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.

Normal Supply ≥ Demand
  • All production at 100%
  • Tech and Influence generation full
  • Population growth unaffected
Minor Brownout Supply slightly below demand
  • All production ~80%
  • Tech and Influence generation ~60%
  • Population growth unaffected
  • Radio log warns of power strain
Brownout Moderate deficit
  • All production ~55%
  • Tech and Influence generation ~30%
  • Population growth unaffected at this tier
  • Research progress slows significantly
Severe Large deficit
  • 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
Blackout Critical deficit
  • 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
Blackout cascade: At 10% production, food and water output drops below population consumption. Population declines → less production → less tech → can't research → can't build generators. This spiral is hard to escape without pre-built emergency generators. Always buffer.

Power Buildings

BuildingOutputDrainUnlockNotes
Battery Bank2.5/s0Water > 0First power building. Cheap, low output. Build many early.
Diesel Generator18/s06× Battery BankCore mid-game power. Reliable high output. No power drain.
Solar Array90/s0Solar Tech research + 6× Diesel GenMajor step up. Zero drain. Build as soon as Solar Tech unlocks.
Wind Farm550/s0Advanced Engineering + 4× Solar ArrayLate-game primary source. High water cost to build.
Fusion Prototype4500/s0Fusion Theory research + 3× Wind FarmOne unit powers the entire settlement. End-game only.

High-Drain Buildings (watch these)

BuildingDrain/sNotes
Blast Smelter90/sHighest drain in scavenging panel
Nano Fabricator320/sRequires multiple Wind Farms to sustain
Arcology450/sSingle biggest drain. Don't build without Fusion Prototype or 2+ Wind Farms
Strip Mine35/sModerate drain, high count means it adds up
Hydroponic Farm40/sCommon cause of early power issues
Aqueduct Network160/sMajor late water building — ensure power buffer before building

Strategy

Recovery from Blackout: If you hit Blackout — stop building anything. Let existing food/water stockpile sustain population temporarily. Sell or demolish the highest-drain building if possible. Rush one more generator. Normal tier returns fast once supply exceeds demand even slightly.

Also see: Research Guide →  ·  Buildings Reference →  ·  Wiki Hub →

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