Power Mod

Hydromancerx

C2C Modder
Joined
Feb 27, 2008
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Location
California, USA
Power Mod

Department of Energy [National Protect]
Gives every city Free "Power Line" buildings.

Power Lines
Provide Power Connections. It is the only building that marks if a city has power or not. Is a prerequisite to all power plants.

Power Plants
They require power lines before they can be built. The provide a megawatt production value to the national power level. They would come in many types and each produce a diffrent amount of megawatts. Note that they don't actually provide "power" anymore.

City Power Consumption
Each city uses up x number of megawatts from the national power level. The amount is determined by the following equation ....

City Consumption = ([population size] * (0.022 * [tech %]))

Tech % Usage
Specific techs allow more power to be used. Thus cities in the earlier eras use up less power than a city of the same size in later eras. Each of the techs increase it by 2%.

National Power Level
The national power level is determined by how much power plants are producing vs how much each city is consuming. If the power consumption is higher than that produced then cities will exponentially become more unhappy and unhealthy. In addition power is distributed to all cities via "power line" building being built in each city.

-------------------

So it works like this ...

1. Build "Department of Energy" National Projects
2. Thus giving every city a FREE "Power Line" building.
3. The "Power Line" marks the city its in as "Powered"
4. Now that the "Power Line" are built you can now build any type of "Power Plant".
5. The "Power Plants" create "Megawatts".
6. The City consumes those "Megawatts" and any extra get added to the "National Megawatts".
7. Any city without a "Power Plant" still are considered "powered" thanks to the "power lines" in every city however they will not have any "megawatts", thus they will have to take megawatts from the "National Megawatts" at 1/3 the amount available.
8. And if at any point the amount of megawatts consumed exceeds the amount produced then cities will begin to be unhappy and unhealthy.

Meaning "Power" really means your connected to the national power grid. And "Megawatts" means "Electricity", be it consumed or produced.
 
Power Related Buildings

Biofuel Power Plant
Cost: 1000
Megawatts: 100 MW
Unhealthiness: +1
Req Tech(s): Thermodynamics, Electricity, Assembly Line, Biofuels
Req Building(s): Power Lines, Factory
Req Resource(s): Biofuel

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Biomass Power Plant
Cost: 1000
Megawatts: 100 MW
Unhealthiness: +1
Req Tech(s): Thermodynamics, Electricity, Assembly Line, Organic Chemistry
Req Building(s): Power Lines, Factory
Req Resource(s): Fertilizers

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Coal Power Plant
Cost: 585
Megawatts: 600 MW
Unhealthiness: +2
Req Tech(s): Thermodynamics, Electricity, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Coal

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Coal
  • Upgrades to Super Coal Power Plant
  • Upgrades to High-Tech Power Plant

-----

Department of Energy [National Project]
Cost: 5000
Megawatts: -
Req Tech(s): Electricity
Req Building(s): -
Req Resource(s): -

Special Abilities
  • +10% Maintenance
  • Builds Free Power Lines in Every City.

-----

Fusion Power Plant [National Wonder]
Cost: 9000
Megawatts: 1,000,000 MW
Req Tech(s): Fusion
Req Building(s): Power Lines, Laboratory, International Thermonuclear Experimental Reactor
Req Resource(s): -

Special Abilities
  • +100% Maintenance
  • Limit 3

-----

Geothermal Power Plant
Cost: 1500
Megawatts: 200 MW
Health: +2
Req Tech(s): Modern Seismology, Ecological Engineering
Req Building(s): Power Lines, Factory
Req Resource(s): Geothermal Energy in City Vicinity

Special Abilities
  • +25% Maintenance
  • + 1 Happiness with Green Civic

-----

High-Tech Coal Power Plant
Cost: 1200
Megawatts: 600 MW
Unhealthiness: +1
Req Tech(s): Thermodynamics, Electricity, Assembly Line, Semiconductors
Req Building(s): Power Lines, Factory, Coal Power Plant
Req Resource(s): Coal, Semiconductors

Special Abilities
  • +15% Maintenance
  • +2 Unhealthiness with Coal

-----

Hydroelectric Dam
Cost: 780
Megawatts: 2,000 MW
Req Tech(s): Plastics
Req Building(s): Power Lines, Factory
Req Resource(s): Cement and (Iron or Steel)
Req Location: River City

Special Abilities
  • +10% Maintenance

-----

Major Tidal Farm
Cost: 200
Megawatts: 8 MW
Req Tech(s): Electricity, Assembly Line, Ecological Engineering
Req Building(s): Power Lines, Factory, Minor Tidal Farm
Req Resource(s): Iron or Steel
Req Location: Coastal City

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Major Wave Farm
Cost: 150
Megawatts: 30 MW
Req Tech(s): Electricity, Assembly Line, Ecological Engineering
Req Building(s): Power Lines, Factory, Minor Wave Farm
Req Resource(s): Iron or Steel
Req Location: Coastal City

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Major Wind Farm
Cost: 200
Megawatts: 50 MW
Req Tech(s): Electricity, Assembly Line, Ecological Engineering
Req Building(s): Power Lines, Factory, Minor Wind Farm
Req Resource(s): Iron or Steel

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Minor Tidal Farm
Cost: 100
Megawatts: 4 MW
Req Tech(s): Electricity, Assembly Line, Ecology
Req Building(s): Power Lines, Factory
Req Resource(s): Iron or Steel
Req Location: Coastal City

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Minor Wave Farm
Cost: 75
Megawatts: 15 MW
Req Tech(s): Electricity, Assembly Line, Ecology
Req Building(s): Power Lines, Factory
Req Resource(s): Iron or Steel
Req Location: Coastal City

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Minor Wind Farm
Cost: 100
Megawatts: 25 MW
Req Tech(s): Electricity, Assembly Line, Ecology
Req Building(s): Power Lines, Factory
Req Resource(s): Iron or Steel

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Microwave Power Plant
Cost: 2800
Megawatts: 1,600 MW
Req Tech(s): Space Flight, Nanotechnology
Req Building(s): Power Lines, Factory, Solar Power Satellite
Req Resource(s): Nanotubes, Semiconductors

Special Abilities
  • +25% Maintenance
  • Can build at maximum latitude of 60 degrees.
  • Lowe Risk of meltdown (aka Microwave Disaster)

-----

Methane Power Plant
Cost: 500
Megawatts: 50 MW
Req Tech(s): Modern Seismology, Superstrong Alloys
Req Building(s): Power Lines, Factory
Req Resource(s): Methane Ice

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Methane Ice

-----

Natural Gas Power Plant
Cost: 980
Megawatts: 750 MW
Req Tech(s): Electricity, Combustion, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Oil

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Oil

-----

Nuclear Power Plant
Cost: 1050
Megawatts: 1,500 MW
Req Tech(s): Nuclear Power
Req Building(s): Power Lines, Factory, Toxic Waste Dump
Req Resource(s): Uranium and Lead

Special Abilities
  • +25% Maintenance
  • Small chance of nuclear meltdown.

-----

Oil Power Plant
Cost: 975
Megawatts: 500 MW
Req Tech(s): Electricity, Combustion, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Oil

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Oil

-----

Power Collector
Cost: 500
Megawatts: -
Req Tech(s): Electricity, Fuel Cells
Req Building(s): Power Substation
Req Resource(s): -

Special Abilities
  • +10% Maintenance
  • Decreases National Megawatt Power Loss by 50%

-----

Power Lines
Cost: -
Megawatts: -
Unhealthiness: +1
Req Tech(s): Electricity
Req Building(s): -
Req Resource(s): -

Special Abilities
  • +5% Maintenance
  • Build for Free with Department of Energy
  • Provides Power to City.

-----

Power Substation
Cost: 100
Megawatts: -
Req Tech(s): Electricity, Electronics
Req Building(s): Power Lines
Req Resource(s): -

Special Abilities
  • +5% Maintenance
  • Decreases National Megawatt Power Loss by 25%

-----

Shale Power Plant [Japan Unique Building] (Replaces Coal Plant)
Cost: 450
Megawatts: 600 MW
Req Tech(s): Electricity, Combustion, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Coal

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Coal
  • +10 Production
  • Provides 1 Oil Products

-----

Solar Mirror Array Power Plant
Cost: 1000
Megawatts: 100 MW
Req Tech(s): Thermodynamics, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Glassware and Silver

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Solar Photovoltaic Power Plant
Cost: 1500
Megawatts: 150 MW
Req Tech(s): Manufacturing, Semiconductors
Req Building(s): Power Lines, Factory
Req Resource(s): Glassware, Chemicals, Semiconductors

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Solar Photovoltaic Roofs
Cost: 2000
Megawatts: 5 MW / Per Building
Req Tech(s): Manufacturing, Semiconductors, Ecology
Req Building(s): Power Lines, Factory
Req Resource(s): Glassware, Chemicals, Semiconductors

Special Abilities
  • +10% Maintenance

-----

Solar Power Satellite
Cost: 1500
Megawatts: -
Req Tech(s): Space Flight, Semiconductors
Req Building(s): Factory
Req Resource(s): Glassware, Chemicals, Semiconductors

Special Abilities
  • +25% Maintenance
  • Can build at maximum latitude of 60 degrees.

-----

Solar Updraft Tower [Great Wonder]
Cost: 3600
Megawatts: 200 MW
Great People: +2
Food: +10
Health: +5
Happiness: +2
Req Tech(s): Megastructure Engineering,
Req Building(s): Power Lines, Factory
Req Resource(s): Glassware and Steel

Special Abilities
  • +25% Maintenance
  • + 2 Happiness with Green Civic
  • City more likely to create Great Engineer

-----

Super Coal Power Plant
Cost: 1000
Megawatts: 1,200 MW
Unhealthiness: +4
Req Tech(s): Industrialism
Req Building(s): Power Lines, Factory, Coal Power Plant
Req Resource(s): Coal

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Coal

-----

The Three Gorges Dam [Great Wonder]
Cost: 6825
Megawatts: 25,000 MW
Great People: +2
Req Tech(s): Plastics
Req Building(s): Power Lines
Req Resource(s): Cement and (Iron or Steel)
Location: River City

Special Abilities
  • +25% Maintenance
  • +1 Happiness with Public Works Civic
  • City more likely to create Great Engineer

-----

Waste Incinerator Power Plant
Cost: 1350
Megawatts: 500 MW
Req Tech(s): Applied Economics, Ecology
Req Building(s): Power Lines, Landfill, Recycling Center
Req Resource(s): -
Req Civic: Green

Special Abilities
  • +10% Maintenance
  • +10% Production with Methane Ice
  • +10% Production with Fertilizer

------------------------

Upgrades

Coal Power Plant -> Super Coal Power Plant (More Powerful but Dirtier)

Coal Power Plant -> High-Tech Coal Power Plant (Same Power but Cleaner)

Add-On

Minor Wind Farm -> Major Wind Farm (More Power)

Minor Wave Farm -> Major Wave Farm (More Power)

Minor Tide Farm -> Major Tide Farm (More Power)

I wanted the add-on ones to work like the Vertical Farms where your just adding more but not taking away the old building.
 
Tech % Usage

Electricity = +2% Electricity Use
Refrigeration = +2% Electricity Use
Telegraph = +2% Electricity Use
Refining = +2% Electricity Use
Radio = +2% Electricity Use
Civil Engineering = +2% Electricity Use
Combustion = +2% Electricity Use
Industrialism = +2% Electricity Use
Plastics = +2% Electricity Use
Fission = +2% Electricity Use
Mass Transit = +2% Electricity Use
Electronics = +2% Electricity Use
Manufacturing = +2% Electricity Use
Computers = +2% Electricity Use
Mass Media = +2% Electricity Use
Semiconductors = +2% Electricity Use
Nuclear Power = +2% Electricity Use
Superconductors = +2% Electricity Use
Microprocessor = +2% Electricity Use
Robotics = +2% Electricity Use
Computer Networks = +2% Electricity Use
Globalization = +2% Electricity Use
Fiber Optics = +2% Electricity Use
3D Modeling = = +2% Electricity Use
Communications Networks = +2% Electricity Use ------------- 50%
Magnetic Levitation = +2% Electricity Use
Virtual Reality = +2% Electricity Use
Fuel Cells = +2% Electricity Use
Wearable Electronics = +2% Electricity Use
Cognitive Robotics = +2% Electricity Use
Knowledge Management = +2% Electricity Use
Rapid Prototyping = +2% Electricity Use
Biofuels = +2% Electricity Use
Automated Traffic = +2% Electricity Use
Controlled Plasma = +2% Electricity Use
Fusion = +2% Electricity Use
Skyroads = +2% Electricity Use
Advanced Computers = +2% Electricity Use
Wireless Electricity = +2% Electricity Use
Quantum Computing = +2% Electricity Use
Plastic Electronics = +2% Electricity Use
Personal Robotics = +2% Electricity Use
Nanoelectronics = +2% Electricity Use -82
Megastructure Engineering = +2% Electricity Use
Shielding = +2% Electricity Use
Mind Uploading = +2% Electricity Use
Advanced Shielding = +2% Electricity Use
Terra Computer = +2% Electricity Use
Teleportation = +2% Electricity Use
Sentient Earth = +2% Electricity Use ------------- 100%

As you can see gradually over time as they discover diffrent technologies then the % of electricity used goes up by 2%. Until by the end of the game you are 100% usage. Thus a level 10 city in the modern era will require significantly less power than a level 10 city in the trans-human era.
 
Megawatt Consumption

City Megawatt Consumption = ([population size] * (0.022 * [tech %]))

-----------

City Population by Size

Size 1 = 1,000
Size 2 = 6,000
Size 3 = 21,000
Size 4 = 48,000
Size 5 = 90,000
Size 6 = 150,000
Size 7 = 232,000
Size 8 = 337,000
Size 9 = 469,000
Size 10 = 630,000
etc.

-----------

Example

City Size 10 at 2% research with a Coal Power Plant

275 Megawatts Consumed = ([630,000 pop] * (0.022 megawatts * [2% Tech Usage]))

Coal Power Plant = 600 Megawatts Produced

325 National Megawatts = 600 megawatts produced - 275 megawatts consumed
 
I like the idea but it seem like too much micromanagement. I think that may take alot of coding to do something and personally, if I wanted to worry about power consumption then I'd go play SimCity 4 w/Rush Hour. I think that there is enough buildings to work with already than to put in a whole other gamut of things that are inevitably asking for errors. If you could find a more efficient way to get the idea up out of the nanomanagement stage, then I'm all for it. I'm not sure how many would agree with me, but the idea seems a bit too intricate.

It's a great concept though and if you figure out a more efficient way, then I'll support and help when I can :goodjob:
 
For added micromanagement:
See if it can work with Rising Sea option...
Science already proved with a very strong foundation of evidences that humans' use of coal, oil and natural gas had caused a rapid global warmth in last hundred and half years.
So if it can integrate into that option, it can make for almost realistic Earth-like historical mod :D.
 
Sorry but this made me laugh. Civ is all about the micromanagement. Its like saying "there is too much stuffing in this turkey!". Sure you could have turkey without stuffing but it just not the same. :P
That wasn't what I meant. The micromanagement part comes from having to figure out how much power you have and if the game will recognize if say a spy comes and destroys a building. How will the AI react, will it really cut down production due to power failures? In that case you'd have to figure out which buildings will be powered (if some power still there) and which aren't. You would also think that as time goes along, that you would use less power due to the efficiency in electronics upgrades and advancements. Maybe instead of the power utilization, you could have them give better production values instead of the whole trying to figure out what building will get power this turn.
 
That wasn't what I meant. The micromanagement part comes from having to figure out how much power you have and if the game will recognize if say a spy comes and destroys a building. How will the AI react, will it really cut down production due to power failures? In that case you'd have to figure out which buildings will be powered (if some power still there) and which aren't. You would also think that as time goes along, that you would use less power due to the efficiency in electronics upgrades and advancements. Maybe instead of the power utilization, you could have them give better production values instead of the whole trying to figure out what building will get power this turn.

Its not that detailed at the moment. If the city doesn't have enough "megawatts" then its city wide and not building specific.
 
Power Mod

Department of Power [National Protect]
Gives every city Free "Power Line" buildings.

Power Lines
Provide Power Connections. It is the only building that marks if a city has power or not. Is a prerequisite to all power plants.

Power Plants
They require power lines before they can be built. The provide a megawatt production value to the national power level. They would come in many types and each produce a diffrent amount of megawatts. Note that they don't actually provide "power" anymore.

City Power Consumption
Each city uses up x number of megawatts from the national power level. The amount is determined by the following equation ....

City Consumption = ([population size] * (0.022 * [tech %]))

Tech % Usage
Specific techs allow more power to be used. Thus cities in the earlier eras use up less power than a city of the same size in later eras. Each of the techs increase it by 2%.

National Power Level
The national power level is determined by how much power plants are producing vs how much each city is consuming. If the power consumption is higher than that produced then cities will exponentially become more unhappy and unhealthy. In addition power is distributed to all cities via "power line" building being built in each city.

-------------------

So it works like this ...

1. Build "Department of Energy" National Projects
2. Thus giving every city a FREE "Power Line" building.
3. The "Power Line" marks the city its in as "Powered"
4. Now that the "Power Line" are built you can now build any type of "Power Plant".
5. The "Power Plants" create "Megawatts".
6. The City consumes those "Megawatts" and any extra get added to the "National Megawatts".
7. Any city without a "Power Plant" still are considered "powered" thanks to the "power lines" in every city however they will not have any "megawatts", thus they will have to take megawatts from the "National Megawatts" at 1/3 the amount available.
8. And if at any point the amount of megawatts consumed exceeds the amount produced then cities will begin to be unhappy and unhealthy.

Meaning "Power" really means your connected to the national power grid. And "Megawatts" means "Electricity", be it consumed or produced.


Department of Power
Department of Energy

which is it?

BTW if you are trying to have Realistic MW then I may be able to help

BTW Three Gorges max Energy production is ~22,500

may be code evil, but maybe a ship based power plant?, nuclear of course
 
Department of Power
Department of Energy

which is it?

BTW if you are trying to have Realistic MW then I may be able to help

BTW Three Gorges max Energy production is ~22,500

may be code evil, but maybe a ship based power plant?, nuclear of course

- Oops! Since I copied and pasted I forgot to change the first one to "Energy" since Afforess did not like the word "Power"

- You sure? I read some where it made 25,000 MW not 22,500 MW.

- The ship power would be up to Afforess. But I would expect it would be too hard.
 
- Oops! Since I copied and pasted I forgot to change the first one to "Energy" since Afforess did not like the word "Power"

- You sure? I read some where it made 25,000 MW not 22,500 MW.

- The ship power would be up to Afforess. But I would expect it would be too hard.

I was thinking a ship would have a new action: Power supplier
it would set it to sleep and would create a building based on how big it was the power would vary
 
@Afforess

Is there any other info I need to post for this? I don't want it sinking to the bottom of the forum and become forgotten.

No, It's pretty good. I will probably begin work on this after AND 1.60 is released. I've learned a lot of C++ and am getting pretty familiar with it. I've got more programming classes coming up, which should help. I just didn't want to attempt a project over my head.
 
Is any way to have this mod in Civ4 implemented? Without or with python? Those power consumptions seems bit complicated to do for me as noob. But idea is very cool.
 
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