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ByYurii Luzhko

How to Power Your Base in Kenshi

Kenshi v1.0.68 data6 min read

Add up what your buildings draw, then build generators that make more than that. A Wind Generator II or a Generator II makes 100, a Small Generator 40, and a typical early workshop draws about 58. Research Wind Generator Theory first: it costs 2 Book.

Five steps, in the order you hit them: count the draw, pick the generators, research them, fuel them, add batteries. The numbers are the game's own, so they hold for any start.

Spring, a Kenshi settlement built into a crater, seen from above
Spring, from the Kenshi Wiki (game screenshot, © Lo-Fi Games).
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The 5 steps at a glance

Work down the list. Steps 1 and 2 are arithmetic; 3 to 5 are research and building.

  1. Count what your base draws. A small workshop is about 58.
  2. Pick the generators. Five of them, from +25 to +100.
  3. Research the one you chose. The wind line is the cheapest.
  4. Fuel it, if it burns fuel. A Biofuel Distillery makes the fuel.
  5. Add batteries. They hold a surplus for the dark.

Step 1: Count what your base draws

The game stores a power number on every building. A negative number is what it uses, so your base needs generators that make at least the sum of the minuses. The table is a spread of what you will actually build, from a torch to a late-game mine; every figure is from the building's own record.

What buildings draw (game files, power units)
BuildingDrawNeeds
Electrical Torch Post11 Iron Plates
Light Post I41 Electrical Components, 3 Iron Plates
Well II86 Building Material, 4 Iron Plates
Hydroponic Vegetables1010 Greenfruit, 4 Iron Plates, 2 Electrical Components
Research Bench III1020 Iron Plates
Iron Refinery1010 Iron Plates
Weapon Smith II1220 Iron Plates
Iron Refinery III3035 Iron Plates
Weapon Smith III3035 Iron Plates
Hybrid Stone Mine35not listed

A worked example: 58

A small workshop of Research Bench III, two Iron Refineries, a Weapon Smith II, two Light Posts and a Well II draws 10 + 2 x 10 + 12 + 2 x 4 + 8 = 58. 2 Small Generators (40 each) cover it, and so do two Wind Generators (50 each).

Step 2: Pick the generators

Two families exist. Wind generators need no fuel but need the wiki's wind research; fuel generators burn fuel and cost less to unlock. The Generator II and the Wind Generator II tie at +100, but both need Ancient Science Books and the earlier theories first. The +50 Wind Generator and the +40 Small Generator need ordinary Books only.

The five generators, smallest first
GeneratorMakesKindParts
Small Wind Generator+25wind4 Electrical Components + 7 Iron Plates
Small Generator+40fuel4 Iron Plates + 4 Copper
Wind Generator+50wind8 Iron Plates + 5 Copper
Wind Generator II+100wind10 Iron Plates + 8 Electrical Components
Generator II+100fuel6 Iron Plates + 10 Electrical Components

What is not in the files

The records give each generator's output but not how far its power reaches, how wind strength changes with the spot, or how fast a fuel generator burns. Put one generator down, then read the building's tooltip in game for what it feeds.

Step 3: Research the generator

Each generator has a research that unlocks it. Costs and times are from the wiki's tech tree, and the tech tree page lets you plan the whole chain. Books are common; Ancient Science Books are scarce, so the Wind Generator and the Small Generator are the ones to start with. Where the scarce items come from: Engineering Research and Ancient Science Books.

Research that unlocks each generator
GeneratorResearchCostTimeTech level
Small Wind GeneratorLight Wind Generator Theory4 Book3 h2
Small GeneratorFuel Generator Theory4 Book2 h1
Wind GeneratorWind Generator Theory2 Book2 h1
Wind Generator IIAdvanced Wind Generator Theory2 Ancient Science Book3 h4
Generator IIHeavy Generator Theory2 Ancient Science Book5 h3
  1. Start with Wind Generator Theory (2 Book). It unlocks the +50 Wind Generator.
  2. Add Electrical Crafting (4 Book) when you need Electrical Components: the Wind Generator II, Generator II, lights and hydroponics all use them.
  3. Finish with the Ancient Science Book research: Advanced Wind Generator Theory (2 Ancient Science Book) for the Wind Generator II, or Heavy Generator Theory (2 Ancient Science Book) for the Generator II.

Step 4: Fuel it, if it burns fuel

The Small Generator and the Generator II are the fuel kind: the Generator II's research (Heavy Generator Theory) builds on Fuel Generator Theory, and the Biofuel Distillery turns a crop into fuel. There are three distilleries, one per crop. Each is a one-operator building with a speed of x0.9, built from 6 Iron Plates.

The three Biofuel Distilleries
DistilleryTurns this into fuelOperatorsParts
Biofuel Distillery (Wheatstraw)wheat16 Iron Plates
Biofuel Distillery (Hemp)hemp16 Iron Plates
Biofuel Distillery (Greenfruit)vegetables16 Iron Plates
  • Feed the distillery from a farm: see how to farm food for which crop grows where.
  • Fuel burn per hour is not in our files, so start with one generator and watch the fuel stock before you add more.
  • A wind generator skips the fuel step entirely; the files do not rate wind by zone, so judge the spot in game.

Step 5: Add batteries

A Battery Bank stores surplus for when generation dips. Its record gives 40 power and 60 storage, built from 2 Iron Plates, 4 Electrical Components; the research is Batteries (4 Book, 5 h). The upgrade lines are long: our tree has four Battery Capacity and four Battery Power steps costing 35 Books in all, and six Advanced steps of each costing 55 Ancient Science Books in all. Treat the Advanced steps as an endgame project.

Battery upgrade research, in total
LineStepsTotal cost
Battery Capacity + Battery Power4 + 435 Book
Advanced Battery Capacity + Advanced Battery Power6 + 655 Ancient Science Book

Do not start here

Make surplus first: a base with a Wind Generator II and no batteries beats a base of batteries and one Small Generator. Add a bank once the generators outrun the draw.

Common mistakes

  • Planning power before you need it. Torches, the first benches and the Camp Bed draw 0; spend the Books elsewhere until Research Bench III or a refinery.
  • Jumping to the +100 generators. Both the Generator II and the Wind Generator II need Ancient Science Books on top of the earlier theories; build the +50 Wind Generator or the +40 Small Generator first.
  • Forgetting Electrical Components. The bigger generators, lights and hydroponics all need them, so research Electrical Crafting before you queue the build.
  • Upgrading batteries before generators. A bigger bank cannot fill itself.

FAQ

How does power work in Kenshi?

Every building has a power number in the game files. Generators have a positive one, machines a negative one; build enough generators that the total is above zero.

How much power does a Wind Generator make?

+50 for the Wind Generator, +25 for the Small Wind Generator and +100 for the Wind Generator II.

What is the best generator in Kenshi?

The Wind Generator II and the Generator II, both +100. The wind one needs no fuel.

Do generators need fuel?

The Small Generator and Generator II do: they are the fuel kind. Wind generators do not. A Biofuel Distillery makes fuel from wheat, hemp or greenfruit.

What do I research for power?

Wind Generator Theory (2 Book) or Fuel Generator Theory (4 Book) first, then Batteries (4 Book).

Does a Research Bench need power?

Only from the third one: Research Bench III draws 10; the first two draw 0.

Pages to keep open

Related pages

Sources

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