On Power (electrical)

I also thought about that but deserts are big, as the ocean. You can have easily Pannels there outside any city radius. And Solar Panels produce electricity, even when you don't have a solar powerplant in your city.
 
I don't know. Seems like it would give that plot electricity. it would be nice if there was some sort of tag on say the Solar Power Plant that gave extra electricity property for every solar power improvement in the city radius.

If I understand it, electricity will work like this:
Normally a city would not have any.
Solar panels (& Windmills) would add 1E to a city when worked.
Coal power plant would add 5E (for example), etc...
This would be the total energy production.

Other buildings would require E.
Skyscraper: -1E
Force Field: -10E
Etc...

Buildings consuming E would only be buildable if a city has sufficient surplus of energy. Should a city lose some of its sources, some of the buildings requiring E would go offline.

Did I get it right?
 
@intlidave

That's the idea, however at the moment properties spread like crime do. Electricity needs to be more direct. Also how to deal with say cottages and factory plots. Would they consume electricity? What happen to those plots if they did not get electricity?

They should consume electricity.
And if they don't have some, they should be less productive. Maybe Towns without Energy can trigger an event that the population is rioting and you have to pay for the damage they did.

I like the system TB suggested that buildings consume more energy with more advanced techs, but also be more productive. You can still do science in a DNA Lab without Electricity, but without ice to cool the samples, heater, clean banches etc it would be much more difficult and therefore less productive. However, I'm pretty sure that modern factories can't do much without power, am I right?
 
I don't know if this is handled well with a total of 100% more usage... Electric cars will make a greater cut I think, as well as more computing devices (Silicon is very energy consuming, as well as aluminium)
 
@intlidave

That's the idea, however at the moment properties spread like crime do. Electricity needs to be more direct. Also how to deal with say cottages and factory plots. Would they consume electricity? What happen to those plots if they did not get electricity?

Conventional wisdom seems that they should. But that complicates things A LOT.
Maybe we can assume that they have their own backup diesel generators for use when grid power is not accessible?
Lack of power will already impact the city's output heavily, so IMHO there's no need for a double penalty in this case.
 
@intlidave

That's the idea, however at the moment properties spread like crime do. Electricity needs to be more direct. Also how to deal with say cottages and factory plots. Would they consume electricity? What happen to those plots if they did not get electricity?

Cottages and Factory plots would consume energy but it would take some additional programming to 'shut them down' if they can't get it. Probably not too much to do there to put a RequiresPropertyTypes tag on improvements and could reveal some interesting other uses, such as a 'Criminal Hideout' improvement (for what good that might be ;) )
 
Actually they don't have to. Look at AIAndy's doco on properties. I am going to use one by nation for relations with Indigenous Peoples but I think you can have a non spreading one by city also.

Do you mean like how Flammability works? Because I don't think that would work either. Or do you mean something different?
 
I really think it would be best if it diffuses to plots. However, unlike crime, it would diffuse very smoothly and quickly. As I recall, there's a way to make plots balance out their properties almost instantly round to round whereas crime very gradually spreads out. But it should require a particular route type at least.
 
I really think it would be best if it diffuses to plots. However, unlike crime, it would diffuse very smoothly and quickly. As I recall, there's a way to make plots balance out their properties almost instantly round to round whereas crime very gradually spreads out. But it should require a particular route type at least.

Would this system distribute electicity equally or liked to needs? Like, will a Forest next to a city have the same electricity than the 10.000.000 megacity next to it?
 
Another possibility to ensure improvements gets power, is to simply give them first priority to any power that might be available. In the vast majority of cases that would mean they're always powered as you're likely to output more power than just what's needed by your improvements, but without the "cheat" of just giving them power for free. Personally I'd think that's the best solution.
 
@intlidave

That's the idea, however at the moment properties spread like crime do. Electricity needs to be more direct. Also how to deal with say cottages and factory plots. Would they consume electricity? What happen to those plots if they did not get electricity?

Would this system distribute electicity equally or liked to needs? Like, will a Forest next to a city have the same electricity than the 10.000.000 megacity next to it?
I believe you could pretty much make it all one big pool but you'd limit how much can go on a particular plot so as to keep that pool from being too thin in a city. So basically, I'd set the limit on a plot to 10 or so. We're just conducting here. The only reason for 10 even would be to allow some room for a plot to generate some... otherwise I'd make it 1. Cities wouldn't have such a limit so you'd have most of the electricity stored in (and of course used by) the city.

I think I may wander over to Andy's docs on this subject and make some numeric proposals to explain this in those terms.
 
I believe you could pretty much make it all one big pool but you'd limit how much can go on a particular plot so as to keep that pool from being too thin in a city. So basically, I'd set the limit on a plot to 10 or so. We're just conducting here. The only reason for 10 even would be to allow some room for a plot to generate some... otherwise I'd make it 1. Cities wouldn't have such a limit so you'd have most of the electricity stored in (and of course used by) the city.

I think I may wander over to Andy's docs on this subject and make some numeric proposals to explain this in those terms.

wow this is possible? I really have to read something about the properties in the next week. TB, if you'd help me with this project, I'd be really happy. I could do some XML work for your projects probably in exchange, but I think Nimek's XML Parser will do quite a good job, wouldn't it?
 
wow this is possible? I really have to read something about the properties in the next week. TB, if you'd help me with this project, I'd be really happy. I could do some XML work for your projects probably in exchange, but I think Nimek's XML Parser will do quite a good job, wouldn't it?

I'm thinking his parser will help yes but there's a lot of planning I'm bogged down in there at the moment.

Like I said... in a bit I'll go review his properties doco and come back with some suggestions.
 
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