[{{ emergency_reserve.png|Emergency Reserve program icon}}]
-
This article is a stub.
+
**Emergency Reserve** is a passive [[generator|generator program]] which generates +5 [[:PWR]] if you have 3 PWR or less at the start of your turn. It has a cooldown of 3 turns. Emergency Reserve can be bought from some [[:mainframe devices:Server Terminals]] for 300 [[:credits]].
+
+
Emergency Reserve never triggers on the first turn of a mission, even when playing with 0 starting PWR as a [[:modes:custom]] difficulty setting.
+
+
===== Strategy =====
+
+
Emergency Reserve's name suggests that it is useful for emergencies when you are low on PWR --- and it can be, but if you are only triggering it occasionally, then it would normally be better to have a different generator to avoid those emergencies in the first place.
+
+
Emergency Reserve is best when you can trigger it consistently, every 3 turns, or otherwise as frequently as possible. In this case, Emergency Reserve generates an average of +5/3 ≈ +1.67 PWR per turn, making it one of the more efficient generators. This is easier to achieve in low-PWR [[:loadouts]], but can also be achieved if you time your use of PWR well, including gaining PWR from other sources such as hijacking [[:Consoles]] at the right times.
+
+
If you also have [[Cycle]] installed, then it will always reset your PWR to 3 //before// Emergency Reserve's effect, so that Emergency Reserve consistently generates +5 PWR every 3 turns, in addition to the PWR from Cycle. However, other passive generators such as [[Power Drip]] or [[Dynamo]] may trigger before Emergency Reserve, depending on the order they are installed in [[:Incognita]]. If this happens, then you may fail to trigger Emergency Reserve when the other generator brings you above 3 PWR first. This is fixed in the [[:mods:Programs Extended]] mod, so that Emergency Reserve always triggers after Cycle but before other generators.
-
{{tag>incomplete}}
programs/emergency_reserve.1588633837.txt.gz · Last modified: by kleene_star