Nothing in a modern base runs without electricity, and nothing generates it faster or cheaper than a standard Power Plant. Every new structure a commander orders draws from the base's shared power supply, and a base running short finds its radar blind, its defences sluggish, and its production slowed to a crawl.
| Role | Supplies power to all other base structures |
|---|---|
| Armour | Light |
| Power draw | Generates power (does not consume it) |
| Vulnerability | High — thin walls, high priority target |
Function
Structures like radar domes, advanced defences, and certain production buildings simply refuse to operate without sufficient power backing them. A commander who expands their base faster than their power supply keeps pace will find those structures running at reduced effectiveness or shutting down outright — a mistake new field officers make constantly and veteran ones never repeat twice.
A favoured target
Enemy raiding parties on both sides know that a Power Plant is far easier to destroy than a Construction Yard, and that knocking one out cripples a base's radar and defences just as effectively as a more direct assault would. A single successful raid on an undefended Power Plant can blind an entire base at the exact moment a larger attack begins elsewhere — a favourite Soviet tactic, and one Allied commanders have learned to guard against with dedicated perimeter defences around their power infrastructure.
Field notes
Build more power capacity than you think you need, not less. A base that loses even one Power Plant mid-battle while running near capacity can suffer a cascading failure across its defences at the worst possible moment — precisely when it can least afford one.
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