Foehn buildings and defenses are quite power hungry. The advanced technologies of the Revolt require lots of energy to be created and maintained, and so there was a need to design a power plant which would fulfill most of the requirements on the go as soon as construction of a new base or outpost takes place.
This is where Foehn's high-level understanding of the forces of nature, revolving around the creation and flow of winds, comes in handy: a power plant that traps the wind and redirects its flow to spin massive turbines that subsequently generate the power needed. Windtraps are larger and more expensive than all other power plants, but produce more energy than an average one.
The Windtrap is the Foehn's only source of power. Unlike their counterparts however, its main advantage is its large power output (in fact, the Windtrap provides the most power of any basic power plant). While they are more expensive than its counterparts, they are cost efficient as a few Windtraps can provide enough power for large bases without any issues. In fact, a single Windtrap is only needed for Tier 1 and Tier 2 to be completely unlocked.
Due to the fact that Foehn buildings and defenses are quite power-hungry, Windtraps are a big target, especially from spies that can cripple production and disable stationary defenses.
- Initially Foehn was supposed to have Windbelt, which doubles as a power structure and an impassable barrier, akin to the Comet Fence. However, possibly due to balance issues as the Wallbuster are capable of instantly destroying walls (the Windbelt included), it was replaced by Bastion Walls as static defense and the Windtrap as a power structure.
- Windtraps were inspired by the power plant equivalents of the same name and similar silhouette from licensed Dune games developed under the Westwood Studios label.