Power Plant
The node that keeps a base powered. Quiet as an accountant until the lights go out and every advanced building lies down.

Tech path
Allied Construction Yard
Cost
800
Recommended use
Power supply
Game data
Unit parameters
Available:Available after Allied Construction Yard is built
Trained at:Allied Construction Yard
Countries:Britain, France, Germany, America, Korea, Russia, China, Libya, Iraq
Weapon:No direct weapon
- Hit points
- 750
- Armor
- Wood
- Sight
- 4
- Speed
- —
- Cost
- 800
- Points
- 40
Strengths
- Powers the base
- A manageable cost
- The start of the tech chain
Weaknesses
- Destruction causes a blackout
- Usually cannot defend itself
- Should be spread out
How to use it
- ●Keep a power surplus, and do not stack every plant in one spot.
How to beat it
- ●Hitting power shuts down defenses and advanced buildings that depend on it.
Background
A base’s momentum is less about slogans and more about whether the meter is still spinning.
More from this faction
GI
The standard Allied rifle infantry: uniform, rifle, and a slogan about holding the line. The training bill is modest. The worry starts when treads get close and the vest turns out to be optimistic.
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Tanya
The Allied commando. Infantry disappear, and buildings follow if she is allowed to walk up to them.