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Good to see that solar panels and accumulators made it into this game. I guess an engineer's ship from Factorio's recent DLC must have crash landed into this game's planet and was full of them.
The factory must grow.
Another issue is that rewewables aren't that high on energy production especially watts per acre compared to say a fossil fuels and there is no comparison to nuclear. I would expect three times the amount of land per watt than what a oil would do.
If KR is going to experiment with pollution like to point out there other pollution issues as well. Waste water, vehicles, smog from fireplaces etc. Can get creative as well as creative with means to remove it. Municipal waste can be recycled, talking waste water to fertilizer.
That just my two cent.
Going to load into it gives a 'Save incompatible' warning, but following the instructions to roll back to a previous version either led to another 'Incompatible' warning or straight up showed no saves to load.
Like I said, not a big deal, but I was maybe an hour away from winning the playthrough. Ironically I was actually playing as the Emirates for the first time.
nice set of updates but will we get more stuff like ai improvements so they can build there stuff and be active as much as the player does? and new factions as well.
For example how come farms and water distribution is never mechanized? Farming & harvesting stays the same from stone age to industrialization, but wouldn't you have tractors and such stuff eventually? Or what about transportation? Cars, lorries, buses, trains? All of these take oil which is now only used to make energy, and the logistics networks could be greatly improved. I really have issues in late game getting stuff to where it needs to be.
How come we are missing something like an underwater pipe network? The water canal technology is something ancient Romans had. Surely an industrialized society can build a better way to distribute water?