NationTraits:Power

> *This article is a subset of the SIGC's **NationTraits™** project.*
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**ATTENTION!** Don't use this as of now. May come back and make a change to the Weights if my mind decides on something else.

A Nation must have power in order to operate. Through extensive research, looking at histories, and asking around, we've managed to compile a list of all forms of Power Generation from the very basic to the most advanced. There may be some obscure ones we here have missed, but we believe this to be a fairly comprehensive and relatively fully complete list.

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When selecting, you only must subtract the Point Value from the highest level of technology. (Highest Level at Bottom of Page, Lowest Level at Top.)

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## **Wood**

**Wood** is the most basic power source for a nation. Chop down a tree, set its remains on fire, and boom, you've got a camp fire, a cooking spot, fuel for a steam generator, or an arson. The possibilities are endless with this basic technology. It's also easy to pack up and bring along on a trip if you have yet to settle down.

### **Requirements**

> Must be **Stone Age** or Higher. Must be Intelligent. Must exist.
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## **Basic Hydroelectric**

**Basic Hydroelectric** is the use of waterwheels to power your nation. This means that you must be built near a river with a current, or an area where you can get water higher than the wheel to cascade down onto it.

### **Requirements**

> Must be **Agricultural Revolution** or Higher. Must have **Permanent Settlements**.
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## **Basic Wind**

**Basic Wind** is the use of the large old-fashioned windmills for power. These must be built in areas with high wind and minimal obstructions, such as trees, hills, or other buildings.

### **Requirements**

> Must be **Agricultural Revolution** or Higher. Must have **Permanent Settlements**.
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## **Basic Magic Essence**

**Basic Magic Essence** is the use of energy from beings, the ecosystem, or from specific items that can be used to act as a power source. The energy slowly dissipates from the object into a collector (so without harming whatever it is, unless you want that to be a thing) and can then be burned or harnessed as a power source.

### **Requirements**

> Must be **Copper Age** or Higher. Must have **Magic - Level 1** or Higher Magic Levels to use and Operate. Must have **Essence Harnessing Technology** and **Permanent Settlements**.
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## **Coal**

**Coal** is an abundant natural resource on planets with plant life. It forms in areas of high pressure with large amounts of carbon. It's cheap, easy to burn, and fairly efficient for what it is.

### **Requirements**

> Must be **Enlightenment Age** or Higher. Must have **Industry** and must own **Coal Mining Technology** and **Coal Refinery Technology**.
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## **Oil**

**Oil** is a little more expensive than coal, but provides more power. It is the most pollutant of all power sources, though is significantly less expensive to buy and upkeep than all the later ones. Comes from dead animals that have been compressed over many thousands and millions of years.

### **Requirements**

> Must be **Industrial Revolution** or Higher. Must have **Industry** and must own **Oil Refinery Technology**.
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## **Basic Solar**

**Basic Solar** is similar to the very first solar panels. They only had an efficiency of 25% or less, and were mainly used for heating water rather than actual power. Though, through this property, many of these plants were actually mirrors aimed at a vat of water to make it steam and spin a turbine before condensing and receding back into the vat to be boiled again. Work best in the sun.

### **Requirements**

> Must be **Modern Age** or Higher. Must have **Moderate Infrastructure**.
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## **Advanced Wind**

**Advanced Wind** takes on the look similar to the wind turbines like the large white ones that line the hills of windy areas. Work best in areas of high wind, so either extreme flat or particularly hilly terrain.

### **Requirements**

> Must be **Modern Age** or Higher. Must have **Moderate Infrastructure** and must have Hilly Terrain.
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## **Advanced Hydroelectric**

**Advanced Hydroelectric** allows the nation in question to build large dams and better usage of gravity and water to create electricity. Requires a flowing water source, as well as an area in which a reservoir can be built and a large enough drop to happen.

### **Requirements**

> Must be **Modern Age** or Higher. Must have **Strong Infrastructure** and must have Hilly and/or Mountainous Terrain.
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## **Nuclear Fission**

**Nuclear Fission** is the process of taking a large atom (such as Uranium-235) and breaking it apart into smaller elements to create energy. Fission reactions can take any large atom that is fissile, but it cannot get any lower than Iron. Must have the infrastructure to contain the radioactive elements and prevent meltdowns.

### **Requirements**

> Must be **Atomic Age** or Higher. Must have **Weak Infrastructure** or Higher.
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## **Advanced Solar**

**Advanced Solar** is solar panels that are 25% and up efficient. If in regards to the Information Age (meaning today), solar panels are typically around 40% efficient. Later Eras may have higher efficiency.

### **Requirements**

> Must be **Space Age** or Higher. Must have **Moderate Infrastructure** or Higher and must have **Basic Spacecrafts** or Higher.
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## **Moderate Magic Essence**

**Moderate Magic Essence** is the use of energy from magic users and/or from the basics of magic power that can be harnessed to create power. Efficiency increased and more helpful than Basic Magic Essence.

### **Requirements**

> Must be **Space Age** or Higher. Must have **Magic - Level 2** or Higher Magic Levels to use and Operate. Must have **Moderate Infrastructure** or Higher.
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## **Nuclear Fusion**

**Nuclear Fusion** is the process of taking two or more small atoms (such as Deuterium) and smashing them together to create a larger atom. Can build up elements until it reaches Iron. Must have stable infrastructure that can handle the high amounts of heat and energy being released by these reactions.

### **Requirements**

> Must be **Early-STL Era** or Higher. Must have **Strong Industry** or Higher, **Strong Infrastructure** or Higher, and **Scientific** Population Modifier; cannot have **Supernatural** Population Modifier.
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## **Ion**

**Ion** is the use of ionizable gases to generate a steam of electricity. By supercharging the particles, they are able to move at speeds and powers that can be harnessed to create electricity, and only requiring a tiny bit to start the reaction each time.

### **Requirements**

> Must be **Early-STL Era** or Higher. Must have **Moderate Industry** or Higher and **Moderate Infrastructure** or Higher.
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## **Plasma**

**Plasma** is similar to Ion Power, although instead of using ionized gas, uses superheated materials that enter a state of Plasma and thus do the same as Ion Power, but with less electricity needed to start.

### **Requirements**

> Must be **STL Era** or Higher. Must have **Strong Industry** or Higher and **Moderate Infrastructure** or Higher.
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## **Raw Zero-Point**

**Raw Zero-Point** power uses unrefined, freshly mined ZP Crystals. It's a very clean source of power, but cannot be reused in this state, and thus the crystals become worthless once used up. Work similar to a battery, but retrieves energy from a small pocket dimension inside it. Shuts once used up.

### **Requirements**

> Must be **Early-FTL Era** or Higher.
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## **Advanced Magic Essence**

**Advanced Magic Essence** is the use of energy from magic users and/or from the basics of magic power that can be harnessed to create power. Efficiency increased and more helpful than Moderate Magic Essence. Is typically safe and won't require needing to harm things to get.

### **Requirements**

> Must be **Early-FTL Era** or Higher. Must have **Magic - Level 2** or Higher Magic Levels to use and operate.
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## **Anti-Matter**

**Anti-Matter** is the use of two particles (one "large" and one "small") and smashing them as hard as possible together, allowing the larger particle to create an "Anti-Particle". The two will spiral down until they smash into each other, releasing a lot of energy that can be harnessed.

### **Requirements**

> Must be **FTL Era**. Must have **Scientific** Population Modifier and **Moderate Infrastructure** or Higher; cannot have **Supernatural** Population Modifier.
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## **Refined Zero-Point**

**Refined Zero-Point** power uses refined ZP Crystals. It's a very clean source of power, and provides a significant amount more than Raw, but still cannot be reused. Work similar to a battery, but retrieves energy from a small pocket dimension inside it. Shuts once used up.

### **Requirements**

> Must be **FTL Era**.
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## **Dark Matter**

**Dark Matter** is the usage of the unknown matter of Dark Matter. Because of its properties, it can be harnessed and used in DM Reactors to make power.

### **Requirements**

> Must be **FTL Era**. Must have **Industry**.
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## **Processed Zero-Point**

**Processed Zero-Point** power uses refined and processed ZP Crystals. It provides a significantly high amount of power, but, again, is still not reusable. Work similar to a battery, but retrieves energy from a small pocket dimension inside it. Shuts once used up.

### **Requirements**

> Must be **FTL Era**. Must have **Industry**.
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## **Manufactured Zero-Point**

**Manufactured Zero-Point** power uses refined, processed, and fixed ZP Crystals. It provides the same amount of power as simply Processed ZP Crystals, but is somewhat reusable. Work similar to a battery, but retrieves energy from a small pocket dimension inside it. The Crystal will quit working once it reaches a certain point of energy within its pocket dimension and shut it off, allowing itself to recharge before reopening and being used again.

### **Requirements**

> Must be **FTL Era**. Must have **Moderate Industry** or Higher.
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## **Dark Energy Level 1**

**Dark Energy Level One** is the usage of the unknown energy of Dark Energy. Because of its properties, it can be harnessed and used in DE Reactors to make power. When combined with Dark Matter, it can create a regenerating Gravity-Powered Reactor.

### **Requirements**

> Must be **FTL Era**. Must have **Strong Industry** or Higher and **Dark Energy Combobulation Technology**.
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## **Dark Energy Level 2**

**Dark Energy Level Two** is the usage of the unknown energy of Dark Energy. Because of its properties, it can be harnessed and used in DE Reactors to make power. When combined with Dark Matter, it can create a regenerating Gravity-Powered Reactor. Creates a significant more amount of power than Level One. This is the highest form of Energy Generation known.

### **Requirements**

> Must be **FTL Era**. Must have **Extremely Strong Industry** and **Dark Energy Combobulation Technology**.
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