Revisiting the Power Mod

Hydromancerx

C2C Modder
Joined
Feb 27, 2008
Messages
16,281
Location
California, USA
While my proposed ideas for the Power Mod were cool, it is beyond my modding capabilities. Thus I am re-posting some ideas for the Power Mod so I can add it to HAND. Since I could not use Megawatts I converted 100 MW to +1 :hammers:

Spoiler :

Biofuel Power Plant
Cost: 1000
Production: +1
Unhealthiness: +1
Req Tech(s): Thermodynamics, Electricity, Assembly Line, Biofuels
Req Building(s): Power Lines, Factory
Req Resource(s): Biofuel

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Biomass Power Plant
Cost: 1000
Production: +1
Unhealthiness: +1
Req Tech(s): Thermodynamics, Electricity, Assembly Line, Organic Chemistry
Req Building(s): Power Lines, Factory
Req Resource(s): Fertilizers

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Coal Power Plant
Cost: 585
Production: +6
Unhealthiness: +2
Req Tech(s): Thermodynamics, Electricity, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Coal

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Coal
  • Upgrades to Super Coal Power Plant
  • Upgrades to High-Tech Power Plant

-----

Department of Energy [National Project]
Cost: 5000
Req Tech(s): Electricity
Req Building(s): -
Req Resource(s): -

Special Abilities
  • +10% Maintenance
  • Builds Free Power Lines in Every City.

-----

Fusion Power Plant [National Wonder]
Cost: 9000
Production: +10,000 (maybe a bit too much)
Req Tech(s): Fusion
Req Building(s): Power Lines, Laboratory, International Thermonuclear Experimental Reactor
Req Resource(s): -

Special Abilities
  • +100% Maintenance
  • Limit 3

-----

Geothermal Power Plant
Cost: 1500
Production: +2
Health: +2
Req Tech(s): Modern Seismology, Ecological Engineering
Req Building(s): Power Lines, Factory
Req Resource(s): Geothermal Energy in City Vicinity

Special Abilities
  • +25% Maintenance
  • + 1 Happiness with Green Civic

-----

High-Tech Coal Power Plant
Cost: 1200
Production: +6
Unhealthiness: +1
Req Tech(s): Thermodynamics, Electricity, Assembly Line, Semiconductors
Req Building(s): Power Lines, Factory, Coal Power Plant
Req Resource(s): Coal, Semiconductors

Special Abilities
  • +15% Maintenance
  • +2 Unhealthiness with Coal

-----

Hydroelectric Dam
Cost: 780
Production: +20
Req Tech(s): Plastics
Req Building(s): Power Lines, Factory
Req Resource(s): Cement and (Iron or Steel)
Req Location: River City

Special Abilities
  • +10% Maintenance

-----

Major Tidal Farm
Cost: 200
Production: +0.08 (Not sure what to do here)
Req Tech(s): Electricity, Assembly Line, Ecological Engineering
Req Building(s): Power Lines, Factory, Minor Tidal Farm
Req Resource(s): Iron or Steel
Req Location: Coastal City

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Major Wave Farm
Cost: 150
Production: +0.3 (Not sure what to do here)
Req Tech(s): Electricity, Assembly Line, Ecological Engineering
Req Building(s): Power Lines, Factory, Minor Wave Farm
Req Resource(s): Iron or Steel
Req Location: Coastal City

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Major Wind Farm
Cost: 200
Production: +0.5 (not sure what to do here)
Req Tech(s): Electricity, Assembly Line, Ecological Engineering
Req Building(s): Power Lines, Factory, Minor Wind Farm
Req Resource(s): Iron or Steel

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Minor Tidal Farm
Cost: 100
Production: +0.004 (Not sure what to do here)
Req Tech(s): Electricity, Assembly Line, Ecology
Req Building(s): Power Lines, Factory
Req Resource(s): Iron or Steel
Req Location: Coastal City

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Minor Wave Farm
Cost: 75
Production: +0.15 (not sure what to do here)
Req Tech(s): Electricity, Assembly Line, Ecology
Req Building(s): Power Lines, Factory
Req Resource(s): Iron or Steel
Req Location: Coastal City

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Minor Wind Farm
Cost: 100
Production: +0.25 (not sure what to do here)
Req Tech(s): Electricity, Assembly Line, Ecology
Req Building(s): Power Lines, Factory
Req Resource(s): Iron or Steel

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Microwave Power Plant
Cost: 2800
Production: +16
Req Tech(s): Space Flight, Nanotechnology
Req Building(s): Power Lines, Factory, Solar Power Satellite
Req Resource(s): Nanotubes, Semiconductors

Special Abilities
  • +25% Maintenance
  • Can build at maximum latitude of 60 degrees.
  • Lowe Risk of meltdown (aka Microwave Disaster)

-----

Methane Power Plant
Cost: 500
Production: +5
Req Tech(s): Modern Seismology, Superstrong Alloys
Req Building(s): Power Lines, Factory
Req Resource(s): Methane Ice

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Methane Ice

-----

Natural Gas Power Plant
Cost: 980
Production: +7
Req Tech(s): Electricity, Combustion, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Oil

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Oil

-----

Nuclear Power Plant
Cost: 1050
Production: +15
Req Tech(s): Nuclear Power
Req Building(s): Power Lines, Factory, Toxic Waste Dump
Req Resource(s): Uranium and Lead

Special Abilities
  • +25% Maintenance
  • Small chance of nuclear meltdown.

-----

Oil Power Plant
Cost: 975
Production: +5
Req Tech(s): Electricity, Combustion, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Oil

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Oil

-----

Power Collector
Cost: 500
Production: +50%
Req Tech(s): Electricity, Fuel Cells
Req Building(s): Power Substation
Req Resource(s): -

Special Abilities
  • +10% Maintenance

-----

Power Lines
Cost: 5
Unhealthiness: +1
Req Tech(s): Electricity
Req Building(s): -
Req Resource(s): -

Special Abilities
  • +5% Maintenance
  • Build for Free with Department of Energy
  • Provides Power to City.

-----

Power Substation
Cost: 100
Production: +25%
Req Tech(s): Electricity, Electronics
Req Building(s): Power Lines
Req Resource(s): -

Special Abilities
  • +5% Maintenance

-----

Shale Power Plant [Japan Unique Building] (Replaces Coal Plant)
Cost: 450
Production: +6
Req Tech(s): Electricity, Combustion, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Coal

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Coal
  • +10 Production (um probably should fix)
  • Provides 1 Oil Products

-----

Solar Mirror Array Power Plant
Cost: 1000
Production: +1
Req Tech(s): Thermodynamics, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Glassware and Silver

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Solar Photovoltaic Power Plant
Cost: 1500
Production: +1
Req Tech(s): Manufacturing, Semiconductors
Req Building(s): Power Lines, Factory
Req Resource(s): Glassware, Chemicals, Semiconductors

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Solar Photovoltaic Roofs
Cost: 2000
Production: +5%
Req Tech(s): Manufacturing, Semiconductors, Ecology
Req Building(s): Power Lines, Factory
Req Resource(s): Glassware, Chemicals, Semiconductors

Special Abilities
  • +10% Maintenance

-----

Solar Power Satellite
Cost: 1500
Req Tech(s): Space Flight, Semiconductors
Req Building(s): Factory
Req Resource(s): Glassware, Chemicals, Semiconductors

Special Abilities
  • +25% Maintenance
  • Can build at maximum latitude of 60 degrees.

-----

Solar Updraft Tower [Great Wonder]
Cost: 3600
Production: +2
Great People: +2
Food: +10
Health: +5
Happiness: +2
Req Tech(s): Megastructure Engineering,
Req Building(s): Power Lines, Factory
Req Resource(s): Glassware and Steel

Special Abilities
  • +25% Maintenance
  • + 2 Happiness with Green Civic
  • City more likely to create Great Engineer

-----

Super Coal Power Plant
Cost: 1000
Production: +12
Unhealthiness: +4
Req Tech(s): Industrialism
Req Building(s): Power Lines, Factory, Coal Power Plant
Req Resource(s): Coal

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Coal

-----

The Three Gorges Dam [Great Wonder]
Cost: 6825
Production: +250
Great People: +2
Req Tech(s): Plastics
Req Building(s): Power Lines
Req Resource(s): Cement and (Iron or Steel)
Location: River City

Special Abilities
  • +25% Maintenance
  • +1 Happiness with Public Works Civic
  • City more likely to create Great Engineer

-----

Waste Incinerator Power Plant
Cost: 1350
Production: +5
Req Tech(s): Applied Economics, Ecology
Req Building(s): Power Lines, Landfill, Recycling Center
Req Resource(s): -
Req Civic: Green

Special Abilities
  • +10% Maintenance
  • +10% Production with Methane Ice
  • +10% Production with Fertilizer

------------------------

Upgrades

Coal Power Plant -> Super Coal Power Plant (More Powerful but Dirtier)

Coal Power Plant -> High-Tech Coal Power Plant (Same Power but Cleaner)

Add-On

Minor Wind Farm -> Major Wind Farm (More Power)

Minor Wave Farm -> Major Wave Farm (More Power)

Minor Tide Farm -> Major Tide Farm (More Power)

I wanted the add-on ones to work like the Vertical Farms where your just adding more but not taking away the old building.


As you can see I have a problem of things either making less than a hammer or tons of hammers. There is also the issue of cities not being able to spread hammer around like electricity.

Feedback is very welcome.
 
I'd suggest you wait until Affo's goods mod is released and make power a good.

Hopefully its not too long of a wait. Since he has to do all the other mods on his list first. I do not want to have to wait, only to have Afforess stop modding and move on to Civ 5.

Here are the results of the Poll:

1st Redesigned Vassalage.
2nd Election & Senate
3rd Personalized Maps
4th Food Redistribution System
5th Resource/Good System
6th Expanded Espionage
7th Advisors

Thank you to the 79 people who voted.
 
Why would fusion and three gorges dam give such massive production bonuses? Lack of electricity is hardly a major problem in real life production. Raw materials, equipment and manpower. Why is a fusion reactor even a national wonder? I don't think current theories require it to be a massive reactor that cannot be scaled down.

Hydroelectric dams are really powerful and make it even more important to found cities along rivers. They are also available really early and don't take into account the environmental damage caused by the flooding required for the GW hydroelectric plants.

What's a microwave disaster? Current plans for space-based solar power use beam intensities that are not harmful even at the highest point since the radiation is about equal in intensity to standing next to a microwave oven that is in use.

There are is a proposal for a tidal power plant over 1000 MW and estimated potentials for tidal power generation seem to be up to 800 GW so it should really not be a minor source of powerl.
 
Why would fusion and three gorges dam give such massive production bonuses? Lack of electricity is hardly a major problem in real life production. Raw materials, equipment and manpower. Why is a fusion reactor even a national wonder? I don't think current theories require it to be a massive reactor that cannot be scaled down.

1. Three Gorge Dam produces 25,000 MW of power.

2. Fusion power produces (in theory) 1,000,000 MW of power.

3. The fusion reactor was already a national wonder in RoM.

Hydroelectric dams are really powerful and make it even more important to found cities along rivers. They are also available really early and don't take into account the environmental damage caused by the flooding required for the GW hydroelectric plants.

This is true. Any suggestions on how to simulate it environmental impact?

What's a microwave disaster? Current plans for space-based solar power use beam intensities that are not harmful even at the highest point since the radiation is about equal in intensity to standing next to a microwave oven that is in use.

This is a throw back to Sim City 2000 where it would microwave your citizen if the beam was not pointed in the right spot. While not realistic it brings some fun to the game. Just like the myth of nuclear reactors blowing up like an atom bomb. They would be more like the chernobyl disaster.

There are is a proposal for a tidal power plant over 1000 MW and estimated potentials for tidal power generation seem to be up to 800 GW so it should really not be a minor source of powerl.

Hmm. That must be one huge tidal plant. Or they have become more efficient then my research sources.
 
Current designs for fusion reactors are still similar to fission and fossil fuel reactors in that the fusion acts as a heat source that drives a steam turbine. I'm not quite certain that it scales up to 1 TW power generation unless the reactor is humongous. The waste heat from such a reactor would most likely be too much for any materials available at the moment. That's why I feel that it would be better as a normal building rather than a wonder.

Not sure about hydroelectric dams. Maybe require a dam improvement in the city vicinity that removes production from that square but is required to build the power plant since dams are usually not built inside the cities. If no there's no tag to require an improvement in the vicinity then have the improvement provide a hydroelectric resource that provides no bonuses by itself in the square the dam is built on. The AI would obviously not have any idea on how to do this though. Maybe slower growth or something like that could work.

I'm not particularly fond of the nuclear meltdowns in civ since I find it to be annoying and highly unrealistic. There's hundreds of reactors in use in the world and only one of them has had a meltdown and that was due to truly ridiculous levels of incompetence and negligence. Solar power satellites cannot suddenly produce vastly more power than they normally produce assuming realistic designs that don't produce TW levels of power needed to cause a major accident before someone realizes to shut down the microwave beam. Designs like that fit simcity much better due to its non-competitive sandbox game play where watching your well-designed metropolis get torn down by aliens, godzilla or other disasters at the end.

The tidal plants use a barrier design where they build a dam across an entire bay so that the tidal changes make it act in a similar fashion to a hydroelectric dam. Requires specific conditions to be possible though and I doubt those are possible to code into the game to recognize. The wiki article is a good place to start http://en.wikipedia.org/wiki/Tidal_power

I still don't understand why massive amounts of power should give massive production bonuses. You can't train an infantry division any faster with a lot of power nor is it going to enable building a skyscraper any faster either. Power is not the only limit on our production nor is it anywhere near the most important limits. Maybe have the Three Gorges Dam provide a free building that gives a production bonus in every city rather than a huge bonus in one city.
 
The tidal plants use a barrier design where they build a dam across an entire bay so that the tidal changes make it act in a similar fashion to a hydroelectric dam. Requires specific conditions to be possible though and I doubt those are possible to code into the game to recognize. The wiki article is a good place to start http://en.wikipedia.org/wiki/Tidal_power

Ah. Yeah was meaning the underwater turbine style. Much like a wind turbine but underwater, rather than a dam-like one.
 
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