to overdrive in this grid. Y shows the total energy expended to produce this metal. Z shows the energy production of all the energy structures of the grid, Z is the upper bound of Y.
+
=== General Investment Payback Time ===
 
+
The color coding on an energy grid is determined by the amount of energy required to make 1 Metal. From this, you can roughly approximate how long it will take for an energy structure to repay its Metal cost in overdrive based on grid color. These numbers are theoretical and not exact in a game environment, but a good guideline.
== General Investment Payback Time ==
+
 
+
{| class="wikitable" style="text-align:right;float:left;margin-right:1.5em"
The color coding on an energy grid is determined by the amount of energy required to make 1 metal. From this, you can roughly approximate how long it will take for a energy structure to repay it's metal cost in overdrive biased on grid color. These numbers are theoretical and not exact in a game environment, but a good guideline.
+
|+ Payback Time for Overdrive (minutes)
 +
|-
 +
!colspan="2" scope="col"|<div style="display:none">[[File:Overdrive_vGradient_1.png|10x10px]]</div>Color!!scope="col"|<abbr title="Energy per Metal">E/M</abbr>!!scope="col" style="width:3em"|Solar!!scope="col" style="width:3em"|Tidal!!scope="col" style="width:3em"|Fusion!!scope="col" style="width:3em"|Geo!!scope="col" style="width:3em"|Singu!!scope="col" style="width:3em"|Adv. Geo
 +
|-
 +
|rowspan="15" style="padding:0"|<img src="{{filepath:Overdrive_vGradient_1.png}}" style="width:100%;height:31em;border:none;padding:0;margin:0" alt="Color gradient (0 to 14 E/M).">
 +
|style="background-color:#FF40FF;font-size:1px;width:16pt" title="Pink"|Pink
 +
!scope="row"|0
 +
|0:00||0:00||0:00||0:00||0:00||0:00
 +
|-
 +
|style="background-color:#7800FF;font-size:1px" title="Purple"|Purple
 +
!scope="row"|1
 +
|0:35||0:29||0:29||0:20||0:18||0:15
 +
|-
 +
|style="background-color:#7800FF;font-size:1px" title="Purple"|Purple
 +
!scope="row"|2
 +
|1:10||0:58||0:57||0:40||0:36||0:30
 +
|-
 +
|style="background-color:#7800FF;font-size:1px" title="Purple"|Purple
 +
!scope="row"|3
 +
|1:45||1:28||1:26||1:00||0:53||0:45
 +
|-
 +
|style="background-color:#003CFF;font-size:1px" title="Blue"|Blue
 +
!scope="row"|4
 +
|2:20||1:57||1:54||1:20||1:11||1:00
 +
|-
 +
|style="background-color:#00FFC3;font-size:1px" title="Turquoise"|Turquoise
 +
!scope="row"|5
 +
|2:55||2:26||2:23||1:40||1:29||1:15
 +
|-
 +
|style="background-color:#00FF1E;font-size:1px" title="Green"|Green
 +
!scope="row"|6
 +
|3:30||2:55||2:51||2:00||1:47||1:30
 +
|-
 +
|style="background-color:#54FF00;font-size:1px" title="Bright Green"|Bright Green
 +
!scope="row"|7
 +
|4:05||3:24||3:20||2:20||2:04||1:45
 +
|-
 +
|style="background-color:#A5FF00;font-size:1px" title="Green-Yellow"|Green-Yellow
 +
!scope="row"|8
 +
|4:40||3:53||3:49||2:40||2:22||2:00
 +
|-
 +
|style="background-color:#FFFF00;font-size:1px" title="Yellow"|Yellow
 +
!scope="row"|9
 +
|5:15||4:23||4:17||3:00||2:40||2:15
 +
|-
 +
|style="background-color:#FFED00;font-size:1px" title="Gold"|Gold
 +
!scope="row"|10
 +
|5:50||4:52||4:46||3:20||2:58||2:30
 +
|-
 +
|style="background-color:#FFCC00;font-size:1px" title="Tangerine"|Tangerine
 +
!scope="row"|11
 +
|6:25||5:21||5:14||3:40||3:16||2:45
 +
|-
 +
|style="background-color:#FFAE00;font-size:1px" title="Orange"|Orange
 +
!scope="row"|12
 +
|7:00||5:50||5:43||4:00||3:33||3:00
 +
|-
 +
|style="background-color:#FF9900;font-size:1px" title="Orange Peel"|Orange Peel
 +
!scope="row"|13
 +
|7:35||6:19||6:11||4:20||3:51||3:15
 +
|-
 +
|style="background-color:#FF8800;font-size:1px" title="Dark Orange"|Dark Orange
 +
!scope="row"|14
 +
|8:10||6:48||6:40||4:40||4:09||3:30
 +
|}
  
[[File:Wiki_OD_chart.png]]
+
{| class="wikitable" style="text-align:right;float:left"
 +
|+ Payback Time for Overdrive (Red Zone)
 +
|-
 +
!colspan="2" scope="col"|<div style="display:none">[[File:Overdrive_vGradient_2.png|10x10px]]</div>Color!!scope="col"|<abbr title="Energy per Metal">E/M</abbr>!!scope="col" style="width:3em"|Solar!!scope="col" style="width:3em"|Tidal!!scope="col" style="width:3em"|Fusion!!scope="col" style="width:3em"|Geo!!scope="col" style="width:3em"|Singu!!scope="col" style="width:3em"|Adv. Geo
 +
|-
 +
|rowspan="15" style="padding:0"|<img src="{{filepath:Overdrive_vGradient_2.png}}" style="width:100%;height:31em;border:none;padding:0;margin:0" alt="Color gradient (15 to 29 E/M).">
 +
|style="background-color:#FF7700;font-size:1px;width:16pt"|&nbsp;
 +
!scope="row"|15
 +
|8:45||7:18||7:09||5:00||4:27||3:45
 +
|-
 +
|style="background-color:#FF6A00;font-size:1px"|&nbsp;
 +
!scope="row"|16
 +
|9:20||7:47||7:37||5:20||4:44||4:00
 +
|-
 +
|style="background-color:#FF6200;font-size:1px"|&nbsp;
 +
!scope="row"|17
 +
|9:55||8:16||8:06||5:40||5:02||4:15
 +
|-
 +
|style="background-color:#FF5500;font-size:1px"|&nbsp;
 +
!scope="row"|18
 +
|10:30||8:45||8:34||6:00||5:20||4:30
 +
|-
 +
|style="background-color:#FF4D00;font-size:1px"|&nbsp;
 +
!scope="row"|19
 +
|11:05||9:14||9:03||6:20||5:38||4:45
 +
|-
 +
|style="background-color:#FF4800;font-size:1px"|&nbsp;
 +
!scope="row"|20
 +
|11:40||9:43||9:31||6:40||5:56||5:00
 +
|-
 +
|style="background-color:#FF4000;font-size:1px"|&nbsp;
 +
!scope="row"|21
 +
|12:15||10:13||10:00||7:00||6:13||5:15
 +
|-
 +
|style="background-color:#FF3C00;font-size:1px"|&nbsp;
 +
!scope="row"|22
 +
|12:50||10:42||10:29||7:20||6:31||5:30
 +
|-
 +
|style="background-color:#FF3700;font-size:1px"|&nbsp;
 +
!scope="row"|23
 +
|13:25||11:11||10:57||7:40||6:49||5:45
 +
|-
 +
|style="background-color:#FF3300;font-size:1px"|&nbsp;
 +
!scope="row"|24
 +
|14:00||11:40||11:26||8:00||7:07||6:00
 +
|-
 +
|style="background-color:#FF2F00;font-size:1px"|&nbsp;
 +
!scope="row"|25
 +
|14:35||12:09||11:54||8:20||7:24||6:15
 +
|-
 +
|style="background-color:#FF2A00;font-size:1px"|&nbsp;
 +
!scope="row"|26
 +
|15:10||12:38||12:23||8:40||7:42||6:30
 +
|-
 +
|style="background-color:#FF2A00;font-size:1px"|&nbsp;
 +
!scope="row"|27
 +
|15:45||13:08||12:51||9:00||8:00||6:45
 +
|-
 +
|style="background-color:#FF2600;font-size:1px"|&nbsp;
 +
!scope="row"|28
 +
|16:20||13:37||13:20||9:20||8:18||7:00
 +
|-
 +
|style="background-color:#FF2200;font-size:1px"|&nbsp;
 +
!scope="row"|29
 +
|16:55||14:06||13:49||9:40||8:36||7:15
 +
|}{{clear}}
 +
Wind generators are not part of this table because their output varies as the wind strength changes. They can, however, be very efficient, especially since they take very little time to build and can start providing resources sooner than more expensive options.
  
= High-energy Weapons =
+
== High-Energy Weapons ==
Some defense structures also require a connection to a grid in order to function (e.g. [[Cerberus]], [[Desolator]], [[Lucifer]]). The grid must have a minimum power output; however, any number of structures can use the same grid.
+
[[File:nopower.jpg|frame|A disconnected Lucifer will not fire.]]
  
If a defense structure is not connected to a sufficiently powerful grid, an energy icon will display over it.
+
Some defense structures, like [[Cerberus]], [[Desolator]] and [[Lucifer]], require connection to a grid. The grid must have a minimum total energy for these structures to activate. The energy is not spent by these structures, it is just a minimum threshold, so any number of the same structure can be activated by a grid. If a structure is not connected to a sufficiently powerful grid, an energy icon will display over it and the structure will not function.
  
http://licho.eu/alba/Zero-K_Manual/nopower.png
 
  
 
{{Navbox manual}}
 
{{Navbox manual}}
 +
[[Category:Resources]]

Latest revision as of 16:48, 26 December 2023

Overdrive is an ability of Metal Extractors that allows them to drain Energy to increase their Metal income. The Energy Grid provides Metal Extractors with energy, and is also required by superweapons, powerful defensive structures, and the Strider Hub.

Summary

Every structure that uses the energy grid projects a circle of grid influence. Structures link together into the same grid when their circles touch, and the total energy of the grid is the sum of the energy production of its energy structures. Total grid energy limits the energy availible for overdrive, and is used as a threshold for activating some advanced structures, such as Lucifer, Desolator and Cerberus.

To view your energy grid, select any energy structure or energy structure build option. The grid can also be seen by toggling the economy view via the hotkey F4 (by default) or by clicking the green sphere Toggle Economy Display icon in the top left corner.

  • Circles around Metal Extractors, energy structures, and advanced structure show their grid influence.
  • Structures are in the same grid if their circles overlap.
  • Grid colour indicates overdrive efficiency. The more energy a Metal Extractor uses, the less efficient Overdrive will be.
  • Grids between allies can be connected.

Grid Efficiency

A grid's colour is a guide to what the grid needs.

  • If a grid is pink or purple, it has no Metal Extractors or there is no excess energy. Build more energy structures and make sure to connect some to Metal Extractors.
  • If a grid is light blue or green, keep adding energy structures.
  • If a grid is yellow or red, the grid is inefficient. Spread out the energy by expanding the grid to connect more Metal Extractors.

Explanation of Overdrive

Overdrive works by spending excess energy to multiply metal income. The energy is spent on each Metal Rxtractor individually, with diminishing returns. The total energy spent among the Metal Extractors in a grid is limited by the total energy of the grid. The grid only sets a cap on how much energy can be spent within it. The energy available for overdrive from second to second is dependent on a team's energy storage, income and expenditure, according to the following formula:

Energy for Overdrive = (incomeexpenditure) × storage ÷ capacity

A team with full energy storage spends all of its excess energy on Overdrive. All the available energy is spent, provided there are sufficient grid connections.

Metal Generation

The overdrive metal generated by a Metal Extractor depends on the amount of energy it spends, according to the following formula:

Overdrive Metal = Base Income × (energy) ÷ 4

For example, a Metal Extractor with 2.2 base income and 4 Overdrive Energy generates 2.2 × (4) ÷ 4 = 1.1 Overdrive Metal.

Efficiency Tips

The color of an overdrive grid is related to the ratio of the energy it spends to the metal it produces. Pink means that there is currently no metal being produced. If a structure is disabled for any reason (EMP, for instance), it loses its grid connecting functionality, and its field turns gray to indicate this.

Pylongrid.sized.jpg

Grids with the same color do not need to be linked, as they are operating at the same efficiency. GridColour.png

Diminishing Returns

Overdrive becomes less efficient as Energy keeps being added to the same grid.

The Overdrive equation has diminishing returns. It takes 16 Energy initially to double the income of a mex, and a further 48 energy (64 in total) to increase the output to triple its income. As a result, your metal to energy conversion ratio improves as more mexes are built and added to the grid.

For example, compare four +2 mexes in a grid to four +2 mexes, but with only one mex is a grid. Each of the grids is allocated 16 energy.

Connected Grid Disconnected Grid
Base Income Per Mex +2 +2
Total Base Income +8 +8
Energy Per Mex 4 16 for one, 0 for the other three
Overdrive Multiplier 50% 100% for one, 0% for the other three
Overdrive Income Per Mex +1 +2 for one, 0 for the other three
Total Overdrive Income +4 +2
Total Income +12 +10

Spreading your Overdrive, and thus your grid, between many Metal Extractors improves the efficiency of your Overdrive. In practice, only about half of your extractors need to be linked to an Overdrive grid for most games. The cost and risk of linking extra extractors can be too great for the minimal gain of linking an already efficient grid. It can be advantageous to construct a few small energy structures next to many of your mexes to take advantage of the highly efficient low levels of overdrive.

High-Income Mexes

Overdrive works by multiplying base income, so Metal spots with unusually high income are particularly important to overdrive. Such Metal spots can be found in the center of many maps, which makes the task of overdriving them safely quite difficult.

The Overdrive equation has been solved to optimally distribute energy between mexes to yield the greatest income, so you never need to worry about connecting mexes with different incomes to your grids. Try to capture Metal spots with high income and overdrive them as much as possible. These extractors will max their grid sooner than others, so keep track of their energy usage.

Tooltips

The tooltips of Metal Extractors have information to display how efficient your Overdrive is. For example:

Metal Extractor—Income: X + Y% Overdrive
Energy: -Z
This shows the state of a single extractor. X is the base Metal income of the extractor. Y% is the extra Metal income from overdrive. Z is the Energy used by this extractor to produce the extra Y% of income.
Y and Z are always related by
Y = 100 × (Z) ÷ 4
Energy source—Grid: Y/Z E => X M
This shows the behavior of the energy grid that the structure is part of. X shows the total extra Metal produced due to Overdrive in this grid. Y shows the total energy expended to produce this metal. Z shows the Energy production of all the energy structures of the grid. Z is the upper bound of Y.

General Investment Payback Time

The color coding on an energy grid is determined by the amount of energy required to make 1 Metal. From this, you can roughly approximate how long it will take for an energy structure to repay its Metal cost in overdrive based on grid color. These numbers are theoretical and not exact in a game environment, but a good guideline.

Payback Time for Overdrive (minutes)
Overdrive vGradient 1.png
Color
E/M Solar Tidal Fusion Geo Singu Adv. Geo
Color gradient (0 to 14 E/M). Pink 0 0:00 0:00 0:00 0:00 0:00 0:00
Purple 1 0:35 0:29 0:29 0:20 0:18 0:15
Purple 2 1:10 0:58 0:57 0:40 0:36 0:30
Purple 3 1:45 1:28 1:26 1:00 0:53 0:45
Blue 4 2:20 1:57 1:54 1:20 1:11 1:00
Turquoise 5 2:55 2:26 2:23 1:40 1:29 1:15
Green 6 3:30 2:55 2:51 2:00 1:47 1:30
Bright Green 7 4:05 3:24 3:20 2:20 2:04 1:45
Green-Yellow 8 4:40 3:53 3:49 2:40 2:22 2:00
Yellow 9 5:15 4:23 4:17 3:00 2:40 2:15
Gold 10 5:50 4:52 4:46 3:20 2:58 2:30
Tangerine 11 6:25 5:21 5:14 3:40 3:16 2:45
Orange 12 7:00 5:50 5:43 4:00 3:33 3:00
Orange Peel 13 7:35 6:19 6:11 4:20 3:51 3:15
Dark Orange 14 8:10 6:48 6:40 4:40 4:09 3:30
Payback Time for Overdrive (Red Zone)
Overdrive vGradient 2.png
Color
E/M Solar Tidal Fusion Geo Singu Adv. Geo
Color gradient (15 to 29 E/M).   15 8:45 7:18 7:09 5:00 4:27 3:45
  16 9:20 7:47 7:37 5:20 4:44 4:00
  17 9:55 8:16 8:06 5:40 5:02 4:15
  18 10:30 8:45 8:34 6:00 5:20 4:30
  19 11:05 9:14 9:03 6:20 5:38 4:45
  20 11:40 9:43 9:31 6:40 5:56 5:00
  21 12:15 10:13 10:00 7:00 6:13 5:15
  22 12:50 10:42 10:29 7:20 6:31 5:30
  23 13:25 11:11 10:57 7:40 6:49 5:45
  24 14:00 11:40 11:26 8:00 7:07 6:00
  25 14:35 12:09 11:54 8:20 7:24 6:15
  26 15:10 12:38 12:23 8:40 7:42 6:30
  27 15:45 13:08 12:51 9:00 8:00 6:45
  28 16:20 13:37 13:20 9:20 8:18 7:00
  29 16:55 14:06 13:49 9:40 8:36 7:15

Wind generators are not part of this table because their output varies as the wind strength changes. They can, however, be very efficient, especially since they take very little time to build and can start providing resources sooner than more expensive options.

High-Energy Weapons

A disconnected Lucifer will not fire.

Some defense structures, like Cerberus, Desolator and Lucifer, require connection to a grid. The grid must have a minimum total energy for these structures to activate. The energy is not spent by these structures, it is just a minimum threshold, so any number of the same structure can be activated by a grid. If a structure is not connected to a sufficiently powerful grid, an energy icon will display over it and the structure will not function.