Energy

**Energy** refers to the electricity that your buildings require to function. Without a stable supply of electricity, there's no doubt that it will have a negative impact on your economy. Power in *Anno 2205* is much like the need for electricity in other city-building games such as SimCity, where total generated electricity is pooled. If the power generation pool is smaller than power consumption, the productivity of buildings that consume electricity decreases. This decrease in productivity is proportional to a sector's energy deficit.

Electricity lines, distribution stations and control stations are not required or available: When a power plant is up and running, its electricity is immediately added to the sector's energy pool. The player is not able to store electricity for later use. Any surplus power is simply lost. Thus running a power plant full-blast without using all of its power is waste of maintenance costs, and sometimes Resources as well.

However, energy surplus can be redistributed after the player completes the Lunar Licensing Program campaign and upgrades two or more Spaceports with Energy Transmitters. Given the lack of flexibe energy sources across all regions, the use of energy transmission becomes a necessity for the player, as it frees space for the production of consumer goods such as  Water and  Neuro Implants (which requires  Molybdenum) in slots that would otherwise be occupied by power plants.

The energy buildings are the only ones that allow cost control with the maintenance cost modules. Using all five will halve the cost of the building. Using five Lei Sheng finance modules will reduce the cost to effectively nothing. Note that maintenance cost reduction modules are only available to "energy facilities" that produce energy directly. Other "energy facilities" that merely produce the fuel for energy are only limited to the usual production facility modules.

## Buildings

### Temperate

* Windpark
* Tidal Power Station (requires a Coastal Site to be built)

### Arctic

* Geothermal Turbines (requires a Mountain Site to be built)
* Gas Power Station (requires Methane Ice supply to function)

### Lunar

* Solar Array (requires a Mountain Site to be built)
* Fusion Reactor (requires Fusion Power Cells supply to function)

### Tundra

* Windpark (same as Temperate)
* Fossil Fuel Power Station (requires Natural Gas supply to function)

## Sector-Specific Energy Resources

* Walbruck Basin Hydroelectric Power Plant (upon completion of the sector project: 6000 energy total)
* Savik Province Geothermal Generator (10 available Geysers total, 600 energy each.)Frontiers DLC required

## Energy Transmission

Once a sector has finished its final Spaceport upgrade, it can transmit and receive energy to and from any other sector that has completed their Spaceport as well. Note that sectors can transmit and receive energy simultaneously, even though this would effectively be pointless. Since energy cannot be stockpiled, the game prevents you from sending more energy than the transmitting sector has spare. Also, energy transfers are completely free, unlike goods transfers. This allows you to simply construct the most effective energy building available en masse, and transfer the excess energy to whatever sector is in need of it. Note that sectors in need of energy tend to be underdeveloped, so it is a good priority to finish spaceports in every sector as quickly as reasonably possible.

## Energy Fuel

Some energy facilities need a fuel supply in order to function properly, like most production facilities. In particular, the Gas Power Station, Fusion Reactor, and Fossil Fuel Power Station need Methane Ice, Fusion Power Cells, and Natural Gas to function respectively. This makes them much more expensive to run since you need to construct and maintain more facilities. It must also be noted that these energy generators do have a logistics cost, unlike "free" power generators.

Interestingly, the game perceives the production buildings that are needed to produce energy fuel to be "Energy Facilities" themselves, even if they do not produce energy or their products are not used for energy generation. This makes them affected by all "energy facility"-related modifiers, such as maintenance cost reduction (but NOT the maintenance cost reduction modules, which are not available for these buildings despite being "energy facilties"), or Lei Sheng share control production bonuses.

The full list of "Energy Facility" buildings that do not produce energy directly are: Methane Extractor, Regolith Collector, Fusion Preparation Plant, and Natural Gas Platform.