⚡ 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
Grid Freq (Hz) ▶
50.0
Budget ($) ▶
10000
Connected ▶
0
No Supply ▶
0
Urgent ▶
0
Total Fines ($) ▶
0
Safety Incidents ▶
0
GenerateTransmitConsume
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.
🔴 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
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
📐 Build
Place tiles from the toolbar
🔌 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.