⚡ Power Grid — Latrobe Valley, Victoria, Australia
80×52 map • scroll to explore⚡ 50 Hz | HV 66 kV | MV 22 kV | Consumer 415 V
Day ☀️
1
Supply (MW) ▶
0
Demand (MW) ▶
0
Balance (MW) ▶
0
Battery SOC ▶
0 MWh
Grid Freq (Hz) ▶
50.0
Budget ($) ▶
10000
Connected ▶
0
No Supply ▶
0
Urgent ▶
0
Total Fines ($) ▶
0
Safety Incidents ▶
0
Generate
Transmit
Storage
Consume
MAP
LEGEND
Road
River
Ocean
HV network
MV network
Build range
Can connect
💾 Save Game
📂 Load Game
⬆ Upgrade Pole
💀
GAME OVER
Day — Budget $
⚡ Power Grid Simulator — Help
🎯 Objective
Build and manage a power grid to supply electricity to consumers. Earn $1 per MW delivered each tick. Keep the grid stable, avoid fines, and don't let the frequency collapse.
🔧 Removing Tiles
Right-click any tile to remove it. Generators and transmission infrastructure (poles, substations, transformers) return 50% of their purchase cost to your budget. Consumer tiles give no refund.
🔴 HV Network Rules
High Voltage connects generators to the distribution network. All HV components must be wired together (max wire span: 3 tiles).
Component
Max Connections
Connects To
Coal / Solar / Wind / Hydro
—
Auto-connects to adjacent HV Terminal (no wire needed)
HV Terminal
4
Generators (auto), HV Pylon, Substation, Data Centre (auto if adjacent)
HV Pylon
2
HV Terminal, other HV Pylons, Substation, Data Centre
Substation
4 HV + 4 LV
HV network (HV side), MV network (LV side)
Data Centre
2
HV Terminal (auto if adjacent), HV Pylon, Substation
⚠ HV wire capacity: 60 MW. HV Terminal capacity: 300 MW. Overloaded >150% for 1+ ticks = 20% chance of line fault ($500 fine).
🔵 MV Network Rules
Low Voltage distributes power from substations to consumers. Max MV run: 30 cells from a substation.
Component
Max Connections
Connects To
MV Pole
2
Substation, MV Pole, MV2, MV Fuse, TX Pole
MV2 Pole
4
Substation, MV Pole, MV2, MV Fuse, TX Pole
MV Fuse
2
Substation, MV Pole, MV2, MV Fuse, TX Pole. Right-click to toggle phases ON/OFF.
TX Pole
4
MV network + auto-connects to adjacent Houses, Small Factories, Commercial
TX Link
2
TX Pole (auto-wired on placement), consumers
House / S.Factory / Commercial
—
Auto-connects to adjacent TX Pole or TX Link
Large Factory
2
Requires explicit wire to MV Pole, MV2, or Substation
The Extra High Voltage (EHV) network operates at 220 kV and is used for bulk power transmission over long distances. EHV components are larger and more powerful than the standard HV network.
Links EHV to HV network. Powers adjacent HV Terminals automatically
Wiring rules: EHV Towers connect to other EHV Towers and EHV Terminals only. Maximum wire span is 5 cells. Each EHV wire carries up to 600 MW. EHV wires are immune to lightning strikes.
Connecting to HV: Place an EHV Terminal adjacent to one or more HV Terminals. The HV Terminals are automatically energised and power cascades through the connected HV network (pylons, substations).
EHV Interconnect (edge terminals): An EHV Terminal placed at the edge of the map can be configured as an interconnect to another grid. Click it with the ℹ Info tool to set one of three modes:
Mode 1 — Normal
Standard pass-through only, no special behaviour
Mode 2 — Import
Acts as a generator, adding 0–600 MW to your grid supply
Mode 3 — Export
Acts as a consumer, sending 0–600 MW out of your grid
⚠ EHV components occupy 2×2 cells. Ensure a clear 2×2 area before placing. Erasing any cell of a 2×2 tile removes the entire structure and all connected wires.
🎨 Wire Colours
Blue — Normal (<75% capacity)
Amber — High load (75–90%)
Orange — Very high load (90–100%)
Red — Overloaded (≥100%) — risk of line fault
Dashed grey — Broken wire (needs repair)
📏 Wire Distances
Wire Type
Max Span
HV wires (pylon to pylon)
3 tiles
MV wires (pole to pole)
2 tiles
MV network from substation
30 tiles max distance
⚡ Supply vs Demand & Frequency
Supply = total MW from all energised generators. Demand = total MW consumed by all connected consumers.
Grid Frequency starts at 50 Hz. When demand exceeds supply, frequency drops by 1 Hz per 1% excess load. For example, 10% overload = 49.0 Hz.
Frequency Deficit: every tick below 50 Hz accumulates a deficit. When the grid returns to balance (50 Hz), it recovers up to 3 Hz per tick until the deficit is repaid. The displayed frequency reflects this recovery period.
⚠ If frequency drops below 20 Hz — Game Over!
🌤️ Weather Events
Event
Icon
Effect
Sunny
☀️
No change
Rainy
🌧️
Solar output −75%, Hydro output +50%
Snow
❄️
All consumer demand +15% (Data Centres unchanged)
Heat Wave
🌡️
All consumer demand +20% including Data Centres
Holidays
✈️
Factory & Small Factory demand −75%, Data Centre demand −50%
Windy
💨
Wind generator output +50%
Lightning Storm
⚡
All consumer demand +5%. 5% chance a random wire is struck (needs repair, no fine)
💰 Fines & Safety
Event
Fine
Safety Incident?
Line fault (wire overloaded >150% for 1+ ticks)
$500
✓ Yes
Consumer without supply (3-tick grace for existing, 8-tick for new)
$50
No
Substation explosion
$500
✓ Yes
Lightning wire damage
None
No
Repair broken wires: enter Wire mode and right-click the endpoint of the broken wire (shown as red dashes).
Repair exploded substation: click it in any mode. Cost = $800 (same as new).
☠️ Game Over Conditions
Grid Frequency < 20 Hz
Frequency collapse — insufficient supply
Budget < −$5,000
Financial ruin
Safety Incidents > 10
Too many line faults / explosions
Note: Game over conditions only apply once at least one generator is connected.
🔧 Modes
🔌 Wire
Click two poles to connect them. Right-click an endpoint to remove or repair wires.
⬆ Upgrade
Click an MV Pole to upgrade to TX/LV2/Fuse. Auto-disables after one upgrade.
ℹ Info
Click a wire, substation, consumer, or generator to see load/demand details.
⌨️ Keyboard
W/A/S/D or arrow keys — scroll the map.
C
Conductor (Wire tool)
I
Info tool
U
Upgrade tool
⚠️
Restart Game?
You will lose all your current work. This cannot be undone.