Wind elevation bonus and surrounding penalty. And wind forecast
For a more realistic windmill. It should have bonus from elevation. Maybe the game should calculate wind for each elevation differently. Higher elevation should have more consistent wind. And ground floor can be no wind at all
Also if there are too many things in the same elevation as the windmill it should decrease efficiency. Maybe checking 9x9 block in the same elevation around the sail to count number of block to decrease effeciency
Also wind speed each day should be available in forcast
Comments: 21
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17 Sep, '21
pmduda Admin"win tester and windmill" (suggested by dylan on 2021-09-16), including upvotes (1) and comments (0), was merged into this suggestion.
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17 Sep, '21
pmduda Admin"Insights in the Windmill." (suggested by DeBeeR on 2021-09-16), including upvotes (1) and comments (0), was merged into this suggestion.
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17 Sep, '21
Gin FuyouOh, I really like forecast idea, we already discussed before weather prediction building (maybe using research points to operate) it would play along nicely!
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17 Sep, '21
Paul MergedI put windmills on the peak near the starting area, and they were no more powerful than the sea level windmills.
I would love it if the windmills gave more output the higher they are - after all we need to make expensive items to transfer power between levels, so let's make this effort worthwhile! -
17 Sep, '21
pmduda Admin"Windmils shoud scale their output with altitute, as well as with wind." (suggested by Paul on 2021-09-17), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Sep, '21
Thaina YuAdditionally I want to propose change to wind physics. Wind should be consistent on daily basis. If there is no wind on that day, then let it be no wind for the whole day. Or maybe has 3 shifts, morning noon and night, that wind would be constant value and direction for the duration
With this logic we could calculate wind beforehand everyday (and show them in forcast) -
20 Sep, '21
pmduda Admin"Set the variable power of the windmill depending on the height above ground level" (suggested by Robert from Poland on 2021-09-20), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Sep, '21
Tom MergedWind speeds increase with height so installing windmills at higher points on the map should make them more reliable. I don't know if the wind is actually directional in the game but if so, maybe have an in game indicator of which direction the wind tends to go and avoid building behind walls or in valleys.
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23 Sep, '21
Gin Fuyou Admin"Have build height and location affect the efficiency of Windmills" (suggested by Tom on 2021-09-22), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Sep, '21
RyanI like this one too, sort of like Cities Skylines when placing down a wind turbine. There are spots where you can get max output, places with limited or places with none at all. This also would make it worth it to build windmills higher up, then using the connectors to reach down to your settlement.
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30 Sep, '21
TetIt would also be nice to see a lower power generation limit be set on the windmills. So instead of 0hp - 120/300hp make it like 50hp - 180/300hp It is disheartening too see something that you start out with and that costs 50 resources outperform something that costs 1400 science, more than double its resource (taking into account production and labor), and is supposed to be an "endgame" item.
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07 Oct, '21
Dan KSince this is a valley-focused game, mountain/valley winds should be implemented. I built my first settlement to take advantage of the nice canyon on Plains(?) and it didn't work, at all. At this link, you'll find a lovely diagram and animation about this written by experts. https://satelliteliaisonblog.com/2017/10/13/wildfire-smoke-tracing-up-valleydown-valley-winds/
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20 Oct, '21
JamieA wind forecast would be so helpful
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03 Jan
shingbiI think it would be good for windmill power output to scale linearly with height and then give a flat penalty for other windmills (or buildings) in 1-2 block vicinity on the same or higher level, but not lower.
That way it could be useful to build a single free standing windmill at low elevation, but make it so at higher elevation you could place them in rows to get more power out per space. Also makes it so slopes are a good place, since the buildings next to it will be at lower elevation and not count.
I think that would be easy to understand and also implement and not require any complicated modelling or UI to show forecasts, etc. -
12 Feb
FluddyMaybe have a wind speed tester like the water speed tester that you have to unlock and build.
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20 Feb
Mark TaylorInterestingly, I've been going out of my way to build windmills as high up as I can, because its common sense... so this WASN'T a real thing? I just assumed it was, since they put so much effort into the water physics.
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20 Feb
Gin Fuyou AdminMark Taylor, well, it's game about beavers, semi-aquatic creatures. reasonably more work was put into water and not air. There is a suggestion for windmill's elevation bonus somewhere here.
Personally I get out of my way to place lodges to have a nice view out from windows, though game doesn't encourage it in any way XD -
06 Mar
Asheredi dont think this would be a good consideration unless the wind somehow got better, its almost unreliable as is, enough to not really have it as a source of true power, just something that maybe keeps the carousel running, maybe....and that as is, let alone having less wind than now, if there is any more nerf to the windmill i might as well not even play anymore, its getting not a casual game anymore....
not unless you choose easy, but then why do strategy, or take and make these large villages only to not be able to use the carousel cause there is no power. -
15 Mar
TychoI think wind strength (and direction) should be different everywhere on the map, not only in elevation, meaning there could be wind on one side of the map while the other side has no wind. That would make an endgame goal to have one big connected power network with multiple windmills across the whole map, so that there are always some windmills generating power.
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15 Apr
SirMichael Admin"same wind speed at different above c levels??? unreasonable" (suggested by Harry on 2022-04-15), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Apr
RayneWhat is the wind gauge for?
I don't think a lot of work is needed as wind is not and never will be an important factor in this game, but at least it is not immersive to have all the wind gauges move the same.