I just don’t have the POWER captain!

It happens in the US as well, just between companies instead of countries.

Here in Denmark we sometimes have a problem during windy nights because we produce more Wind Energy than we can consume. And the nabouring Countries knows this, so they won't pay anything or close to nothing for the surplus power. And because of distribution cost the selling of surplus is actually costing us money. How about that :crazyeye:

IT comes from Canada. :P
 
How about the Electric Company as a Corporation? It could provide a large amount of power and perhaps some sort of bonus based on the amount of power produced in the city. That way you can spread electric power quick through you lands, especially if you run the Corp. Civic. And the you can spread it to cities with a low amount of hammers, at the expense of gold.

A quest or two as Afforess suggested, is also a good idea IMO.

I like this idea. Perhaps the first one who discovers electricity could get the Electric Company corporation or some other bonus.

I hoped that each PP could be unique. It should provide some amount of Power with some sort of price/penalty or have specific requirements. So this way each PP is unique, but some are in some situations better than others.

My quick list of PP. If you feel some sort is missing please note. I've only listed the current or near future types I could recall.

Spoiler :

I haven't listed the Tech req for each PP.

The specific :hammers: cost of each PP isn't listed either, just a note of the level of price. If nothing is mentioned, it is medium.

Coal Plant:
3 per city
+ medium power output (PO)
- Req coal, Lots of :yuck:

Oil Plant
2 per city
+ medium PO
- Req Oil, :yuck: (less than Coal Plant)

Natural Gas plant
(I know Natural Gas isn't a current resource in ROM)
2 per city
+ medium PO
- Req Natural Gas, :yuck: (less than Oil Plant)

Nuclear Plant
1 per city (too powerful to have more)
+ High PO, + 5 :Science:, 1 Scientist
- Req Uranium and Lead and Concrete, Produces Nuclear Waste Resource (:yuck:/:mad:), lots of :hammers:, Can melt down, 1 :mad: (4 with Green)

Hydro Plant
1 per city (there is a limited amount of energy in a river)
+ Medium PO
- Req Steel and Concrete, River in City Radius

Biofuel Plant
2 per city
+ Medium PO
- Req corn OR Wheat OR Rice, -10 :food:

Solar Plant
3 per city
+ Low PO, 1 :) with Green
- +10% Maintenance

Wave Plant
3 per city
+ Low PO, 1 :) with Green
- Req Coastal City, +10% Maintenance

Windmill park
3 per city
+ Low PO, 1 :) with Green
- Req Steel, +10% Maintenance

Waste (Bio gas) Plant
2 per city
+ low PO, 4 :health:, 1 :) with Green
- +20% Maintenance (there is a lot of sorting trash for this to work)

Geothermal plant
1 per city
+ medium PO
- Req Geothermal Resource (in city if possible code wise)

Hydrogen Plant
1 per city
+ medium PO
- Req Hydrogen Ice resource (or what's it called)

Three Gorges Dam
National Wonder, 1 allowed
+ Very high PO
- Req Steel and Concrete, lots and lots of :hammers:

Fusion Plant
National Wonder, 3 allowed
+ Very high PO
- Lots and lots and lots of :hammers:, Req Collieder (or what's it called)

Next step is the Power Plants of the Future :borg:

Don't forget the ones i listed ...

Spoiler :
Power Plant Types

Biofuel Power Plant
Req: Biofuel

Biomass Power Plant
Req: Fertilizers

Coal Power Plant
Req: Coal

*Fusion Power
Limit: Only 3 Allowed

Geothermal Power Plant
Req: Geothermal Energy

Hydro Power Plant
Req: River City, Cement and (Iron or Steel)

*Microwave Power Plant
Req: Solar Power Satellite

Methane Power Plant
Req: Methane Ice

Nuclear Power Plant
Req: Uranium and Lead

Oil Power Plant
Req: Oil

*Shale Power Plant
Req: Coal

Solar Mirror Power Plant
Req: Glassware and Silver

Solar Cell Power Plant
Req: Glassware and Chemicals

*Solar Updraft Tower
Req: Glassware and Steel

*The Three Gorges Dam
Req: River City, Cement and (Iron or Steel)

Tidal Power Plant
Req: Coastal City and (Iron or Steel)

Wave Power Plant
Req: Coastal City and (Iron or Steel)

Wind Power Plant
Req: (Iron or Steel)

* = Wonder or Civ Specific


The Solar Updraft Tower is one of my favorite power plants. :D It would make an excellent choice for a wonder. It could give a bunch of GREEN power.

790px-solar_updraft_towersvg.png


I also disagree with some of yours ...

Natural Gas plant
(I know Natural Gas isn't a current resource in ROM)
2 per city
+ medium PO
- Req Natural Gas, :yuck: (less than Oil Plant)

Hydrogen Plant
1 per city
+ medium PO
- Req Hydrogen Ice resource (or what's it called)

That's "methane ice" it should be given to a methane or natural gas power plant.

Biofuel Plant
2 per city
+ Medium PO
- Req corn OR Wheat OR Rice, -10 :food:

Zap made a new biofuel resource so you should use that rather than corn or wheat or rice.

Waste (Bio gas) Plant
2 per city
+ low PO, 4 :health:, 1 :) with Green
- +20% Maintenance (there is a lot of sorting trash for this to work)

This could be merged with the landfill idea i have been posting or evn use Zap's new fertilizer resource.
 
The only thing is that if your country is dependent on a lot of power from improvements, you are even more susceptible to wars that involve lots of pillaging. I don't know if you want this or not.

Although that would be realistic, I think you are right, since it would cause border cities to be that much more vulnerable and air superiority to be that much more important.

Indeed. I was planning on adding PowerHealthChanges and PowerHappinessChanges to the XML.[/QUOTE]

That is good news and I hope you are successful with that. I know if that when that is released I would adjust some of my civics buildings with it.
 
That is good news and I hope you are successful with that. I know if that when that is released I would adjust some of my civics buildings with it.

Don't get ahead of yourself. I haven't actually done one line of code yet. I want to make sure we have all the ideas first.

And, as I've mentioned earlier, we need to recruit some help.
 
*Microwave Power Plant
Req: Solar Power Satellite
Yeah, I saw that one on your list, and I remember it from SimCity 2000. I also think I should be in the Power Mod, but as I noted on my list I only listed current or soon-to-be power plants.

*Shale Power Plant
Req: Coal
Forgot about that one. And I've just played as the Japanese :blush:

Solar Mirror Power Plant
Req: Glassware and Silver

Solar Cell Power Plant
Req: Glassware and Chemicals
Ok, I didn't differentiate between those two.

*Solar Updraft Tower
Req: Glassware and Steel
Your right, that is cool :cooool: I haven't seen that described before.

I also disagree with some of yours ...
Thats OK. What ever the result is, we can each edit the mod to our liking. ;)

Zap made a new biofuel resource so you should use that rather than corn or wheat or rice.
I didn't notice this resource coz I looked at an older 2.8 update. On the newest list I couldn't find how it's produced though...
My idea with the -10 :food: was that if you make biofuel from plants ,that could also be used for food, there won't be that much food. In 2007 the wheat, rice og corn prices skyrocketed because suddenly everyone wanted to make biofuel from these grains. This coursed voilent riots in numerous poor countries. So I thought that you had to make a choice - either you spent your grains on food or biofuel. I know you can make biofuel from other stuff, but grains are the some of the best.

This could be merged with the landfill idea i have been posting or evn use Zap's new fertilizer resource.
I haven't noticed these. And I can't see on the Update List what Fertilizers do.
 
How do you determine which cities don't have sufficient power? Take this scenario for instance:

City 1: Produces 1000MW, Consumes 730MW
City 2 Produces 0MW, Consumes 1200MW
City 3 Produces 570MW, Consumes 700MW
City 4 Produces 2500MW, Consumes 1750MW
CIty 5 Produces 700MW, Consumes 700MW

For a net production of 4770MW, and a net consumption of 5080MW. How does the missing 310MW get taken from? I think you would say City 2 and City 3. But at what ratio? City 3 makes most of its power. City 2 makes none.
I was thinking of two kinds.

1) Simple average among the cities with deficits.
Overall Power dificit = 310MW
Two cities with shortage (2 & 3), so they each have a power shortage of 155MW.

2) Balanced average among the cities with deficits.
All the deficits is added. City 2's deficit is 1200MW and City 3's is 130MW so the sum is 1330MW. City 2 generates 90,2% of all the deficits and City 3 then generates 9,8%. The overall deficit (310MW) is then distributed with the same pro cent ratios. So City 2 suffers 90,2% of 310MW (=279,7MW) and City 3 suffers 9,8% of 310MW (=30,3MW)

In both examples the other 3 cities is not affected at all.
 
I was thinking of two kinds.

1) Simple average among the cities with deficits.
Overall Power dificit = 310MW
Two cities with shortage (2 & 3), so they each have a power shortage of 155MW.

That's what i was thinking of when the weight ratios i described were zeroed.
 
I just noted I lived in the US, and referred to the situation there. And Canadians are used to be confused with Yankees. I know, coz I've worked in Toronto for 5 month :cool:

Yeah, I figured. I was just being tongue in cheek. Up here, most of the power is through utilities. But, for each province it is different. For example, BC Hydro makes a killing selling power to the states. Quebec Hydro on the other hand, because of the their model, doesn't make much money. Regardless, Canada does send a huge amount of power across the border. Just saying.
 
Nuclear Plant
1 per city (too powerful to have more)
+ High PO, + 5 :Science:, 1 Scientist
- Req Uranium and Lead and Concrete, Produces Nuclear Waste Resource , Can melt down,

WHat? AS I've said. Only crazy people would complain about a nuclear power plant, it being cleaner than almost all others, and more powerful than all others in modern times
So, really, it should only cripple happiness in the event of Green. Also, 4 is way too high for a nuclear power plant. It may produce said waste, but again, if it's a breeder reactor, no nuclear waste.
 
WHat? AS I've said. Only crazy people would complain about a nuclear power plant, it being cleaner than almost all others, and more powerful than all others in modern times
So, really, it should only cripple happiness in the event of Green. Also, 4 is way too high for a nuclear power plant. It may produce said waste, but again, if it's a breeder reactor, no nuclear waste.

Going to agree with DavidB1111 here. Nuclear power plants should only be able to be built on the coast though, as they need large reservoirs of water to cool the reactors.

Nuclear power plants should have 0% chance of an accident, because, if properly built, nothing can go wrong.
 
Of an accident without other intervention, you mean, or without human error.
Mechanically sound, but humans pull the switches and push the buttons, and humans are quite prone to screwing things up.

And of course, there should be a meltdown-causing option for Spies... :evil:
 
Of an accident without other intervention, you mean, or without human error.
Mechanically sound, but humans pull the switches and push the buttons, and humans are quite prone to screwing things up.

Sure, but look at 3-mile island. When things went wrong, nothing happened. They just shut down the plant. There was no radioactive leaks.
And of course, there should be a meltdown-causing option for Spies... :evil:

I would love to add that, but adding spy missions is very hard, but that may go in once everything else is done.
 
Sure, but look at 3-mile island. When things went wrong, nothing happened. They just shut down the plant. There was no radioactive leaks.

Wiki says you're wrong: http://en.wikipedia.org/wiki/Three_Mile_Island_accident

It was the most significant accident in the history of the American commercial nuclear power generating industry, resulting in the release of up to 481 PBq (13 million curies) of radioactive gases, but less than 740 GBq (20 curies) of the particularly hazardous iodine-131.

It was, in fact, a partial core meltdown.
 
Wiki says you're wrong: http://en.wikipedia.org/wiki/Three_Mile_Island_accident

It was the most significant accident in the history of the American commercial nuclear power generating industry, resulting in the release of up to 481 PBq (13 million curies) of radioactive gases, but less than 740 GBq (20 curies) of the particularly hazardous iodine-131.

It was, in fact, a partial core meltdown.

Wiki says I'm right:

In the aftermath of the accident, investigations focused on the amount of radiation released by the accident. According to the American Nuclear Society, using the official radiation emission figures, "The average radiation dose to people living within ten miles of the plant was eight millirem, and no more than 100 millirem to any single individual. Eight millirem is about equal to a chest X-ray, and 100 millirem is about a third of the average background level of radiation received by US residents in a year."


There was no significant radiation.

Although we could have more than one type of Nuclear Power Plant. An earlier one, which would have a chance of a catastrophic failure, and a more modern one that was completely safe.
 
Yeah, Sorry, Ice, but nothing happened at Three mile island. Wiki got some things wrong. If it really released all those radioactive particles, it would have been like Chernobyl.
 
That's why I said wiki says, not I say :)
Wiki - any source edited by people may be full of screw ups because people screw up. :lol:
 
That's why I said wiki says, not I say :)
Wiki - any source edited by people may be full of screw ups because people screw up. :lol:

No, the wiki was right. You just didn't know how little those actual numbers were. You need to read the entire article, not just a bunch of fancy numbers.
 
I just woke up and I was lazy, I freely admit it. Moving on, snarky man, moving on.
 
He's not really snarky. I'm snarky. He's just brutally honest. You should have seen him earlier. He got annoyed with me. :)
 
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