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I'll be looking over the values for the energy description requirements, there's a lot of stuff I'm re-tuning with the combat.

The problem I ran into with implementing power in the way you described was that if you have alternating chains of generators and consumers the amounts each individual generator (and thus what they had left over for the next building) to fully power buildings would be variable, and would change based on stuff happening down the chain. Throw in the need for the player to absorb energy and it was quickly becoming more and more difficult to tell what was affecting each building's power at a glance, and was starting to need additional menus to either see what was happening or introduce manual fine tuning of power allocation. Stuff like moving a generator on the right of your base depowering the stuff on the left while leaving the middle alone so you don't see until you walk over there.

Possible to implement? Definitely, but it was starting to get more complicated to manage than what I wanted for this game's experience. But the suggestions are welcome! Even if they're something I've already tried out it gives me an excuse to ramble about game design.

(+1)

hmm, maybe instead the player could control how much power goes to the left and how much power goes to the right. This would eliminate tha problem of important things happening offscreen with no indication, since a failure in power on one side of a grid wouldn't cause a outage on the opposite side of the grid. I just dislike dealing with the fact that building structures next to a generator will take away power from whatever's on the other side, even if the structure you built already gets power from somewhere else.