On Power (electrical)

That is his list, not mine. I mentioned it was his list on the sentence above the table.
 
Part V
Add Base Power Consumption or Generation to Zones (my experimental values)

Here are my "zones". I have the following factors ...

Wealth: Low, Medium, High

Density: Low, Medium, High, Super

Era: Ancient Era / Classical Era, Medieval Era / Renaissance Era,
Industrial Era / Modern Era, Trans-Human Era / Galactic Era

Here is the main thread for more details ...

C2C - Housing
http://forums.civfanatics.com/showthread.php?t=420663

Here is a revised list of names ...

Ancient Era / Classical Era
- Low Density | Low Wealth = Hovels
- Low Density | Medium Wealth = Domuses
- Low Density | High Wealth = Villas
- Medium Density | Low Wealth = Slums
- Medium Density | Medium Wealth = Insulas
- Medium Density | High Wealth = Palaces

Medieval Era / Renaissance Era
- Low Density | Low Wealth = Shacks
- Low Density | Medium Wealth = Cottages
- Low Density | High Wealth = Manors
- Medium Density | Low Wealth = Shanty Town
- Medium Density | Medium Wealth = Commons
- Medium Density | High Wealth = Estates

Industrial Era / Modern Era
- Low Density | Low Wealth = Boondocks
- Low Density | Medium Wealth = Suburbs
- Low Density | High Wealth = Mansions
- Medium Density | Low Wealth = Ghettos
- Medium Density | Medium Wealth = Apartments
- Medium Density | High Wealth = Condominiums
- High Density | Low Wealth = Projects
- High Density | Medium Wealth = Highrises
- High Density | High Wealth = Penthouse Suites

Trans-Human Era / Galactic Era
- Low Density | Low Wealth = Dugouts
- Low Density | Medium Wealth = Smart Homes
- Low Density | High Wealth = Chateau
- Medium Density | Low Wealth = Refugee Camps
- Medium Density | Medium Wealth = High-Tech Appartments
- Medium Density | High Wealth = High-Tech Condominiums
- High Density | Low Wealth = Habitation Pods
- High Density | Medium Wealth = High-Tech Highrises
- High Density | High Wealth = Holo-Suites
- Super Density | Low Wealth = Arcology Slums
- Super Density | Medium Wealth = Arcology Suburbs
- Super Density | High Wealth = Arcology Upperclass

So I am guessing your saying that higher density housing would produce more electricity? Should higher wealth too? And I would think higher era would as well. Such as Industrial Era / Modern Era buildings would require less electricity than Trans-Human Era / Galactic Era ones. Likewise Medieval Era / Renaissance Era and below would not require any electricity since they are too early.
 
1. Yes, higher density requires more electricity because more people use more electricity and the buildings are more technologically advanced.

2.yes power increases with Era. It has increased 2.9 quads a year (America) with America at 88 quads and China leading at 97 quads.

Their should be a non-building extra 10 percent leap in consumption at Electronics, 15 percent leap at Digitization, 20 percent leap at Artificial Intelligence, and 25 percent leap at Technological Singularity .

This means at Technological Singularity you will have 65 percent extra electricity use than Industrial. The percent can be raised, this is just a scratchpad estimate.

This extra use accounts for gadgets like cell phones, televisions, implants etc, transportation and other variables that the U. S department of energy uses that aren't included in building consumption. A big percent of that extra consumption is transportation.

We can apply this consumption in an auto build building probably.

3. If it's an electricity property it should unlock in Industrial.
 
Bicycles can consume power when they are motorized.
And Algae etc can be used to PRODUCE electricity, that's why they are in my list.

As for the Housing, I'd too say that the higher the wealth and density the more energy is consumed. But with advanced technology (isolated windows, energy efficient Refrigerators, energy saving light bulbs and also Solar-Roofs) they consumes less energy over time.
So I was thinking that some techs (Solar Power, Ecology...) and Civics (Green) could reduce Energy per Pop, while advanced resources (Computers, Neuro Implants...) increases energy per pop. This would start at high value houses since they are the first that can afford new technologies like Solar-Roofs. I'm not sure how to determinate how big the percentage of each category is. Maybe this would work with Luxury and Entertainment. And maybe this will overcomplicate it :crazyeye:

We could as well have some Ordinances like:
Electric cars: Increases Energy-Consumption but reduces Air pollution and Noise (so maybe - :yuck:)
Renewable Energy: -10 :gold: per Renewable Power PLant but also +2 :hammers:
Energy Saving Aid: Gives even poor houses access to Isolated Windows etc, but costs a lot.
 
Bicycles can consume power when they are motorized.

Isn't that a motorcycle then?

And Algae etc can be used to PRODUCE electricity, that's why they are in my list.

But indirectly. It can be used to make Biofuel which in turn can power a Biofuel Power Plant. Thus I don't think the resources need to have them directly if they are a fuel.

As for the Housing, I'd too say that the higher the wealth and density the more energy is consumed. But with advanced technology (isolated windows, energy efficient Refrigerators, energy saving light bulbs and also Solar-Roofs) they consumes less energy over time.

But would the energy saving things be more than all the new electronic devices in the home? For instance in the early days a home might have energy inefficient Light bulbs, Radio and a few other primitive electronics. But then a house in the near future might have the energy efficient bulbs but then a ton of electronics from TV, Computer, etc.

So I was thinking that some techs (Solar Power, Ecology...) and Civics (Green) could reduce Energy per Pop, while advanced resources (Computers, Neuro Implants...) increases energy per pop. This would start at high value houses since they are the first that can afford new technologies like Solar-Roofs. I'm not sure how to determinate how big the percentage of each category is. Maybe this would work with Luxury and Entertainment. And maybe this will overcomplicate it

Well we have been wanting to add a new Electricity civic too. Here are the stats from Afforess' Rewritten Civics ...

Energy Civic

None (Available at Start)
No Upkeep

---

Private Energy (Requires: Electricity)
Low Upkeep
  • -25% City Maintenance
  • -25% Distance costs
  • +5% Commerce output
  • +2 Unhealthiness

---

Public Energy (Requires: Electricity)
High Upkeep
  • -25% City Maintenance
  • -25% Distance costs
  • +1 Healthiness

---

Green Energy (Requires: Ecology)
Astronomical Upkeep
  • +5 Healthiness
  • +2 Happiness in largest cities
  • Population is less rebellious

Note we could always add more futuristic choices for later eras too.
 
1. No they are normal bicycles that can support the bicyclist when drving up a mountain.

2. Yes, indirectly. You're right.

3. I have no idea. I could image that. Especially if you have solar-roofs. There are experimental self sustaining houses even nowadays.

4. Good, but the civic need stat adjustments of course. Also, "Green" would affect it too, as well as Burn Garbage and some advanced other Civics that uses Computers a lot.
 
4. Good, but the civic need stat adjustments of course. Also, "Green" would affect it too, as well as Burn Garbage and some advanced other Civics that uses Computers a lot.

Well of course. Like all the ones we have adapted so far we would need to make it fit C2C. All I am saying is the core idea of an Energy civic would be a good addition.
 
1. No they are normal bicycles that can support the bicyclist when drving up a mountain.

But surely this is battery/dynamo power isn't it? It can't possibly be connected to "the grid" ie. plugged in. Thus isn't this something independent of the Property in game terms?
 
Faustmouse have you made any progress on this property?
 
I will be adding this property in the late weekend or next week if there are no strong objections. I will call it Power with a lightling bolt symbol.

Gone for a few days because of Halloween parties with my fraternity. I have to keep social appearances.
 
I will be adding this property in the late weekend or next week if there are no strong objections. I will call it Power with a lightling bolt symbol.

Gone for a few days because of Halloween parties with my fraternity. I have to keep social appearances.

Please don't call it "Power" since it will get confused with say the Power civic which is how powerful politically. Please call it "Energy" instead.
 
Please don't call it "Power" since it will get confused with say the Power civic which is how powerful politically. Please call it "Energy" instead.

Sounds good, Energy is probably the correct term also.

Sent from Tapatalk
 
Thought you guys might find this interesting:
US_historical_energy_consumption.png

http://en.wikipedia.org/wiki/File:US_historical_energy_consumption.png

http://en.wikipedia.org/wiki/Energy_in_the_United_States

It might give you some idea of how much of what Americans used. Now if you can find out how many households there were when, you could figure out how many BTUs each household used when.
 
You must be carefull here, Energy is not equal electicity.

Ah, but if you actually read the webpage, it is. That chart is a graph of material consumption to create 'Electricity'.

Meaning, from 1780-1880, they used Wood to burn in Wood Dynamos to create Electricity. Then Coal, then Petro. It even factors in how much electricity is created by Nuclear power plants, Hydro and Wind.

Wow, Texas uses 376,065,116 Mwh of power all by themselves O_o;;

Edit: "The Bureau of Land Management has allocated over 97 million acres of land in the southwest for solar projects - enough for 4 million MW of CSP solar power, with 24-hour storage - more than enough to supply all of the energy used in the United States." ... Well, that is an interesting quote...
 
This is currently on standby until one of the Senior Modders say its okay to be added.
 
There are a few coding considerations here to be concerned with still is all. However, I would STRONGLY urge spreadsheeting intended changes so that we may all take a look and suggest tweaks as it is being planned out. I don't think it's too much to ask to attempt a little careful planning before implementation no?

There's a LOT to consider to make this system right and I think we can 'conceptually' play with the numbers a bit before putting it in-game.

Primarily the main coding concern is working with limiting the storage capacities of cities and plots and having those capacities be adjustable depending on what buildings/techs/improvements &/or routes are present. At the moment that's not the easiest task.

We'll probably have a static property (static properties work like Flammability while all the rest are dynamic properties) that partners up with Energy to provide an Energy Storage factor on these game objects. It's just that we need to keep propagation overflow from being lost when it exceeds the amount given and THAT, my friends, is going to be tricky.
 
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