Wind Energy Adaptation
Master energy strategies for any wind condition
Wind conditions dramatically affect your energy strategy. This guide teaches you how to adapt your economic build to any wind scenario.
Riding the Winds: Energy Strategies for All Conditions
Wind speed significantly impacts your energy strategy in BAR. Here's how to adapt.
Understanding Wind Turbines
- Output: Energy generated per turbine is roughly equal to the current wind speed (e.g., 15 wind = 15 E/s per turbine). [11]
- Cap: Each Wind Turbine's output is capped at approximately 25 E/s, regardless of higher wind speeds. [11]
- Cost: Relatively low metal cost, but they do cost energy to build. [27, 28]
High Wind Havens (Average Wind ~20+)
When wind is consistently strong:
- Wind Turbines are King: They become extremely metal-efficient for energy generation. [1, 11]
Example @ 20 Wind: Armada Turbine (40M cost) gives 20 E/s (2.0 M per E/s). Solar (155M cost) gives 20 E/s (7.75 M per E/s). [13, 38]
- Energy Converters Become Viable: Abundant, cheap energy makes T1 and especially T2 Energy Converters good for boosting metal income once Mexes are secured. [8, 43, 44, 45]
- Energy Storage Still Useful: Buffers against temporary wind dips and supports peak demand. [29]
High Wind Build Focus:
- Mass Wind Turbines for early energy.
- Rapidly transition to T2 Advanced Metal Extractors.
- Build Fusion Reactors for even more stable energy.
- Deploy T2 Energy Converters if energy surplus is high and more metal is needed.
- Aggressively scale Build Power.
Low Wind Wastelands (Average Wind ~5 or less)
When wind is weak or unreliable:
- Solar Collectors are Your Lifeline:
- T1 Solars (+20 E/s): Essential for starting. Their 0 energy build cost prevents early stalls. [1, 27, 28]
- T2 Advanced Solars (+75 E/s): More metal-efficient per E/s, but have a high energy build cost. Build them once some energy stability and storage are established. [2, 1, 19, 41]
- Geothermal & Tidal Power:
- Geothermal Vents (T1: +300 E/s; T2 Adv: +750 to +1250 E/s): Extremely valuable if accessible. High, stable output. [1, 17, 23, 24, 46, 47]
- Tidal Generators (Map Avg. ~15 E/s): Good stable energy on water maps. [1, 18, 48]
- Energy Storage is CRITICAL: Absolutely vital for accumulating energy to afford T2 structures (Adv. Solars, Fusions, T2 Labs). Build multiple. [30, 27, 29]
- Energy Converters: Generally Avoid. Energy is too scarce to convert efficiently. Focus on direct metal extraction. [8, 49, 43, 44]
Low Wind Build Focus:
- T1 Solar Collectors for initial energy.
- Scout and secure Geothermal/Tidal spots.
- Build multiple Energy Storage units early.
- Transition to T2 Mexes (will be slower due to energy constraints).
- Gradually build T2 energy sources like Advanced Solars or Fusions.
Quick Comparison: T1 Energy (@ Metal Cost per E/s)
| Energy Source | Output (E/s) | Metal Cost | Cost per E/s | Wind Dependency | Best Use Case |
|---|---|---|---|---|---|
| Wind Turbine @ 20 Wind | 20 | 40M | 2.0 M/E | High | High wind maps |
| Wind Turbine @ 5 Wind | 5 | 40M | 8.0 M/E | Very High | Avoid in low wind |
| Solar Collector | 20 | 155M | 7.75 M/E | None | Reliable baseline |
| Geothermal T1 | 300 | 560M (Armada) / 540M (Cortex) | 1.87 M/E (Armada) / 1.80 M/E (Cortex) | None | When available |
Wind Energy Efficiency Comparison
Understanding the metal-to-energy ratios across different wind conditions helps optimize your energy mix:
| Energy Source | High Wind (20) | Low Wind (5) | Notes |
|---|---|---|---|
| Wind Turbine (Armada) | 2.0 M/E | 8.0 M/E | [13] |
| Wind Turbine (Cortex) | 2.15 M/E | 8.6 M/E | [37] |
| Solar Collector (Armada) | 7.75 M/E | 7.75 M/E | 0 energy build cost [38] |
| Solar Collector (Cortex) | 7.50 M/E | 7.50 M/E | 0 energy build cost [12] |
| Geothermal (T1 Generic) | ~1.83 M/E | ~1.83 M/E | If available, very efficient [17, 46] |
Key Takeaway: Wind becomes increasingly cost-effective as wind speed increases, while geothermal remains the gold standard when available. Solar provides consistent but less efficient energy production.
π§ Community Wind Mastery: Pro Insights
Expert Wind Reading:
"Don't just check wind at start - wind patterns can vary across the map. Scout different elevations and positions. A 3-point difference in wind speed completely changes your energy strategy."
π¨ Advanced Wind Thresholds
Community-tested wind decision points:
- Wind 20+: Turbine-only start, consider T1 converter early
- Wind 15-19: Turbine priority, fast T2 eco transition
- Wind 10-14: Mixed energy, lean toward turbines
- Wind 6-9: Solar primary, turbines for efficiency
- Wind <6: Solar only, rush geothermal/tidal
- π‘ These breakpoints are tested in thousands of games
β‘ High-Wind Exploitation
How pros dominate high-wind maps:
- Turbine Spam Strategy: 8-12 turbines in first 3 minutes
- Storage Timing: After every 4th turbine
- Converter Rush: T1 energy converter at 5+ min mark
- Altitude Advantage: Place turbines on highest ground available
- Team Coordination: Become designated eco player
- π‘ High wind = guaranteed economic advantage if played right
π Low-Wind Survival
Community strategies for wind-poor maps:
- Solar Efficiency: Build in protected areas to prevent reclaim
- Geo Priority: Contest geothermal vents aggressively
- Storage Critical: 3-4 storages minimum by 5 minutes
- T2 Timing: Expect 1-2 minute delay in tech progression
- Defensive Focus: Protect energy infrastructure heavily
- π‘ Low wind tests economic skill - every joule matters
π― Variable Wind Tactics
For maps with fluctuating wind:
- Hybrid Strategy: 60% solar base, 40% turbines
- Storage Buffer: Extra storage capacity for wind dips
- Monitoring: Watch energy bars constantly
- Backup Plan: Always have geo/tidal scouted
- Converter Timing: Only during high-wind periods
- π‘ Adaptability wins on variable wind maps
β‘ Pro Wind Optimization
ποΈ Elevation Wind Bonus
Higher altitude often means better wind
- β’ Test turbines at different heights
- β’ Hills/plateaus often have +2-4 wind
- β’ Worth the extra travel time for constructors
π Wind Testing Protocol
How pros check wind efficiently
- β’ Use turbine cursor to check speed
- β’ Test 3-4 key positions immediately
- β’ Mark best spots for later turbine placement
β‘ Energy Overflow Strategy
What to do with excess energy
- β’ T1 converter at 100+ E/s surplus
- β’ T2 converter at 200+ E/s surplus
- β’ Share energy with teammates
π‘οΈ Wind Infrastructure Defense
Protecting your energy investment
- β’ Spread turbines to minimize raid damage
- β’ Use terrain to shield energy fields
- β’ Have mobile units patrol energy zones
πΊοΈ Community Map Analysis
π Popular Map Wind Profiles
High-Wind Favorites:
- β’ Onyx Cauldron: 18-22 average wind
- β’ Supreme Isthmus: 16-20 wind on hills
- β’ All That Glitters: 15-18 central areas
- β’ Strategy: Aggressive turbine expansion
Low-Wind Challenges:
- β’ Red Comet: 5-8 average wind
- β’ Desert Strike: 4-7 wind in valleys
- β’ Comet Catcher: 6-9 scattered wind
- β’ Strategy: Solar focus + geo rush
Meta Insight: Map selection heavily influences team composition. High-wind maps favor eco-focused players, while low-wind maps require more balanced team roles.