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It also allows you to power the fusion core processor at the power plant to create fusion cores for your consumption.
I can rabbit hole the entries from FO1 all the way over to FO4, but the FO76 wiki is about as detailed as any 90s era Prima Official Strategy Guide and doesn't seem to go much deeper than that
Now that you have finished the quest and the nuclear plant is powered again, you will have somewhere around 100 or 400 power per workshop claimed through the same energy box conduit hookup. I think the idea for the plant's power supply is to have easy and safer access to power workshops for you and your group of friends who want to claim workshop in that region (or just power for the people). You may be able to claim multiple workshops playing solo, but the more you invest in a workshop - the more raids and maintenance is required. So there is a drawback to having high resource yield to compensate for such a large workshop. It's almost not worth it with a small player force. I find the best way to do a workshop is to provide 10 or 20 power and have 1 or 2 generators operational at a time (such as aluminium or lead or concrete). In addition to a simple power supply, I like to add a simple "first room" where you can scrap your junk, get drinks, change load-out, get ammo, stash things, or lock yourself all within a 1x1 foundation. (do note a non-first room requires a 1x2 foundation to compensate for a full workbench)
The rewards are good in a sense that it keeps you well-stocked. The way I see it - you are getting random plans you haven't found elsewhere yet (common ones) and getting weapons or armour to scrap to help you discover more mods. I think it's the XP and combat tensions that this emphasis'. I really enjoy these missions. Looting the nuclear factory itself is highly profitable. Higher LUCK and higher INTELLIGENCE may help enhance this missions payout overall. Maybe try to use a daddy-o or day tripper throughout out the mission.
To add to this you need those base generator plans for some purchased/awarded alternative styles.
For example, the Waterwheel and Large Windmill both need the Windmill plan (there is also a small Windmill datamined for next season).