So, like the farming thread, I would like to start this discussion because the game nominally offers you several options, but some seem severely more powerful than others after some experience and/or math. So, in my list from subjectively least problematic to most:
So, to fix the last imbalance, I have a few ideas... you could change low-g-turbines from buffing wind power to enabling it at all, though that would make the early game a bit more annoying. Altermatively, switch the positions of the dust repulsion tech with poly blades while significantly buffing its effect, so that a large solar panel's upkeep drops to 0.25 metals. This would mean that solar panels would have the upkeep of buffed wind turbines in metal (1.5 metal/machine parts for 20 continuous power). An over-reliance on solar would still mean significantly more batteries and thus polymer, no elevation bonuses, bigger dust storm risks, and an atmosphere malus, so it seems balanced. Basically, I would love it if solar panels (and fusion generators) at least extend to the mid game instead of suffering from the same fate as hydro farms, i.e. build a few of them if you absolutely have to in the early game, then forget them forever. Thoughts?
- Artificial Sun: 1000 energy for a wonder. Not so relevant because late game, but I would still buff either the base output to 1500 - 2000, or reduce the cost, and/or buff solar panels and its radius for them, because this wonder competes with the mohole mine, the king of wonders, and at that point of the game, even 1000 power do not feel so significant if you have scrubbed stirlings+windmills. Fun fact: Solar panels close to this wonder do not suffer an atmosphere penalty, so this is basically their only late game niche either way.
- Stirling Generator: 10 power closed for 10 polymer, 5 electronics and no maintenance, 20 opened for 1 polymer maintenance. I'm actually pretty fine with these. Yes, they are very powerful, especially the scrubbed clusters, but you won't get there until you have 1-2 mid to late techs and a very solid polymer and electronics production, at which point you can spam most buildings anyways. I would maybe change open generators to produce 15 energy instead of 20 to make cold waves more interesting and nerf scrubbed stirlings, but they're IMO relatively fine. I would also nerf them indirectly by making scrubbers unable to scrub other scrubbers, but that's another discussion.
- Fusion Generators: 200 power for 24 concrete and 15 poly + electronics. Maint. 3 electronics and 24 engineers. I had honestly forgotten that these exist. At 24 workers and its own mid game tech, this is comparable to a hawking institute, except it is also out-of-dome and you will want to run night shifts, so you will eat massive sanity penalties for a long time. With food + medics + some comfort, this power source will roughly eat a basic dome by itself, and you get it at a time where you likely have scrubbers and stirlings. I really love the idea of this building, but it will only ever be worth it if it really feels like you can forget about power worries for the next hour of expansion. I would double the output to 400 for a start.
- Wind: 5 power for 4 concrete, 1 machine part and 0.5 machine parts upkeep without a tech already seems good. But then you have a very early tech that boosts production by 33%. And then you get a boost of up to 100% in elevated positions. And then you get a boost of up to 100% for the presence of an atmosphere. At this point, two wind turbines can easily outperform an opened stirling generator, while being a lot more affordable in initial cost and maintenance (1 machine part vs 1 poly). And then you get a significant power boost during dust storms. Wind ranges from convenient to excellent as soon as it has at least one buff, with basically no drawbacks.
- Solar: A large solar panel costs 3 metals + 1 metal upkeep and will produce 5 power for roughly 2/3 of all time. So for 20 power on average, you need 6 solar panels or 4 unbuffed wind turbines, at an upkeep of 6 metal vs 2 machine parts. But then, almost all of your power draw will be continuous, for which you will need to invest in a battery for solar, so we are at 6 metal + 1 polymer vs 2 machine parts. With poly blades, we are at 3 turbines with 1.5 machine parts vs the 6 metal and 1 poly upkeep of solar. With all the other wind buffs this gap widens further. And you are basically screwed during dust storms if you heavily relied on solar. Yes, in the beginning you have free metal, but that is limited. An iron mine is arguably harder to set up than a machine parts factory, and metals cost almost as much as, and weigh more than, machine parts when importing. So I would argue that even if you need power only for part of the day, it's wiser to use wind instead of solar, because even for daytime power you pay at least twice as much upkeep in metals for solar power vs wind. Basically, even in the early game I would just import a few more machine parts. The dust repulsion tech cuts solar upkeep in half, which however means you will still spend at least twice as much metal per power compared to upgraded wind turbines, and the tech (usually) comes after stirling generators, so there is little incentive either way. And lastly, you're also screwed as soon as you terraform.
So, to fix the last imbalance, I have a few ideas... you could change low-g-turbines from buffing wind power to enabling it at all, though that would make the early game a bit more annoying. Altermatively, switch the positions of the dust repulsion tech with poly blades while significantly buffing its effect, so that a large solar panel's upkeep drops to 0.25 metals. This would mean that solar panels would have the upkeep of buffed wind turbines in metal (1.5 metal/machine parts for 20 continuous power). An over-reliance on solar would still mean significantly more batteries and thus polymer, no elevation bonuses, bigger dust storm risks, and an atmosphere malus, so it seems balanced. Basically, I would love it if solar panels (and fusion generators) at least extend to the mid game instead of suffering from the same fate as hydro farms, i.e. build a few of them if you absolutely have to in the early game, then forget them forever. Thoughts?
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