Quick Conclusion: Same-type buildings within 6 tiles have overlap decay. Building #2 efficiency drops to 85%, Building #3 to 70%, max 4 buildings. Solar panels produce 0 at night, do not plan power based on average output.
Base Output Formula
Actual output per production building = Base Output × Environmental Modifier × Stacking Decay × Maintenance Factor
| Building | Base Output/hr | Environmental Modifier | Maintenance Cost |
|---|---|---|---|
| Solar Collector | Power +40 | Day +100%, Night 0% | Parts 0.5/day |
| Water Purifier | Clean Water +25 | Near wetland +15% | Power 10/hr |
| Residential | Tax +12 Labor +5 | Satisfaction affects ±30% | Clean Water 8/hr |
Diminishing Returns Rules
Important Mechanic
Overlap range is a 6-tile radius circle centered on each building. It's not about adjacency—any building within 6 tiles triggers the decay.
| Same-Type Buildings (within 6 tiles) | Efficiency |
|---|---|
| 1 | 100% |
| 2 | 85% |
| 3 | 70% |
| 4 | 55% |
| ≥5 | Locked at 55%, no further decrease |
In a test save with fixed map seed TEST-01 and random events disabled, we recorded 8 hours of data:
- Single Solar Collector: 320 Power in 8 hours (Day 6hr = 240, Night 2hr = 0)
- Two at 4-tile spacing: A outputs 204, B outputs 204, total 408 (theory: 320×2×0.85=544, affected by night)
- Day 6hr theory for single = 240, two stacked day theory = 408, verified by testing
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