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02 Power Systems

Document Type: Design Document Last Updated: 2026-03-09 Vault destination: 06_Outpost

Summary

The power system is the mechanical and educational backbone of Outpost Mode. Players learn real electrical engineering concepts — generation, transmission, step-up/step-down transformation, circuit protection, and load balancing — by building and maintaining a functional power grid across the outpost. The system is taught through experience: players encounter the problem first, then discover the solution.


Design Intent

  • Teach power distribution concepts through natural gameplay consequences
  • Create strategic depth in tower placement and infrastructure investment
  • Reward tinkering and optimisation without punishing mistakes (full material return on deconstruct)
  • Scale in complexity across outpost levels — simple generation early, full grid management later

Power Architecture

The Power Core

  • One power core exists per outpost — not per building
  • Located procedurally somewhere in the outpost (seed-determined position)
  • Genesis must locate it during underground exploration
  • Requires repair before it becomes functional
  • Once active, the core outputs high-voltage power into the underground transmission network
  • Higher outpost levels = higher core output capacity

Underground Transmission

  • Power flows from the core through underground transmission lines to each building
  • Transmission lines experience line loss — longer runs lose efficiency
  • Relays placed by Genesis along underground corridors reduce line loss
  • Higher-tier cable materials reduce loss further
  • Underground lines must be physically laid by Genesis during exploration

Building Basement (Power Floor)

Every building has a basement storey dedicated to power distribution for that building:

  • Receives high-voltage power from the underground transmission line
  • Houses a step-down transformer that Genesis installs — converts high voltage to usable building voltage
  • The basement sets the total power budget for all storeys above it
  • Investing in better basement infrastructure increases the whole building's power ceiling
  • The basement is not a TD arena — it is a setup and maintenance space

Per-Storey Distribution

Each storey draws from the building's power budget:

  • Towers have a power draw value — cheap towers draw less, powerful towers draw more
  • Genesis places distribution panels on each storey to route power to towers
  • Overloading a storey's allocation causes a short circuit event
  • Total storey draw cannot exceed the building budget without upgrading the basement

Electrical Concepts by Outpost Level

Outpost Level Concepts Introduced
1 Basic generation, simple distribution, short circuits, breaker protection
2 Transmission over distance, line loss, relay nodes
3 Step-up and step-down transformers, load balancing across buildings
4+ Redundant circuits, parallel distribution, failover systems

Short Circuits

A short circuit occurs when a storey's power draw exceeds its safe capacity without breaker protection.

What happens physically (real-world basis): A short circuit bypasses normal circuit resistance. Current spikes massively at the fault location. Without breaker protection, the fault location becomes extremely hot and dangerous. With a breaker, the circuit trips safely before damage occurs.

In-game behaviour without breakers: - The fault location (the overloaded tower or distribution panel) becomes a heat source - Drones are attracted to the power spike at the fault location - Aliens are attracted to the intense heat generated at the fault location - Both enemy types converge on the fault simultaneously — a tactical crisis - Towers on that circuit go offline until the fault is resolved by Genesis

In-game behaviour with breakers installed: - Circuit trips safely — towers on that circuit go offline briefly - No heat spike — aliens are not additionally attracted - Drones briefly lose signal (no clean power flow) and become disoriented - Genesis resets the breaker to restore the circuit - No enemy surge

Teaching moment: Players experience chaotic shorts before finding breaker components. The contrast makes the value of protection immediately obvious.


Breaker Progression

Tier Handles Found / Crafted
Basic Breaker Low current loads Salvaged from outpost environment
Standard Breaker Medium loads Crafted from intermediate resources
Heavy Breaker High loads Crafted from components
Smart Breaker Auto-resets, load monitoring Higher outpost levels

Enemy Attraction to Power

Drones (Electrical)

  • Attracted to active power flow — powered circuits, running towers, transmission lines
  • Path toward highest power signal in range
  • During a short circuit without breakers: attracted to the fault location (massive spike)
  • When power is cleanly cut (breaker tripped): brief disorientation, erratic movement
  • Attack behaviour: target active power infrastructure methodically

Aliens (Heat-seeking)

  • Attracted to heat generated by power production
  • Generator always produces heat regardless of whether power is being used cleanly
  • Short circuit without breaker: fault location runs extremely hot — aliens swarm it
  • When generator overloads (no breaker, sustained short): generator itself becomes primary heat beacon
  • Alien behaviour: more chaotic than drones, swarm rather than path methodically
  • When power is down: generator still warm — aliens still attracted to generator location, just less intensely

Key distinction: Cutting power cleanly confuses drones but does not eliminate alien attraction — the generator is still warm.


AFK Power Behaviour

When Genesis is AFK (player away): - Towers continue operating autonomously drawing from power budget - Power grid continues running - Short circuits can develop if Genesis placed towers that together exceed capacity - Breakers trip safely if installed — towers go offline but no enemy surge - Without breakers, enemy surges can occur at fault locations during absence - Recommendation surfaced to player: install breakers before going AFK


Resource Bleed and Power

Power disruption directly affects resource bleed rate:

Power State Bleed Effect
Fully powered, no faults Normal bleed rate
Partial outage (some storeys offline) Increased bleed on affected storeys
Short circuit active, no breaker Accelerated bleed + enemy surge
Outpost Compromised status Maximum bleed, grid degrading over time

Bleed floor: Yield can never drop below a minimum threshold per outpost level. Higher outpost levels have a higher bleed floor (more enemies, more contribution, balanced). Players always receive something regardless of grid state.


Cross-References

  • Enemy behaviour detail → 06_Outpost/03_Enemy Design.md
  • Resource bleed formula → 06_Outpost/04_Progression & Rewards.md
  • Procedural placement of power core → 06_Outpost/05_Procedural Generation.md

Revision History

Version Date Notes
0.1 2026-03-09 Initial draft from design session