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.. power demand by time of day
.. number of educated and uneducated citizens versus vacant job slots optimal for that demographic
... data, graphs, data and more graphs .. the little [ ! ] icon and it's threadbare data doesnt do it for me ..
Overcomplicated and entirely superfluous when we have things like...
You're essentially asking Colossal to make the game run even slower - just so you can simulate nighttime batteries (They don't exist on the scale you want them to either for that sake)
How can that be overcomplicated?
It's entirely superfluous - There is no reasonable reason to want to implement a made up battery system for a power plant that already functions at night.
It's more code with no added payoff - You might as well fool the player into believing there's a battery by faking simple numbers.
Actually, 'nighttime' batteries might not exist on the scale that is being asked for, but other alternative energy storing systems do exist and are in use. One example is compressed air energy storage. There are a couple facilities in the world that do this. There is one in Germany that stores 290MW and one in Alabama that stores 110MW so they can store the amount of energy he wants.
http://energystorage.org/compressed-air-energy-storage-caes
People are asking colossal to implement a battery mechanic for the sole purpose of a power plant that already runs at night because of how the production works - in real life.
that's future tech
Yes, that is correct, so C:S did it right.
If players want to simulate batteries then then can use the mod that runs the solar power plant at night, however, the inital cost and maintenance should be higher ... for example ....
Since day/night cycles are 14 days (2 weeks) then it means that the batteries are putting out up to 160 Mw per game night. If the initial cost of a battery is like 10k, then you're looking at the initial cost of 220,000 cim bucks to plop a solar power plant (80k + 140k), and perhaps maybe a 10% extra maintenance cost (or what ever).
Basically, there's no need for a complicated mod (IMO). Since power comsumption "may" drop at night (assuming no leisure district), the player adjusts the budget to spit out less power from the grid ... i.e. 50% budget = 80 Mw output of the solar plant, meaning it is providing 80 Mw per night.
Yeah, energy is stored in the batteries when you need it ... If your plant has 160 Mw stored but your budget is set to 50%, then you have 80 Mw of stored energy to use when you need it. If you keep you budget at 100% at night then your are using 100% of the stored energy per night cycle.
That make any sense?
I love me some graphs as well, i think Simcity3k had the best graph system of any city game; it had line, bar and chart graphs with realistic %s and advisory help to see what was really wrong.
Dont get me wrong I by far love C:S to death especially after the newest simcity incident, but 3k had great graphs and advisors, new 2013simcity had great civil buildings and civil building upgrades, simcity4 had great budgeting.
I didnt even think of that, I like your idea!