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I mean yes, I get the idea that there should be some progression in the options for electricity generation. If we look at it just as "electricity improvement t1" and "electricity improvement t2", no issue. But even in Civ 6, the type of improvement depended on the terrain - PV in desert, wind in hills.
The upgrade-thought could have been done differently. But alas - maybe not item number one on any priority list. Agreed.
Besides, wind energy is an old technology. People have been using windmills for a very long time now. True, that's not what you're seeing on the map but it makes sense that it precedes solar.
By all means have them unlock at different points in the tech tree, but it makes zero sense for one to obsolete the other.
As the OP said, they're complimentary technologies harnessing a different source of energy.
Coal usage didn't stop when oil was discovered, nor did oil when nuclear was first harnessed.
There is no 'best' source of energy, each has its niche.
Wind isn't a complement to solar. The main appeal of wind is that the turbines have a small footprint and can therefore be built in areas we wouldn't otherwise be able to put to good use. Solar farms on the other hand require a fairly large footprint, and are therefore usually competing with everything else you could use the land for - including more efficient forms of power generation.
Yes, totally fair point: just different tiers of improvements. Also in my opinion, there is no urgent need to align this with "realism", however one may perceive it.
But still, there was a reason for this design and it might have just been "it works, let's move on" - thus a potential to reiterate and improve it along the upcoming update cycles.
Well, the load profile of wind energy shows stronger yields in winter, while PV shows stronger yield in summer. There are some complement-ish aspects. But indeed, it is more about the geographic properties you are dealing with - one more reason, I'd argue to make these technologies not tier 1 and tier 2 of some "renewable technology" section. But a same-level option with different viability depending on what tiles you own.
I have to try. If that is true (not documented...), it would indeed scratch my itch about this issue :).
Also: solar PV gives +10 if on desert.
unimportant is a bit extreme and could be argued to not be true but your point makes sense otherwise