steampunk1880
Prince
- Joined
- Feb 22, 2007
- Messages
- 328
I went looking for the old discussion about the different power plants and how they work. Couldn't find it. Made a new thread.
I seem to remember Hydro wanting each plant to have a set amount of electricity to feed into the "national grid" with power consuming buildings naturally subtracting from that. If you don't have enough power, you can't make it. Not all plants were created equal ex: coal power plant produces more power than wind power plant; adv coal produces more than that but is dirtier; clean coal produces same but is (gasp)cleaner.
Now I share my brainstorm for you guys to laugh at/make fun of. All power plants give you a new full on resource (not a good) called, get this, "100 Kilowatts". Wind Farm makes 1, Coal makes 5, Fission makes 10, Fusion 50. All buildings that currently say require power to build consume, as in subtract from, this resource. If you don't have the kilowatts you can't build the buildings. Buildings can have different power requirements too. Giant data centers eat more juice than a furniture factory.
Why is 100 Kilowatts a resource? Maths. As far as I know you can't add goods together. Having 20 rope makers doesn't get you twenty ropes. You, however, can have more (or less) of a resource. In addition by tacking a set value to the 100 Kilowatts resource and making it always tradeable you can set up to import/export energy from your vict-i mean Neighbors for cash monies.
Problem: You're importing juice and running at capacity. Your provider suddenly nixes the deal. Now you have negative x amount 100 Kilowatts? Does your game freeze? Does stuff start shutting down? What shuts down first and why? Can stuff even be made to shut down like that? Can you even program a building to consume resources in a way like I am describing? Am I crazy to even suggest trying to pull off such a stunt? All these questions answered and more after these commercial messages!
I seem to remember Hydro wanting each plant to have a set amount of electricity to feed into the "national grid" with power consuming buildings naturally subtracting from that. If you don't have enough power, you can't make it. Not all plants were created equal ex: coal power plant produces more power than wind power plant; adv coal produces more than that but is dirtier; clean coal produces same but is (gasp)cleaner.
Now I share my brainstorm for you guys to laugh at/make fun of. All power plants give you a new full on resource (not a good) called, get this, "100 Kilowatts". Wind Farm makes 1, Coal makes 5, Fission makes 10, Fusion 50. All buildings that currently say require power to build consume, as in subtract from, this resource. If you don't have the kilowatts you can't build the buildings. Buildings can have different power requirements too. Giant data centers eat more juice than a furniture factory.
Why is 100 Kilowatts a resource? Maths. As far as I know you can't add goods together. Having 20 rope makers doesn't get you twenty ropes. You, however, can have more (or less) of a resource. In addition by tacking a set value to the 100 Kilowatts resource and making it always tradeable you can set up to import/export energy from your vict-i mean Neighbors for cash monies.
Problem: You're importing juice and running at capacity. Your provider suddenly nixes the deal. Now you have negative x amount 100 Kilowatts? Does your game freeze? Does stuff start shutting down? What shuts down first and why? Can stuff even be made to shut down like that? Can you even program a building to consume resources in a way like I am describing? Am I crazy to even suggest trying to pull off such a stunt? All these questions answered and more after these commercial messages!