Sorry for the wait, in any case, you have good points here:bobucles wrote:Replacing solar electric with solar thermal could be a neat thing. There are some pressing issues however.
1) Closed liquid loops don't function very well. I've seen the nuclear mod attempt it and it's not pretty as the fluid system seems to need air bubbles to work properly. That's a major reason why steam engines consume their water in the first place, so players don't have to concern themselves with loops.
2) Lack of sensors to supplement the system. This system makes it very important that cold liquids get excluded from storage containers and heat exchangers. Otherwise the player is moving cold oil, which is pointless, or storing up cold water, which will devastate the system with every sundown.
3) Map starts with only starting water become completely invalidated. There is an absolute limit to the player's water supply, after which they can no longer generate energy using steam power, after which they reach total peak energy. They will need another energy source.
4) You can already store supplemental energy in the form of hot water tanks. It's relatively pointless because regular fuel boilers can cook on the fly just fine, and aren't a huge issue to have.
What if both systems exist? If the player still has electric solar, then they'll just like use that and not care about thermal solar. Sure there may be a price point where one thing excels over the other, so at the best it becomes a matter of personal choice. But if the player chooses electric, nothing changes.
1) I think there are two ways around this. As things stand now, you can have a small pump between the production and a storage tank wired up to stop the inflow once a certain limit is reached. (Say 1.5k to 2k in the tank)
Alternatively, you could make it more new player friendly via having heat exchangers consume,"denature", a small amount of heating oil for every 10-100 degrees of temperature exchanged down to 100 degrees. So it's not perfect but it's more forgiving of mistakes.
Heh, you could even have a way to graduate players from the easy method to the slightly harder one via a technology to make heat exchangers consume less and less of the oil that flows through them. So the more forgiving it is the higher the maintenance cost but you can cut that cost, or even remove it entirely, once you know how to work the game.
2) Yes, some kind of temperature or day/night sensor is absolutely necessary for fluid energy storage in a system like this. That said, I think you might be able to build a ghetto version of a temperature sensor via having a boiler after the heat exhangers or solar panels, and monitoring it's fuel consumption. (As in: if it uses any fuel at all, deactivate the pumps leading into the storage tanks for a few minutes.)
For a non-storage system you can still use boilers for night and once again it's less efficient but it's easier.
3) This isn't something I'd normally think of. Hmm...
Ultimately, I think this is the same case as megabases, and this style of gameplay simply needs a power system tailor made for it. Like Nuclear. Alternatively: groundwater wells. But yeah, without giving the player other options then, unless you're keeping your base below a certain limit set by the size of those starting ponds, I can't see a way around this.
4) Yes, that was the inspiration. Oil storage just means you have 3 times the energy storage per tile.
As far as having solar-thermal and PV together you're quite right: For the two to exist together they would need to be balanced very differently.