Troubleshooting
Pax Autocratica Power Lines: Are They Required?
Find out whether Pax Autocratica uses power lines, what to check when a building appears inactive, and which colony systems may actually be blocking production.
This site is an independent fan-made guide and is not affiliated with Multiverse. Pax Autocratica is developed and published by Multiverse. For official information, visit the Steam page and official website.
No detailed power-grid system is currently documented for Pax Autocratica. If a building appears inactive, check its unlock, assignment, production mode, resource inputs, transport route, and Warehouse flow before looking for an electrical connection.

Watch / Evidence
Pax Autocratica Review - Colony Sim Meets FPS Roguelite
Channel: I Dream of Indie Games · Early Access review
- 00:00–00:27 two connected halves
- 01:53–02:09 risk and survey
- 04:30–05:22 base loop
- 05:22–06:00 interface friction
- The review separates colony preparation from field risk, then shows why they are connected.
- It is useful for locating the loop, not for deriving exact build or staffing rules.
- Interface and performance comments are one reviewer's build- and device-specific experience.
Are power lines part of the current game?
The available Steam information does not describe a Factorio-style electrical grid with poles, cable ranges, or required building connections. In a Steam Community discussion, roads and power lines were raised as possible ways to deepen base building, while the developer explained that the current loop is not built around that level of infrastructure complexity.
That means a stalled building should not automatically be treated as an electrical problem. Start with the systems that are already documented: progression, workers, production modes, resources, transport, and storage.
Check these six things first
- **Building unlock:** Confirm that the building and its relevant function are available at your current progression stage.
- **Assigned units:** Make sure the job has citizens or soldiers available to perform it.
- **Production mode:** Check whether the building is using Order Mode, Stock Mode, or Auto Mode as intended.
- **Input resources:** Confirm that required materials have reached the building rather than remaining at another production site.
- **Transport route:** Check Resource Transport Station assignments and upgrades if materials are not moving.
- **Warehouse flow:** Verify that storage has room and that the expected resource is being delivered to the correct destination.
Change one item at a time, then observe whether production or hauling resumes. This makes it easier to identify the actual bottleneck.
When the problem is probably not power
If citizens stand idle, open the assignment controls and review available jobs. If materials remain at a production building, inspect hauling and transport. If output reaches storage but the next building does nothing, check that building's inputs and mode.
These symptoms are more closely connected to the documented colony loop than an unconfirmed electrical network:
| Symptom | First place to check | | --- | --- | | Units are idle | Assignments and available work | | Materials stay at the source | Hauling and Resource Transport Station | | Warehouse does not fill | Unlocks, transport upgrades, and storage flow | | Production stops | Input resources and production mode | | Behaviour changed after an update | Latest Steam News and patch notes |
Roads and deeper infrastructure
Players have asked for roads, power lines, and more complex base infrastructure. Those ideas help explain why the topic appears in community discussions, but they do not provide connection rules for the current build.
Do not copy electric-grid layouts from Factorio or another colony simulator. Pax Autocratica's documented loop centres on people, resources, production, research, transport, and expeditions, and those systems should be checked first.
If an update adds electrical rules
Use Steam News or a dated developer announcement as the reference point. Look for exact details such as which buildings consume power, how connections are created, whether range matters, and whether existing saves are affected.
Until those details are published, diagrams claiming a best power-line layout should be treated as speculation.
Continue troubleshooting
Read Workers when units are idle or assignments appear ignored. Read Warehouse Not Working when resources fail to reach storage. Use Base Building for the full production and transport loop.
FAQ
**Do I need to connect every building to power lines?** No such requirement is documented in the current Steam information.
**Why is my building inactive?** Check unlocks, assigned units, inputs, production mode, transport, and Warehouse flow in that order.
**Are power lines planned?** They have appeared in community discussion, but that is not the same as a confirmed feature or release date.
**Can a future update change this answer?** Yes. Early Access systems can change, so check the latest Steam News if new infrastructure controls appear.
Sources
- Steam Community management discussionIncludes developer replies about roads, power lines, and the intended depth of base infrastructure.
- Steam store pageDescribes the current colony-management, production, research, and resource systems.