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Post by Scrooge McSloth on Jan 8, 2022 23:38:26 GMT
My idea is to expand the power industry. There will be uranium, coal, and coal ash The idea is to expand the power industry so that it will help make more money for mines, plantations, and power plants. The new buildings will be a hydro electric dam, coal power plant and a nuclear power plant.
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Post by luis297 on Jan 9, 2022 19:55:35 GMT
This is a great one!! I signed up to the forum just to support this (new player here)
I'd say to have 5 types of energy buildings, and of course their output is different depending on initial investment and upkeep. Using existing buildings and resources (underlined) as well as new resources (in bold), quick proposal from cheapest and low power production to more expensive and huge production:
- PV plant: get Silicium from Mines > build PV modules at the Factory > use PV modules in PV plant (for replacing PV modules as they break for example). PV modules also retailable at electronics store or Hardware store
- Wind turbines: similar to PV, using Wings from aerospace factory (lower rate of requirement as they are more expensive and don't break as often as PV modules)
- Biomass power plant: Wood needed, transform in Pellets at the Mill, and feed to the power plant
- Gas power plant: uses Methane - Nuclear: from Uranium in Mines, and large amounts of Water (skip the step to enrich the uranium, or maybe have the nuclear power plant also produce enriched uranium as a double production centre doing both enriched uranium or power, meaning uranium>enriched uranium+water>power)
Regarding quality, i would propose that PV plant only does q0, if you researched q1-2 power, you are able to build or upgrade the PV plant to wind turbines for higher production. If q3-4 biomass. If q5-8 gas power plant. Lastly q9+ nuclear.
The installations are capped to produce that quality, if you want to do better quality you need the next higher tier building. Why, you may ask? This brings me to my last point.
I often see that quality of goods does not necessarily translate into a price per unit increase in the game (only because bigger players have high admin costs but that's it). In the exchange, you can see high quality items going for the same price or lower than q0 items. Even though this is sometimes an option from players willing to drop their margins, I don't see why high quality products are not more expensive. What I would like to propose is the following: the price per unit of power would increase from a PV plant to a nuclear power plant. In exchange for volume produced (increasing from PV to nuclear), you would be sacrificing price per unit for volume which at the end of the day would mean that you would still have healthy margins per hour, but the high quality power in the market is automatically more expensive, which in turn brings almost all the economy for high quality goods higher! Also this way it is commercially more attractive to run smaller power plants to keep the low quality power in the market for small players (larger ROI), but interesting as well for big players who already have the research aiming to sell to higher tier producers of goods (lower ROI but since power volumes produced are higher, the cash entry from a single run is also larger than PV).
Totally open for discussions / criticism / ideas. Just giving my two cents to what i believe to be a great idea for this already great game!
PS: i work in renewables hence why I left coal out
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Post by chadastbreweries on Jan 19, 2022 0:41:25 GMT
good idea
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Post by divepa on Apr 29, 2022 19:45:06 GMT
In these days Power (Energy) expansion is something really important. We are everyday struggling with power, power mix, gas supply and so on. The goal must be to adecuate Power industry to our days, increasing the options of making power.
In my point of view all buildings must output power and every building must have its development with especial characteristics.
I think maybe the buildings must be something like:
Biomass power plant: consuming organic compost that is produced in factories consuming wood. Biomass plants are cheap to build but makes very few energy.
Eolic power plant: without any resource consumption, it will be needing a parameter like abundance that must be changing everyday. Abundance will have a dramatic effect in quantity . Low abundances will make expensive to make power. High quality buildings will reduce a little the effect of abundance. This will need to be not a cheap building.
Gas power plant: consuming methane (or natural gas from oil rigs) and Carbon Permits (buying from climate regulatory in exchange or by contracts). It will make more stable power output than previous building. It will need to buy a lot of permits to produce power. Natural gas will need an expensive transport, as in reality.
Coal power plant: consuming coal from mines and Carbon permits. It will need to consume lots of coal and Carbon permits. Coal will need to be cheap resource easy to find in mines, and coal power plant a cheap building to upgrade. The output should be stable but much lesser than gas plants. The consume of permits will be the highest.
Nuclear power plant: the more advanced building. It will consume uranium (factories), plutonium core (mines), water and some permits (few). Uranium will be produced in factories consuming uranium core, chemicals and power (enrichment). Plutonium and uranium core will be scarce and expensive to produce and transport. It will have an stable enormous output but will need to make an maintenance stop (consuming maintenance units from general contractor) of a couple of days, every 7 days. Each cycle of production will be started one time consuming a lot of components. So starting a cycle is really expensive, but produce a lot of power.It will need to be a expensive building will a high output but a complex usage.
Entrance game building is biomass plant, cause it's cheap to build and only needs compost, but produce very little power.
In short-middle game coal plants will be more efficient because produce more power and is cheap to build, but needs a lot of permits.
Later you will use gas and wind plants gas for stable production, wind for clean output. Finally nuclear plants will its complexity and cycles.
In this industry you will need to have a mix of buildings in middle and late game. Renewable for clean cheap power without permits, gas or nuclear for stable output.
Limitations: You will be able to have only a number of nuclear power plants by level, starting in level 20 with 1, 25 with 2, etc. You only can a maximum of carbon permits by day depending on your level. If you consume more you will be charged by a climate penalty depending on your overconsumption. Carbon permits are created by the game (without a building) and sold in exchange. Other player can especulate with it.
With this industry you will use mines (coal, uranium and plutonium), water reservoir (water) plantations and factories (biomass and uranium), oil rig (gas), general contractor (maintenance units). You will have a new scarce resource like permits.
It impacts a lot the game, but makes mature this crucial industry. Game administrators coukd control it by changing abundance of wind, abundance of gas, coal, uranium and plutonium, number of permits in circulation, etc.
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Post by kuciaj on May 2, 2022 15:08:13 GMT
it would be great to have more production options power . biomase could be made in agricultural production, e.g. milk or boards (shavings)
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