Fusion Power Plant
The most important power source of your colony. The first plant is a gift, and with upgrades it delivers up to 105 MW.
Next to money, power is the second big bottleneck in District Null. Without power, new districts only get caravans and a few containers, mines do not dig and services like the police have no effect. The Fusion Power Plant is your most important source. The colonial authority gives you the first one, every further one costs 3,500,000 $ and 1,000 t of metal.

Range and grid
A power plant only supplies what lies within its range of 42 tiles. Several plants pool their output when a consumer is within reach of both. For districts further away, build a chain of Transmitter Stations.
If there is not enough power for everyone, the grid shares it in this order:
- Services such as the hospital, fire station, police, bus stops and schools get their power completely or not at all. The hospital comes first.
- Production buildings such as mines, the blast furnace and the research lab share the rest. If they only get half, they only produce half.
- Districts get power completely or not at all. Small districts are supplied first, large ones afterwards.
Upgrades
At level 1 a Fusion Power Plant delivers 30 MW. Each further level is unlocked in the research lab. The upgrade costs spice and later plasma steel and plasma cores, and in return the last level doubles the output once more. During the upgrade the plant delivers no power, so plan for the pause.
The Fusion Power Plant has no running costs and causes no smog.
Read more: Power and Distribution and Power Plants.
Upgrade levels
| Level | Costs | Upgrade time | What the level adds |
|---|---|---|---|
| 1 | 30 min | 30 MW | |
| 2 | 2 h | 55 MW Research: Fusion Level 2 | |
| 3 | 2 h | 105 MW Research: Fusion Level 3 |
Operation pauses during the upgrade. Costs apply to the upgrade to that level. Some levels are only unlocked by research in the Research Lab.
