Power

Power is a resource in Screep's that is used in increasing a user's Globasl Power Level by feeding it into a powerSpawn.

Power is a resource in Screep's that is used in increasing a user's Globasl Power Level by feeding it into a powerSpawn and executing https://docs.screeps.com/api/#StructurePowerSpawn.processPower at the cost of 50 energy per 1 power. Global Power Level allows you to spawn powerCreeps which have special powers and are considered the hero units of screeps. Power is also a resource that can be sold/bought in the market. It is naturally created in PowerBanks which spawn in highway rooms on the map. Global Power Level is determined via Math.floor(Math.pow((runtimeData.user.power || 0) / C.POWER_LEVEL_MULTIPLY, 1 / C.POWER_LEVEL_POW)) where 'runtimeData.user.power' is your current processed power, and 'C.POWER_LEVEL_MULTIPLY' and 'C.POWER_LEVEL_POW' are constants which can be seen in the official api.

PowerBanks

Power-banks are structures that spawn in highway rooms and contain power. They exist for 5000 ticks, decaying at a rate of 1 per tick. They will contain some amount of power (randomly) between 500 - 10,000. They have a health of 2,000,000 hits and need to be destroyed to drop the power, which they will in a ruin for 5 ticks, then on the ground subsequent ticks. Attacking a powerBank reflects half of the damage back to the attacking creep.

Power Harvesting

Power harvesting is action of locating, destroying, and retrieving power from powerBanks. You first need to locate a powerBank in a highway room via creep scout or Observer, then spawn creeps to attack it, and creeps to heal (or however you choose to configure your creeps). You then need to attack the bank till it runs out of HP, once dead, it is wise to have carrier creeps already in position to take the power from the ruin/ground and transport it back to one of your rooms for processing/the market.

Power Creeps

Power creeps are considered hero units in screeps, they have their own unique look and while they do have ticksToLive of 5000, they are effectively immortal as even if they die they can be respawned after a short cooldown of 8 hours. You create powerCreeps with your Global Power Levels on the manage power creeps section of your overview page, and then spawn them into the world using https://docs.screeps.com/api/#PowerCreep.spawn and a powerSpawn. Their TicksToLive can be extended by using https://docs.screeps.com/api/#PowerCreep.renew targeted at a powerSpawn or powerBank, and they will have a carry capacity & Hit points based on their level. Powercreeps can use a variety of powers which most cost a resource tied to that type of creep. Currently, the operator creep is the only powerCreep released.

When creating/upgrading a powerCreep, you spend GPL to increase the level of its powers. Powers start at level 0 (Meaning the power creep does not have access to them) and can be leveled 1 - 5 which increases the effectiveness of that power. Each level of a power you apply to the powerCreep increases its overall level which starts at 0 (no powers) and goes to level 25. A powerCreep of level 25 can not have any more powers or levels applied to them. As the powerCreep increases in level, its carry capacity and overall hitpoints increases at a rate of 1000 hit points per level and 100 capacity per level. A level 0 power creep starts with 1000 hitpoints and 100 carry capacity. You can only upgrade certain powers to a new level when the powerCreep itself has reached a certain level. This often means that you can not make a pure 1 power creep, as the higher levels of a power requires a high overall powerCreep level.

Its important to note, that removing/deleting a powerCreep from your account costs 1 GPL and takes 24 hours, unless you activate an experimentation period which allows you to delete without a cost instantly for 24 hours. These periods are normally granted during times of new releases (such as when powerCreeps released, or factories) to allow for players to adjust to the new mechanics without penalty. You can only have a maximum of 30 experimentation periods at a time and, there is not set schedule or time that they replenish.

Operator

The first released class of powerCreep, operators can handle a wide variety of tasks from economy to defense and attacking. They have several powers, some which cost the resource Ops, but not all cost this resource to use.

Generate_Ops

A power that generates the resource Ops that is used in a variety of the operator's powers as a required resource. It can also be sold/purchased though the market. The effect is instant, granting ops to the powerCreeps' carry as long as there is space to do so and, has a cooldown of 50 ticks.

LevelEffectRequired PC level
11 Ops0
22 Ops2
34 Ops7
46 Ops14
58 Ops22

Operate_Spawn

A power that reduces the time it takes to spawn a creep, the amount of time depends on the level of the power and, has a duration of 1000 ticks. It costs 100 ops to use with a range of 3 and, a cooldown of 300 ticks.

LevelEffectRequired PC level
110% reduction0
230% reduction2
350% reduction7
465% reduction14
580% reduction22

Operate_Tower

A power that increases the damage, repair and, healing of a tower for a duration of 100 ticks. It costs 10 ops to use with a range of 3 and, has a cooldown of 10 ticks.

LevelEffectRequired PC level
110% increase0
220% increase2
330% increase7
440% increase14
550% increase22

Operate_Storage

A power that increased the total capacity of a storage structure for 1000 ticks. It costs 100 ops to use with a range of 3 and, has a cooldown of 800 ticks. If the effect is applied runs out and more resources are in the storage then the default 1m capacity, the resources remain in the storage however nothing new can be transferred to it until the effect is reapplied or enough resources are removed to bring it below the default capacity.

LevelEffectRequired PC level
1500K increase0
21M increase2
32m increase7
44M increase14
57M increase22

Operate_Lab

A power that increases the amount a lab can process on a runReaction() call for 1000 ticks. It costs 10 ops to use with a range of 3 and has a cooldown of 50 ticks. An important note is that this does not create additional resources, but merely allows the lab to use more of the already supplied resource in one tick then it would otherwise.

LevelEffectRequired PC level
12 more units per tick0
24 more units per tick2
36 more units per tick7
48 more units per tick14
510 more units per tick22

Operate_Extension

A power that allows you to instantly fill an amount all extensions in a room dependent on level of the power (up to 100%), by targeting a Storage, Terminal or Container that contains enough energy to do so, the effect is instantaneous. It costs 2 ops to use with a range of 3 and a cooldown of 50 ticks.

LevelEffectRequired PC level
120% of total capacity0
240% of total capacity2
360% of total capacity7
480% of total capacity14
5100% of total capacity22

Operate_Observer

A power that grants unlimited range to an observer structure (normally a range of 10 rooms) who's duration is dependent on the level of the power. It costs 10 ops to use with a range of 3 and, a cooldown of 400 ticks.

LevelEffectRequired PC level
1200 ticks0
2400 ticks2
3600 ticks7
4800 ticks14
51000 ticks22

Operate_Terminal

A power that decreases the energy cost of deals and the cooldown when dealing of the affected terminal for 1000 ticks. It costs 100 ops to use with a range of 3 and, has a cooldown of 500 ticks.

LevelEffectRequired PC level
110% reduction0
220% reduction2
330% reduction7
440% reduction14
550% reduction22

Operate_Disrupt_Spawn

A power that pauses the spawning process of a targeted spawn, its duration is determined by level of the power. It costs 10 ops to use with a range of 20 and, a cooldown of 5 ticks.

LevelEffectRequired PC level
11 tick0
22 ticks2
33 ticks7
44 ticks14
55 ticks22

Operate_Disrupt_Tower

A power that reduces the damage, healing and, repair of a tower, its duration is 5 ticks. It costs 10 ops to use with a range of 50, there is no cooldown for this power.

LevelEffectRequired PC level
110% reduction0
220% reduction2
330% reduction7
440% reduction14
550% reduction22

Operate_Disrupt_Source

A power that pauses the regeneration of source, the duration is determined by the level of the power. It costs 100 ops to use with a range of 3 and, has a cooldown of 100 ticks.

LevelEffectRequired PC level
1100 ticks0
2200 ticks2
3300 ticks7
4400 ticks14
5500 ticks22

Shield

A power that creates a un-repairable rampart ontop of the powerCreep for 50 ticks. It does not cost ops to use with a range of 0 and, has a cooldown of 20 ticks. The health of this rampart is variable depending on the power level and it can not be created on an existing rampart.

LevelEffectRequired PC level
15K HP0
210K HP2
315K HP7
420K HP14
525K HP22

Fortify

A power that makes a wall or rampart invulnerable to all attacks and powers, the duration is determined the level of the power. It costs 5 ops to use with a range of 3 and, has a cooldown of 5 ticks.

LevelEffectRequired PC level
11 tick0
22 ticks2
33 ticks7
44 ticks14
55 ticks22

Operate_Factory

A power that is applied to a factory structure for the duration of 1000 ticks. If the factory has no previously set level, the effect will set the level of the factory allowing for the production of more advanced commodities. Once a factory's level is set, it can not be changed. A factory can only produce at the level it is set to, while this power's effect is applied to it, else wise it will allow for level 0 productions, as if its level had not been set. It costs 100 ops to use with a range of 3 and, has a cooldown of 800 ticks.

LevelEffectRequired PC level
1L1 set and/or enabled0
2L2 set and/or enabled2
3L3 set and/or enabled7
4L4 set and/or enabled14
5L5 set and/or enabled22

Regen_Source

A power that regenerates an amount of energy based on the power's level, every 15 ticks for a duration of 300 ticks. It costs no ops to use with a range of 3 and, has a cooldown of 100 ticks.

LevelEffectRequired PC level
150 Energy10
2100 Energy11
3150 Energy12
4200 Energy14
5250 Energy22

Regen_Mineral

A power that regenerates an amount of the targeted mineral based on the power's level, every 10 ticks for a duration of 100 ticks. It costs no ops to use with a range of 3 and, has a cooldown of 100 ticks.

LevelEffectRequired PC level
12 minerals10
24 minerals11
36 minerals12
48 minerals14
510 minerals22

Operate_Power

A power that increases the amount a powerSpawn can process power dependent on the power's level, for a duration of 1000 ticks. It costs 200 ops to use with a range of 3 and, has a cooldown of 800 ticks. Its important to note, the increased power processing keeps the same energy consumption rate of 50 per 1 power processed. As such, the powerSpawn will use more energy per tick proportional to the level of power applied.

LevelEffectRequired PC level
11 power10
22 power11
33 power12
44 power14
55 power22

Disrupt_Terminal

A power which blocks withdrawing resources from a terminal for a duration of 10 ticks. It costs a variable amount of ops to use depending on the power's level with a range of 50 and, has a cooldown of 8 ticks.

LevelEffectRequired PC level
150 ops20
240 ops21
330 ops22
420 ops23
510 ops24

Operate_Controller

A power that increases the maximum amount of energy that can be sent to a level 8 controller when upgrading, variably depending on the power's level for a duration of 1000 ticks. It costs 200 ops to use with a range of 3 and, has a cooldown of 800 ticks.

LevelEffectRequired PC level
110 energy20
220 energy21
330 energy22
440 energy23
550 energy24

Executor

Announced, but awaiting release. The creep is stated as of last update to be a creep that works alone and if effective at Attacking & Economy.

Commander

Announced, but awaiting release. The creep is stated as of last update to be a creep not useful on its own, but most powerful with other creeps that directly affects individual or groups of creeps.