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I use manual management - utilizing deactivated switches and battery eliminator circuits to divide the whole grid into multiple isolated subsystems, each with their own batteries. Those switches are turned on only when charging batteries of those subsystems. When a subsystem has to attack, it gets isolated by the manually deactivated switch, which contains the short circuits within that subsystem.
_Electricity_Sources > _Gateway_to_a_Subsystem > _Subsystem
2) Meaning of those 3 components:
_Electricity_Sources means:
electricity generators + batteries + NO trap controller > battery eliminator circuits
_Gateway_to_a_Subsystem means:
1 switch
_Subsystem means:
upgraded battery > 1 upgraded trap controller > a single plasma shocker
3) Full diagram:
electricity generators + batteries + NO trap controller > battery eliminator circuits > 1 switch > upgraded battery > 1 upgraded trap controller > a single plasma shocker
Deactivate _Gateway_to_a_Subsystem when you want _Subsystem to get isolated so that any short circuits inside _Subsystem will stay in that subsystem.
To avoid short circuit from the plasma shocker activation, we run power from the battery prior to alpha, into a t2 switch, then to the shocker. This gives it clean and stable 2k power on demand and shut down when not needed. Otherwise you are pulling 2k power on top of the normal draw for other base defenses from the alpha battery, which most of the time tips over the 2.5k safe limit.
Like SleepyEyez mentioned above, we also have our power generation networks on cutoff switches before they are introduced to the main network in case you need to move things around etc. Also the electricity guide in the Guides section by Moksha ex machina has been a huuuge help in understanding the electricity ingame.
Learning new things and improving almost daily :)