Power & Brownouts
Mechanics Guide — Remnants: Post-Collapse Idle Survival
Overview
Power is the mid-game resource that everything eventually depends on. Advanced buildings consume it continuously. If your power supply falls short of demand, the settlement enters a brownout — a tiered penalty system that scales from minor efficiency loss all the way to active population decline.
Power management is the most common cause of mid-game collapses. The four brownout tiers are unforgiving: a single rushed building expansion can cascade from Minor all the way to Blackout if you're not watching your net power balance.
Brownout Tiers
Hover the Power icon in the resource bar at any time to see current supply vs demand and which tier you're in.
- All production at 100%
- Tech and Influence generation full
- Population growth unaffected
- All production ~80%
- Tech and Influence generation ~60%
- Population growth unaffected
- Radio log warns of power strain
- All production ~55%
- Tech and Influence generation ~30%
- Population growth unaffected at this tier
- Research progress slows significantly
- All production ~30%
- Tech and Influence generation ~10%
- Population growth halted (first tier where growth stops)
- Food and water shortfalls likely — population starts at risk
- All production ~10%
- Tech and Influence generation 0%
- Population actively declines — survivors flee
- Emergency: build generators immediately
- Food/water production at near-zero means population collapse is rapid
Power Buildings
| Building | Output | Drain | Unlock | Notes |
|---|---|---|---|---|
| Battery Bank | 2.5/s | 0 | Water > 0 | First power building. Cheap, low output. Build many early. |
| Diesel Generator | 18/s | 0 | 6× Battery Bank | Core mid-game power. Reliable high output. No power drain. |
| Solar Array | 90/s | 0 | Solar Tech research + 6× Diesel Gen | Major step up. Zero drain. Build as soon as Solar Tech unlocks. |
| Wind Farm | 550/s | 0 | Advanced Engineering + 4× Solar Array | Late-game primary source. High water cost to build. |
| Fusion Prototype | 4500/s | 0 | Fusion Theory research + 3× Wind Farm | One unit powers the entire settlement. End-game only. |
High-Drain Buildings (watch these)
| Building | Drain/s | Notes |
|---|---|---|
| Blast Smelter | 90/s | Highest drain in scavenging panel |
| Nano Fabricator | 320/s | Requires multiple Wind Farms to sustain |
| Arcology | 450/s | Single biggest drain. Don't build without Fusion Prototype or 2+ Wind Farms |
| Strip Mine | 35/s | Moderate drain, high count means it adds up |
| Hydroponic Farm | 40/s | Common cause of early power issues |
| Aqueduct Network | 160/s | Major late water building — ensure power buffer before building |
Strategy
- Always check net power before building. The Power tooltip shows supply minus demand. Keep it positive by at least 20% margin.
- Build one generator ahead of need. A single extra Diesel Generator is cheap insurance against a brownout.
- Solar Tech is the priority mid-game research. The jump from 18/s (Diesel) to 90/s (Solar) per building is the most impactful power upgrade in the game.
- Don't rush Arcology without Fusion. 450/s drain from a single building will Blackout any setup without Wind Farms or Fusion running.
- Blueprint: Grid Schematics — all power production +20%, building power drain −10%. High-value expedition reward for power-heavy runs.
- Fusion Theory research — all production +15% permanently. Worth the huge cost at any stage. Unlocks Fusion Prototype, solving power forever.
Also see: Research Guide → · Buildings Reference → · Wiki Hub →
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