The commander’s guide
Matter and energy
Understand extractors, generators, storage, fabricators and power shortages so your Petalwar economy keeps growing.
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Matter and energy
Petalwar has two resources: matter (the HUD calls it dark matter) and energy. The top bar shows each stock with its income per second; hover it to see how much you can store.
- Your base earns 4 matter and 8 energy a second on its own. Each extractor adds 4 matter a second and uses 3 energy; each generator adds 20 energy.
- Extractors must stand on a free crystal deposit. Generators cost matter only and always build at full speed.
- Storage buildings raise your capacity: a matter storage holds 500 more, an energy storage 1,500 more. Tier-three upgrades cost more than the starting stores hold, so build storage before you go for them.
- Factories draw power too: 2 energy a second for a tier-one factory and 3 for an air factory or naval yard, four times that at tier two and twelve times at tier three. X switches an idle one off.
- Running low on energy is a brown-out, not a lockout. Extractors, fabricators and factories of every kind slow to the share of power you have, but never below 35%. Shields, radar, radar disruptors, defences (the water defence and the drone catcher too), repair depots, engineering hubs, command relays, interceptors and refuelling stations need full power. Watch for LOW POWER, and for ENERGY STALLED · build generators when you are at zero and falling.
- From tier one, a fabricator turns spare energy into matter: +2 matter a second for 40 energy, +8 for 160 at tier two and +24 for 480 at tier three.

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