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Turns out Silver IS the most conductive, both Electrically and Thermally.
"Silver's electrical conductivity is so high that it is used as the standard against which other metals are compared. This standard is known as the International Annealed Copper Standard (IACS), where copper is given a value of 100%. Silver, by this measure, has a conductivity of over 100% IACS, typically around 106% for fine silver. Copper is the next best at 97%, followed by gold at 76%. Due to its excellent conductivity, silver is used in various electronics, including electrical contacts, switches, and circuit boards."
https://steamcommunity.com/sharedfiles/filedetails/?id=3345223519
Hope it helps anyone!
Reason I haven't implemented something yet is for a few reasons. Battery research is fast, the whole point of not having it is to rely on wood/chemfuel reactors because those never stop producing power while fueled.
If I add an earlier battery im afraid I might remove that aspect of gameplay. It's added difficulty and I'm always scared to remove difficulty since so few mods add it and so many reduce it.
The Baghdad Battery or Persian Battery is a set of three artifacts which were found together: a ceramic pot, a tube of copper, and a rod of iron. Wikipedia
Age: about 2000 years old
https://steamcommunity.com/sharedfiles/filedetails/?id=2575326483
Seems Ty decided to add another xml tag purely just to enable/disable rendering the battery's charge.
To a degree the advantage of having all of them available after just a 400 point research cost is offset by their increasingly demanding costs the more advanced they are, but if the rest of research-locked things were designed this way there would be no research tree at all and everything would be available to build from day 1, so its a bit of a conflict.
Thematically things that need advanced components can be built only by spacer colonies, so having knowledge of spacer/archotech batteries right after electricity and long before microelectronics feels weird. Plus, good materials are available pretty quickly. In the end I never build basic batteries now, and I think making at least 1 extra research barrier would go down well. Thanks and keep up the awesome work with your mod portfolio :)
I know the batteries cost more as they become more advanced, but I feel to be fully balanced they need to be split across a few levels of research.
Jokes aside.... Well Apoz is a joke but that's besides the point.
Great mod!
I'm not sure what your efficiency is supposed to imply but it would be nice to implement the following:
Efficiency 50% = 1000 w/d windmill input charges the battery for 50% to 500 w/d.
That is one concept which would be nice.
Another concept, give batteries a certain max output. so a battery with 2000 capacity but only 200 output, etc.
I like the different characteristics of heat produce, rain vulnerability, etc.
If you need help balancing, send me the spreadsheet and I'll help out!
I wanted to point you out that your last update to this mod throw me a lot of errors in the log in 1.0