zOldBulldog wrote:EVOLVING BEST PRACTICES CONSENSUS
0) When you create the map disable Cliffs. They are a royal pain in their current form (thanks for mentioning it Deadlock989).
Not sure what that has to do with power generation, but I agree, cliffs are annoying.
1) Low power alarm.
- As soon as you get the technology.
- Trigger at (tentative value) 30% of accumulators charge.
Only feasable if your consumption doesn't exceed the drain speed of the accumulator. A sudden spike in power requirements that triggers a brownout or blackout (fuel insertion failure, I'm sure we've all been there) can shut down your base before the alarm has a chance to trigger.
2) Steam engines, powered by coal
- Once you have a better option add ability to shut off pumps and only activate when less than (tentative value) 25% of accumulators charge.
- Pros: Available since early game. Can be used later on to consume your excess supply of wood (thanks dood). Can also be used later on with solid fuel if you have a permanent excess supply of oil (most efficient is to do it from Light oil, can also be done with Petroleum gas but only worth it in the rare cases where you overproduce Petroleum).
- Cons: Significant pollution and coal consumption.
Chemical fuel is a very basic form of power generation but you can get greater efficiency even once you can make rocket fuel. Some production modules can turn solid fuel into rocket fuel - which concentrates the fuel value so that a -huge- boiler/steamengine array can be powered from a single belt. 2.4 GW from a single blue belt. With production modules and a speedmod beacon you can squeeze more fuel out of your oil at the cost of a bit more pollution.
3) Daytime Solar.
- I am no expert on this. At least for now, do your own thinking. I'll update as people say more.
- Fairly early game, before getting oil, batteries and accumulators.
- Useful to lower pollution.
- Probably requires an isolated grid, so that assembly lines you run with it are those that are useful even if they shut down at night. My guess is that much of the production mall can be run this way, producing by day and stashing the output in chests.
Daytime solar requires shutting down high energy using parts of your factory at night, or using a buffer elsewhere (doing 3 steamengines per boiler and adding a few tanks to buffer steam for instance). Since solar does not produce any energy by night, you will still need another generation method, so this strategy can only supplement power. It's usually to reduce chemical fuel consumption early on, before you get many accumulators.
4) Nuclear.
- Should buffer steam in storage tanks and only add fuel cells when the steam drops below a certain level. (Thanks Serenity)
- Lots of power in a relatively small footprint.
- Pros: Very fuel efficient once fully setup (thanks to all that mentioned it). No pollution. Small footprint (important while still confined by the enemy). Efficient use of player time for the power it produces (thanks Bauer) Decent option for midgame.
- Cons: Long time to setup. Hampers game performance once it gets big enough (gigawatts or terawatt range).
- Good at least until 5GW.
- Should eventually shift to Solar before reaching the performance issues.
The performance issues with nuclear I've found are mainly visual related. When you got a few hundred turbines with their steam animation showing, things slow down. Zoom in and... UPS returns to normal. I'm running my megabase-in-progress purely on nuclear, at top draw it pulls 20GW - but I'm not done, it's currently doing 1k science per minute, but I'm going to scale it up till 10. Just need to crack how to do the smelting... it's a bottleneck. Nuclear is insanely fuel efficient. I've been running the factory on a tiny uranium field, ~300k, and only after 300 hours played it's still there - about 75% depleted. The next field I've tapped is 20M ore, so I doubt I need to worry about power at all anymore.
5) Solar with accumulators.
- Setup out of the way, uses a lot of space.
- Have automated production of panels, accumulators, substations, roboports, and bots before you start.
- Have a rail branch nearby and stops you move as you progress. You will need them when you must add power generation in a hurry.
- Best long term solution.
- Pros: infinitely expandable without affecting game performance, no fuel, no pollution. N(thanks dood, Bauer).
- Cons: Time consuming. Initially cost in materials or low numbers of bots can slow you down in the early stages.
Add radars to your pattern. Given the amount of terrain you're going to cover, you will want to be able to drop blueprints from the big map and have bots just slowly auto-build it. A rail line delivering a steady supply of buildings makes sense.
Priority of consumption:
1) Solar/Accumulators.
2) Accumulators charge below 35% turn on Nuclear (see Nuclear section for additional fuel handling info).
3) Accumulators charge below 30% activate alarm ( text and one-time sound).
4) Accumulators charge below 25% activate Steam with wood/coal/solid fuel.
I'd kick on Nuclear and/or chemical at 50% power, with a simple latch, disengaging it again once the batteries are at 90%. If you've got nuclear power, there's no real reason to keep chemical power around (aside from a small incinerator to get rid of wood).
Interesting power ideas:
- Powering mining outposts: Ship (nuclear-generated) steam by train to run a steam turbine at the outposts is sufficient to run the miners if you want to avoid rail electric poles that could be chewed by biters. (By Hedning1390)
Feasable for medium distance, not so much for high distance. 25000 steam dissipates surprisingly fast. It worked better when the tanker wagons could still lug 75000 fluid... Another big risk is that if the usually short steam supply train runs into a biter horde crossing the tracks, it'll stall, and subsequently fail to make deliveries. Or a deadlock on the tracks, same result. If you don't notice it in time, your mining outposts black out, and get chewed on by biters. A blacked out mine cannot recover, it has no power for the pumps unloading the steam.
Consider solar power instead. While it makes a mining outpost larger, solar + batteries along with 3x Efficiency 1 module per mine (cheap as hell so why not, also lower pollution so fewer attacks) you'll have mining outpost with low power requirements. You may need to not rely fully on laser turrets though. The advantage is that these mines, once set up, are fully output only. I'm a big fan of "set and forget", once built, I don't want to have to revisit a mine until it's time to deconstruct the whole thing 'cause the ore's used up.