Difference between revisions of "Energy"
(Pictures are now links again.) |
|||
Line 19: | Line 19: | ||
[[Repair|Repairing]] and resurrecting units and buildings also requires Energy, as does operating [[Cloak|cloaks]], [[Shield|shields]], [[Cornea|jammers]], [[Radar Tower|radar]] and sonar. | [[Repair|Repairing]] and resurrecting units and buildings also requires Energy, as does operating [[Cloak|cloaks]], [[Shield|shields]], [[Cornea|jammers]], [[Radar Tower|radar]] and sonar. | ||
− | Excess energy is automatically used for [[Overdrive]], increasing metal output of | + | Excess energy is automatically first given to team mates then used for [[Overdrive]], increasing metal output of [[Metal Extractor]]s that are connected to same same energy grid as the energy producing structures. |
[[Category:Energy]] | [[Category:Energy]] |
Latest revision as of 20:39, 17 April 2024
Energy is the second resource in Zero-K. Constructing any unit or building requires as much Energy as it does Metal. Your starting Commander generates 6 energy per second.
The primary sources of energy are energy-producing structures:
Solar Collector |
Wind/Tidal Generator |
Geothermal Generator |
---|---|---|
Advanced Geothermal |
Fusion Reactor |
Singularity Reactor |
Most energy-producing structures may be constructed anywhere. Geothermal Generators may be placed only on geothermal vents, which are marked with a rising trail of smoke.
Energy may also be produced by Reclaiming map features which contain energy, such as trees.
Repairing and resurrecting units and buildings also requires Energy, as does operating cloaks, shields, jammers, radar and sonar.
Excess energy is automatically first given to team mates then used for Overdrive, increasing metal output of Metal Extractors that are connected to same same energy grid as the energy producing structures.