⚡ Electricity
⚠ Spoiler: this opens in chapter 5.
The 🔬 Ancient electricity research (chapter 5) unlocks power — without magic: copper from ancient scrap, and river and wind turn wheels with copper windings.
- Copper — the ⚒️ Copper works: ancient scrap and coal. If the ruins are gone, buy scrap at the Trading post or ready copper through the trade route from the Dusky island.
- Sources: a ⚡ Water wheel — 8 power units, placed right next to water; a ⚡ Wind turbine — 4, anywhere.
- A ⚡ Power pole carries power 8 tiles. A building is connected if it is no more than 8 tiles from a source or a pole; poles link to each other — that’s how power reaches distant workshops.
- A workshop (the “Crafting” job) with power works 20% faster and takes 1 power unit; a home takes half a unit: light in the windows, mood +4.
- If there are more consumers than the grid gives, power is shared equally, and each gets a smaller bonus. The building window shows whether it’s connected and how much power it gets.
- Look inside a powered building (“Inside”): lamps under the ceiling instead of candles, a wire running along the wall, and a workshop has a copper panel with a needle and a pulley that turns the machine. With little power the lamps are dimmer and the pulley turns slower.
This guide is built from the data of the game “Oskolki” — a browser colony simulator on a floating shard among the ruins of the ancients. Play for free in the browser.