Season #3 is open!
Welcome to Season #3! This season will be dedicated to power harvesting, processing, and usage. The goal is to harvest (or obtain somehow differently) and process as much power as possible.
Game mechanics related to power is changed significantly comparing to regular game rules in other seasons and in the persistent world.
Power harvesting supposed to be more approachable for less experienced players: power banks do not hit attackers back which means you don't need healer and squad code anymore. You still have the challenge of synchronizing a bank destruction and haulers arrival though.
Power processing is also easier since it's available from RCL5 now. Also, it is significantly cheaper, in this season you need 10 energy to process 1 power. Building a power spawn is also way cheaper (10000 energy).
Building a power spawn at RCL5 means that Power Creeps become available very early, and this season provides additional challenges for them both in mid-game and late-game. Namely, the world is very swampy everywhere except 'highways', and spawns count is reduced to 1 regardless of the room control level. Also, energy sources in single-source rooms have their capacity doubled.
Other game changes: power is enabled by default (and can't be disabled) on all controllers, the market is not available, terminal structures can send resources only to your own terminals.