Non-E
Chieftain
BTW, why does the Fusion Power Plant produce 10,000 Production? I'm fine with probably 1000-2000 production, but 10,000 is overkill.
per population while the Wind Turbine needs 1
, and so on for the other effects.Hydro sez it is indicative of how many Megawatts each power plant WOULD be making if his national grid idea was implemented. Point is the fusion power plant would have made an absolutely absurd amount of power, basically removing the need to build any more power plants. For-EV-er!
But yeah we can probably agree it's a bit funny the way it is now.
, similar to how mass transit gives you
from oil; it's not turning gasoline into aspirin, it's reducing the
you already get from it because you are using less.
bonuses work anymore... and now the population is berserking and breaking stuff. So the population drops like a rock and will take forever to recover.
off
and use it on
.So I send in a spy and bomb the power plant... all the buildings require power and in one fell swoop I oblliterate the city's usefullness into taking dozens of turns to make a new plant. Now the hopital is out of power and so basically none of the nonplumbingbonuses work anymore... and now the population is berserking and breaking stuff. So the population drops like a rock and will take forever to recover.
Then when they finally build the plant and things are starting to recover... so I bomb the power plant... *infinite loop*
Well I guess that is one way to make make me take theoff
and use it on
.
...and a DeLorean. Good luck finding one of those any more! You'll need the time machine for that.


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So rather than putting it on the Power Plants directly anymore Auto-Build buildings with a +1
would need to be made every +100 Electricity. Note that with the property system +1 Electricity = +1 MW to keep it easy to convert.
building will have a trigger to tell you city if it has power or not. If it goes above you should be fine and its present. If you go under then it will disappear and your city will be without power until you get it back up.So Faustmouse has been pushing to add Electricity as a new property. So since he offered to help and I have put it off for quite some time I would like to work with him to implement it after the next release.
While the coding is not that hard there is a lot to do so here are the steps needed to implement it an Electricity system.
2. Backward Property - Most properties work where + numbers mean BAD and - numbers mean GOOD. Such as more pollution means BAD and more Disease means BAD. However with power we want more power to be GOOD. I believe AIAndy already put in code for reversal so the AI knows that more means GOOD. However I do not remember what it is. So that will have to be tracked down.
<iAIWeight>-100</iAIWeight>
<AIScaleType>AISCALE_CITY</AIScaleType>
<iOperationalRangeMin>0</iOperationalRangeMin>
<iOperationalRangeMax>1000</iOperationalRangeMax>
Sorry Koshling I apologize for mixing you guys up. Please forgive me. 
So for everything except for like wind, wave and tide it is accurate. Note that Fusion tipped the sales in the other direction with an insane amount of hammers (1,000,000 MW).
Cool. This would be a very good improvement if we do it right.So Faustmouse has been pushing to add Electricity as a new property. So since he offered to help and I have put it off for quite some time I would like to work with him to implement it after the next release.
and3. City Growth - We will have to decide how much electricity each pop size will add. This is just a single number set on the property.
6. Era Power Consumption - It has been discussed in the original Power Mod topic that as you progress through the eras that power consumption should increase as you tech up. Mainly because more people are consuming power than when electricity first was invented. This can be done by auto-build buildings that are triggered by new techs on the tree and consume a little bit more power.
Yup, this will be the bugbear of the system... balancing out supply and demand appropriately. I'd suggest starting with very small numbers. Like -1/pop soon after electricity should be available. -1 for a shop or standard building size then judge size of building and electrical consumption up very gradually from there. Some buildings would also have tech modifiers affect them here as they'd consume more as more techs enable various things. Perhaps they should also thus become more effective in what they 'do' as the power enables them to be. For example, an Intelligence Agency might consume -3 power when it can be first built but after x technologically developed resource is available, such as perhaps electric typewriters or phones, it now consumes -4 power but gains another +1 espionage.5. Building Power Consumption - We will need to add an electricity property any and all buildings that require electricity. This is where the most help and discussion need to be done. I have no idea how much each building should consume. This will be Faustmouse's biggest task if he wants this implemented.
Power itself doesn't do much unless there's a means to convert that power into useful action for industry. I'd have buildings improve with techs/resources/further power consumption as noted above rather than having power have any direct effect.7. Electricity to Hammers - Right now each power plant produces a different number of hammers based on 100 MW = +1So rather than putting it on the Power Plants directly anymore Auto-Build buildings with a +1
would need to be made every +100 Electricity. Note that with the property system +1 Electricity = +1 MW to keep it easy to convert.
Excellent. Yes, you have power or no you don't. Make it a boolean on a greater than 0 or 0 on the property value level in the city.8. Electricity Loss - Counterintuitive to what we have had before, power plants will not trigger weather a city has power or not. The first 1MW auto-build +1building will have a trigger to tell you city if it has power or not. If it goes above you should be fine and its present. If you go under then it will disappear and your city will be without power until you get it back up.
9. Property Diffusion - Properties like Crime, Disease and Pollution defuse over the map however do we need it to do that for Electricity?
hmm... perhaps yes. #9 would be an initial answer as to how to go about #10 but the property would diffuse from one plot to another quickly rather than slowly as crime and disease do. The math would be a lot more fluid than it is for crime. For example, a solar panels improvement could increase power and then that diffuses across the tiles back to the city or to the improvements around it that are also reliant on and drawing power. (The reliance on a property for the functioning of an improvement is probably going to take more programming but would be a good reflection of reality... a Town is going to suck up quite a bit of electricity.)10. Improvements - Should improvements on the map such as solar panels, windmills and geothermal plants add to a cities power? If so how to get the property to they city? In addition should other improvements like Factories and Cottages be consuming power?