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Power Plant

Posted: Mon Jan 25, 2021 10:51 am
by Dukie
Move Power Plant from "Basic" tech to "Early" tech. Power plants were in use long before Bio fuels and bio fuels are an early tech. Besides, 3 of my last 5 games (starting at tech level 3) never "discovered" power plant or solar energy. Absent a means to power any/many facilities, I got crushed. I don't think that is right.

RE: Power Plant

Posted: Mon Jan 25, 2021 12:27 pm
by Soar_Slitherine
I definitely feel that having to put all other tech research on hold in the early game until you roll either power plants or solar power so you can actually power an economy is a balance issue. Waiting for later power generation techs hardly seems like a good idea as you aren't any more guaranteed to roll them, and they're all more expensive to develop and either dependent on having access to volcanos/radioactives or less efficient.

RE: Power Plant

Posted: Mon Jan 25, 2021 2:28 pm
by zgrssd
I started starting on Techlevel 4, so I know I have Solar Panel tech.

However I wish Vic would make the Solar Panels start tech, while cutting their output by 10. That would fix both having no option avalible and them producing way too much to bother with any other source.

RE: Power Plant

Posted: Mon Jan 25, 2021 4:42 pm
by stryc
ORIGINAL: zgrssd
I started starting on Techlevel 4, so I know I have Solar Panel tech.
However I wish Vic would make the Solar Panels start tech, while cutting their output by 10. That would fix both having no option avalible and them producing way too much to bother with any other source.
I don't want to be forced to start on TL4 but the power gamble in the early game is getting too irritating to endure. It's effectively an RNG: [You Get To Play / You're Doomed] and that can't be right.

Reducing their output to 10% sounds equally daft.

EDIT: Actually, maybe not so daft IF they are a weak, sub-standard version of the later tech solution (which would remain as is).

RE: Power Plant

Posted: Mon Jan 25, 2021 5:25 pm
by redrum68
+1 for making solar a starting tech but making them less efficient so later power techs/assets are useful

RE: Power Plant

Posted: Mon Jan 25, 2021 7:39 pm
by zgrssd
ORIGINAL: stryc
ORIGINAL: zgrssd
I started starting on Techlevel 4, so I know I have Solar Panel tech.
However I wish Vic would make the Solar Panels start tech, while cutting their output by 10. That would fix both having no option avalible and them producing way too much to bother with any other source.
I don't want to be forced to start on TL4 but the power gamble in the early game is getting too irritating to endure. It's effectively an RNG: [You Get To Play / You're Doomed] and that can't be right.

Reducing their output to 10% sounds equally daft.

EDIT: Actually, maybe not so daft IF they are a weak, sub-standard version of the later tech solution (which would remain as is).
Right now Solar Panels are too good of a deal. Why would you ever bother with a Fuel Burner plant - wich needs 500 Fuel per day on Tier 1 - when a solar Panel 3 can produce the same amount at same worker upkeep and no resource upkeep?
Starting on TL4 I never build a single energy producer other then Solar. It just makes no sense.

Once you got solar panels, no other Power generation option is realy competitive. See also:
https://www.matrixgames.com/forums/tm.asp?m=4924802

RE: Power Plant

Posted: Wed Jan 27, 2021 8:38 am
by BlueTemplar
Wait, doesn't solar panel output vary from planet to planet ?

It should certainly depend on things like star class, planet distance from star, atmospheric density and composition... oh also how come solar power doesn't depend on seasons, latitude, moisture (temperature?) - while temperature and open farming do, at least for some of them ?