Description
What it is and why you need it
Deuterium Power Plant — a building from the “Energy” category in Xterium. Produces the resource energy. An alternative energy source — but it consumes deuterium. Use it when you need energy and power plants aren't enough.
When to build
Available from day one.
What to watch out for
- Fuel. The building runs on deuterium. Keep an eye on your deuterium reserve so it doesn't stop.
How much it mines
Production grows with each level. Here is how much the building yields per hour and how much deuterium it burns at key levels:








How final production is calculated
The numbers in the cards above are the base production on a server with multiplier 1, without bonuses and without planet anomalies. The final in-game value works out like this:
Total = base × server multiplier × (1 + planet bonuses in %) × (mine work percentage)
Where mine work percentage is a 0-100% slider (100% by default). If energy is short, the engine lowers this percentage by itself in proportion to the deficit.
For example: if the base production at level 30 equals X, and on the server the multiplier is 2 with a +30% metal-mining anomaly — the hourly total will be X × 2 × 1.3 × 1.0.
Build time depends on the level of the Robot Factory and the Nanite Factory, as well as any speed-ups applied. The higher these buildings, the faster.
Speeding up the build with DM: you can shorten the remaining build time for dark matter — the price depends on how much time is left. The less remaining, the cheaper.
| Level | Production/h | Deuterium/h | Points |
|---|---|---|---|
| 1 | 21 | −2 | 100 |
| 2 | 44 | −5 | 200 |
| 3 | 68 | −10 | 300 |
| 4 | 95 | −15 | 400 |
| 5 | 125 | −20 | 500 |
| 6 | 156 | −30 | 600 |
| 7 | 191 | −40 | 700 |
| 8 | 228 | −55 | 800 |
| 9 | 267 | −75 | 900 |
| 10 | 311 | −100 | 1 000 |
| 11 | 357 | −140 | 1 100 |
| 12 | 407 | −180 | 1 200 |
| 13 | 461 | −250 | 1 300 |
| 14 | 519 | −340 | 1 400 |
| 15 | 581 | −450 | 1 500 |
| 16 | 647 | −625 | 1 600 |
| 17 | 719 | −850 | 1 700 |
| 18 | 795 | −1 200 | 1 800 |
| 19 | 875 | −1 600 | 1 900 |
| 20 | 965 | −2 300 | 2 000 |
| 21 | 1 060 | −3 200 | 2 100 |
| 22 | 1 160 | −4 500 | 2 200 |
| 23 | 1 265 | −6 500 | 2 300 |
| 24 | 1 380 | −9 000 | 2 400 |
| 25 | 1 505 | −13 000 | 2 500 |
| 26 | 1 635 | −19 000 | 2 600 |
| 27 | 1 770 | −27 000 | 2 700 |
| 28 | 1 920 | −40 000 | 2 800 |
| 29 | 2 080 | −59 000 | 2 900 |
| 30 | 2 250 | −87 000 | 3 000 |
| 31 | 2 430 | −130 000 | 3 100 |
| 32 | 2 620 | −180 000 | 3 200 |
| 33 | 2 820 | −240 000 | 3 300 |
| 34 | 3 025 | −310 000 | 3 400 |
| 35 | 3 275 | −390 000 | 3 500 |
Cost
How much energy the building produces per hour at each level. Enter your “Energetics” level — the chart recalculates (it is part of the formula and has a strong effect). Server multiplier x1, no bonuses.
Price growth multipliers by ranges: lvl 10–24 ×1.5 lvl 25–34 ×1.235 lvl 35+ ×1.89
| Level |
|
|
|
Time |
|---|---|---|---|---|
| 1 | 16K | — | 3 950 | 26:30 |
| 8 | 270K | — | 67K | 07:28:20 |
| 17 | 2.2M | 530K | 705K | 2d 14:48 |
| 26 | 12.5M | 4.6M | 4.6M | 11d 14:28 |
| 35 | 3767.5M | 1413M | 1413M | 3543d 06:11 |
| Level |
|
|
|
Time |
|---|---|---|---|---|
| 1 | 16K | — | 3 950 | 26:30 |
| 2 | 24K | — | 5 900 | 39:15 |
| 3 | 36K | — | 8 800 | 58:55 |
| 4 | 53K | — | 14K | 01:29:10 |
| 5 | 80K | — | 20K | 02:12:55 |
| 6 | 120K | — | 30K | 03:20:00 |
| 7 | 180K | — | 45K | 04:58:20 |
| 8 | 270K | — | 67K | 07:28:20 |
| 9 | 400K | — | 100K | 11:06:40 |
| 10 | 600K | — | 150K | 16:40:00 |
| 11 | 595K | 150K | 200K | 17:39:23 |
| 12 | 735K | 185K | 245K | 21:43:08 |
| 13 | 910K | 230K | 305K | 1d 02:58 |
| 14 | 1.2M | 280K | 375K | 1d 09:26 |
| 15 | 1.4M | 350K | 465K | 1d 17:15 |
| 16 | 1.8M | 430K | 570K | 2d 02:56 |
| 17 | 2.2M | 530K | 705K | 2d 14:48 |
| 18 | 2.7M | 655K | 870K | 3d 05:30 |
| 19 | 3.3M | 805K | 1.1M | 4d 00:27 |
| 20 | 4M | 995K | 1.4M | 4d 22:38 |
| 21 | 5.0M | 1.3M | 1.7M | 6d 02:21 |
| 22 | 6.1M | 1.6M | 2.1M | 7d 13:15 |
| 23 | 7.5M | 1.9M | 2.5M | 9d 05:52 |
| 24 | 9.3M | 2.4M | 3.1M | 11d 10:28 |
| 25 | 11.5M | 2.9M | 3.9M | 14d 04:37 |
| 26 | 12.5M | 4.6M | 4.6M | 11d 14:28 |
| 27 | 23.5M | 8.7M | 8.7M | 21d 21:41 |
| 28 | 44M | 16.5M | 16.5M | 41d 09:03 |
| 29 | 83M | 31M | 31M | 77d 20:03 |
| 30 | 156.5M | 59M | 59M | 147d 17:08 |
| 31 | 295.5M | 111M | 111M | 278d 05:05 |
| 32 | 558M | 209.5M | 209.5M | 525d 04:10 |
| 33 | 1055M | 395.5M | 395.5M | 991d 21:33 |
| 34 | 1993.5M | 747.5M | 747.5M | 1874d 13:35 |
| 35 | 3767.5M | 1413M | 1413M | 3543d 06:11 |
What improves production
Senators 1
The colony's permanent command staff. Each senator has a specialization and, once assigned, gives the colony a set of permanent bonuses that grow with their level.
- Scientist Scientist — Senator for Science, Energy, and Expeditions.
Planet Anomalies 2
Planet features chosen and researched in the Planetarium (for dark matter or antimatter). Give a permanent percentage bonus to a specific effect for as long as the colony exists.
- Saturated deuterium Energy Production by Fusion Power Plants: +100%
- Super Cold Synthesis Deuterium consumption at fusion power plants: -100%
Boosters 1
Temporary boosters from tournament and quest rewards. Give a percentage bonus to a building's effect for a limited time.
- Production of energy Increased energy production from power plants and solar satellites.
Research 1
The empire's permanent research. Leveled up in the Laboratory and Technopolis, giving a global bonus to production, construction, or combat.
- Energy Advances in energy technology make it possible to replace outdated components at power generation facilities.



