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A very interesting video indeed, and surmises one of many issues with renewables.
As an all-powerful dictator in cities skylines the cost should represent the actual cost to the producer. In cities skylines you are not building a power plant to gouge the consumer. You build the power plant to give away its electricity.
The question is if that (or something similar) comes soon enough.
I would have liked that video to give some explanation as to why they don't think there is a good ROI. It didn't address the question directly. It seemed to imply competition was too fierce, and energy has become too cheap, but that would effect fossil fuel power too, so i'm not really understanding how it would keep it's ROI, but solar would lose it. Either that, or it was just meaning the cost of land being a limiting factor.
For the OP, I find renewable power always ends up the right way to go even if it's more cost per MW, in CS:1 I only occasionally maybe bought a non-renewable power plant. Not having pollution or traffic seems like a far bigger up side. As a game mechanic, would be dumb to include other types of power plants at all if they cost more and generated less.
I guess similar to above, could have the defining feature of a coal power plant be footprint, rather than cost, but then you'd need to make sure it's pollution footprint didn't undermine it. Either that, or just imagine the game is set 10 years ago.
I really like the new solar plants.
If you are buying gas/oil for your cooking and heating you cannot as easily compare that to a kwh and it is not easy to change to an electric solution.
If your government did not care to protect you you may be stuck with oil/gas and are looking at a 20 000 euro investment to change, with no option to connect to district heating because it simply does not exist.
In a country like Sweden or Denmark however you are unlikely to buy a house or apartment that comes heated by oil/gas, so if your electric bill is too high you simply change provider with a few clicks on the internet.
This dude just said government take over.... Yeah cause the government does things so efficiently......
Yes actually the government can in many circumstances be vastly more efficient than the free market.
On topic the power plants are one thing. The largest power company in Sweden is 100% owned by the government and Sweden is about 40% hydroelectric, 30% nuclear, 16% wind, and 10% cogeneration. Swedes were only indirectly affected by the gas shortages caused by the war since electricity is traded on the European market. Sweden were a net exporter helping keep the bills low as many other European countries struggled to make up for the loss of gas.
If we look at healthcare and compare US to UK, UK has vastly superior health outcomes while spending a fraction of the money. Private health care introduces a redundant middle man called "insurance company" who not only leeches profit while providing no benefit, but also complicates the contact between the doctor and the patient. Not only that but the for-profit health care creates perverse incentives where you are not rewarded for curing the patient but making it need as much care as possible.
You can also look at something that is government funded almost everywhere: Roads. Imagine having to build 2 or more parallel roads for multiple companies to compete over a route, alternatively have local monopolies everywhere. Cartels are almost forced as different company roads need to connect to each-other. The options are so obviously terrible it is almost a given that government build the roads.
There, fixed it for you.
Renewable energy has costs. It will take far more than a single wind turbine to provide the power a small city will require. It's one thing the game is trying to reflect in how it prices things. They don't want to force you to cover half the map to power your fledgling city, but they also can't boost them so much that you can do it with just a few dozen without paying a high price for it either. There has to be a tradeoff that makes it viable while working within the game limitations, which in this case refers mostly to the space your city can be built witin.
Well it doesn't necessarily need more than a single wind turbine to power a small city. Today's wind turbines are big and can supply 10.thousands of people with electricity. Like this recent one from Mingyang, the MySE 16-260 which is designed to power 80.000 residents. But they are not the only ones - Vestas and other have similar designs. Those are what is currently build and it would be reasonable to have similar turbines represented in the game as well. Wind turbines are not small toys. They are among the tallest structures - designed to power cities.
https://www.linkedin.com/posts/mingyangsmartenergy_myse16-offshorewind-activity-7086980077443297280-Cazt
https://www.vestas.com/en/products/offshore/V236-15MW
https://www.siemensgamesa.com/en-int/products-and-services/offshore/wind-turbine-sg-14-236-dd
Even onshore is capable do the same:
https://www.enercon.de/en/products/ep-5/e-136-ep5/
https://www.siemensgamesa.com/en-int/products-and-services/onshore/wind-turbine-sg-7-0-170
But even when it just comes to the game, the game abstracts things, so even if you build a city that in the real world would house millions, you will have much smaller numbers in game. You'd still need dozens in high wind corridors to provide any meaningful power to even a small southern californian city for example. The game makes them expensive for good reason.
Studies like this often use cherry-picked data as well. The article you linked appears to use data from Europe, where renewables are indeed cheaper, but this isn't the case in most of the rest of the world. The price of renewables has decreased a lot in the past couple decades, but in many places it is still much cheaper and easier to use fossil fuels, especially if there are large deposits nearby or there is a lack of sunny or windy weather in the area.