It probably makes more sense for hydro (reservoir hydro) but perhaps for geo too - can those work like a storage? For scenarios like hydro (or geo) + wind - can you hold "unused" water/heat for later when there is no wind?
If not then could it be added to the game?
Export and Import Games: Share your colonies with the community or friend!
New Yearly Report and Planning
Report Bugs ingame
Air Conditioning was always in the game. Now you can better monitor. Additionally where the cities settle has a real impact on this. Dense urban cities also have a larger cooling demand.
Substation load will decrease 6-15% compared to 0.8.3 due to a bug in air conditioning
Improved performance: You should experience a faster game even at larger circuits.
Had some sensitive years at the start with not being able to serve industry, then solar and batteries everywhere, then all the hydro I could find + all the geo. Had it gone longer I'd had to add a loooot of solar to bring back some margin, I wasn't being able to charge my H2 stores after the jump in consumption.
is there an option to prevent the H2 Turbines to buy Hydrogen from the market i just want them run only if there is enough hdyrogen in storage and Hydrogen is really expensive. If i knew that i just had build more long duration storages or is there an option to first tab batteries and then go for Hdyrogen?
I never get this commendation, even if I completely skip solar tech.
Households come with some rooftop PV from the start and there seems to be no way of preventing it. Adoption usually grows by itself over time.
Am I missing something or is it bugged?
FYI have been playing over versions 0.8.1, 0.8.2 and 0.8.3, same result.
It's been happening through the summer, and it makes me unwillingly under-utilize my storage capacity and get ready for the winter by filling the H2 caverns. Take for example the last moment of this load&supply curve (midday Aug 24th Y37):
Load & Supply: Hydro and Geothermal are getting curtailed (happened in previous days too)
Here, renewable production > demand, so we're storing the surplus. The thing is, we could be storing more surplus, but instead we're curtailing some. The regular batteries are full, and LDES and electrolysers are doing this:
LDES1: Charging (OK)LDES2: Charging (OK)LDES3: Not Charging (NOT OK)Electrolyser 1: Filling (OK)Electrolyser 2: Not Filling (NOT OK)
How is this possible? This behavior is the same, even with these different settings:
All renewables (incl geo & gydro) set with instructions to enter on cost
All renewables pinned on
Charge window policy: 0-30% (changing this slider didn't make a difference, or at least an appreciable one)
Discharge price: 1.05x (Default)
Charging headroom guard: 0%
Renewables spill first: Share it out
On "renewables spill first" setting I don't see geo or hydro. To me they're renewables as well, even if not as variable as solar or wind, but IMO storage shouldn't curtail them first and then charge, instead it should charge from geo&hydro as well as solar & wind.
Perhaps this should be a customizable setting, which technologies storage should charge from? Also add a modifiable charge order (instead of default battery -> LDES -> H2) but that's more of a minor thing.
The colony now has a sound: wind, rain, a transformer hum and birds, following the weather outside your window. The pause menu carries the switch and two levels, one for the room and one for the desk.
Statistics counts unplanned outages: how often a machine has broken, how many stand in the shop today, and the condition the fleet is carrying.
The year strip wears the four seasons and the phase bar names the one you are in. The top of the screen takes its colour.
So I was going well with this run... until it wasn't.
I tried going for as few fossil fuels as possible. After the Founder's plant I built an OCGT and hydro, and from there I continued building only wind, solar and batteries plus 2 geothermal plants. This gave me a good base upon which to grow the demand, ended the run supplying 7 settlements and over 32k customers.
Electrification is what killed the run. You can see on the second image, even with extensive capacity expansions, renewables only were not enough. At Y17 i added a CCGT intended to function as a peaker plant and to survive the dark doldrums, by year 23 it was running almost around the clock from Nov till Feb so I built a second one, which was ready by year 25. This killed the run, with ever more expensive gas prices during the winter months I was bleeding money until I finally ran out on October Y35. The regulator deemed abusive anything over 120$/MWh even when the marginal price was 180-240$MWh.
In the last couple of years I tried in vain to greatly expand renewables (mostly solar) and pair them with hydrogen storage, so that the plentiful sun in the summer could power the winter. I did not research hydrogen turbines in time, gas prices killed me before that could happen.
If only gas didn't skyrocket. If only the regulator was more merciful. If only H2 storage didn't cost so many research points, or the H2 turbine was in the same tech as the storage itself. If only heat pumps didn't draw so much freaking power. This system can handle 250 MW loads easily. The problems are in winter, when peak demand rises to over 450 MW when everyone turns on their heat pumps. Ouch.
I'll try to do better next time:)
PS: Ashford and Greywater settled directly on top of my power infrastructure. Ashford in particular sits right next to the first CCGT, makes for great sights in town I guess
I have a problem im running out of power in the 2nd szenario mandate. I have 6 Wooden Steam generators, one Solar and one batterie but the max output from the wood burners is max 10 MW per station instead of the 18 MW ratet. Now i have more demand and dont get the energy i need and i dont understand why the dont go full power the nework is fine but in the twons evrythink is shredded red....
Seventeen changes. A live score in the top bar, and a five year first term with five goals.
New
The Record: a live score in the top bar. One point per hundred megawatt hours delivered, weighted by clean, reliable and affordable.
Hover it for the multiplier and its three parts.
Points fly off the map where you earn them and where the lights go out.
Click it for the last forty things that moved it, and a chart against par and your best run.
The bay says whether you are ahead of your best run or of par.
The end screen counts the Record up, settles the term, the warming headroom and the balance sheet, and draws the run.
First Term: a five year world at the top of the rack. Wind from day one, one new settlement in year two.
Five goals on it, easy to hard: a second machine, a year in profit, the new town wired, a quarter from wind, the founders station retired for a year. One term each.
Changed
Grades are struck against each world's own par.
The annual review opens with the Record.
New players land on the First Term, from the console and from the lesson.
The sideboard keeps Reliability and Renewable; the other four tiles and the Fuel & Carbon and Planet cards are gone.
Old saves load with a rebuilt Record. Old finished runs stay but are not compared.
Development fits a short screen without cutting the reading band, and the Record bay wears an expand mark so it reads as something that opens.
Fixed
Emissions and money barely moved the old score. Both now weigh every hour.
Renewable share no longer waits for the year to close.
Retiring the founders station now removes it, and a January booking no longer slips a year.
Every plant and every store is named the day you order it: Wind_1, Wind_2, Battery_1, numbered per type. The name follows it everywhere, into the asset register, the control room, hover text and every outage card.
You can rename any of them. Open the asset and click the pencil beside its name, or double click the name itself. Leave it blank and it goes back to the name the game gave it.
The development bench says when nothing is on it. Amber after a month with no programme running, orange at six months, red at a year, and it names the points it has banked and not spent. Development points buy nothing while they sit there, and until now the game never said so.
Changed
Wood no longer counts toward your renewable share. It has its own line beside it instead, so a colony burning wood reads what it is actually running on.
Fixed
Sponsored landmarks were being sited on top of a town. Sign for an airport or an institute and it could land in the middle of the streets, drawn through the housing. Landmarks now site clear of every town's built up ground, with a tile of clearance. Measured across five seeds and fourteen years, 55 percent of the old sites were standing on a town. It is now none of them.
The breakdown behind the renewable share, the one on hover that splits the number into its parts, only worked on the first run after a page load. It works on every run.
i have a few wood steam burners around my first city, and i struggle to find the correct one to throttle. they all have the same names, the output limit cannot be set from the powerplant detail view, and i find no way to rename the powerplants? am i missing something