Control electricity with environment (higher ground for wind power, place windmills on hills)
The power mechanics are currently consistent - any windmill would provide the same power wherever you place it, same as water wheels (assuming there's wind\water_. However, these are things you can control - you can build levees to narrow the water's path, you can build windmills on higher ground. It feels like it would make a lot of sense that you'd get rewarded for those designs, and it'll provide more tactical planning.
Comments: 25
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24 Sep, '21
NathanThis! Power power output can be variable! Instead of 0%-100%, the actual output is 0-150%, and dependent on water speed/wind speed. To Yuval's point. Wind Speed is always 1, stronger and 2. more stable at higher elevation. The Power from the water wheel is a factor of 1) water depth, and 2) water speed.
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27 Sep, '21
Arthur Niculitcheff MergedWaterwheel power generation should not be always fixed, but should vary with water speed
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28 Sep, '21
Gin Fuyou Admin"Waterwheel Power depend on water speed" (suggested by Arthur Niculitcheff on 2021-09-27), including upvotes (1) and comments (0), was merged into this suggestion.
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30 Sep, '21
John Bartos MergedWindmills should run more consistently at higher elevations.
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01 Oct, '21
Gin Fuyou Admin"Windmills should run more consistently at higher elevations." (suggested by John Bartos on 2021-09-30), including upvotes (1) and comments (0), was merged into this suggestion.
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19 Oct, '21
KDM MergedIncreasing wind frequency as you go further from shore would also be cool.
This could create interesting design decisions about whether to go up or down when building, etc. -
19 Oct, '21
Gin Fuyou Admin"Suggest windmills get more wind frequency at higher altitudes to mimic real life." (suggested by KDM on 2021-10-19), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Oct, '21
Oliver MergedBy instinct I build my first windmill on a higher ground, thinking it will generate more and stable power up there. But the hight of the mill has no relevance at all.
My suggestion is some kind of Max power which is reached on high wind speed. Which is of course higher per ground level. -
24 Oct, '21
Gin Fuyou Admin"Windmill alignment on hight" (suggested by Oliver on 2021-10-24), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Mar, '22
WILLIAM MAULA Mergedit only make it more realistic, since you get more wind when its located on top of the mountains. just like the water wheel. when the water current is strong(when its color is blue) it creates more power. by the way, this is really an awesome game. congratulation guys! well done! and also, if you could add more types of beaver in the future. aside from focktails and iron teeth. thank you very much
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24 Mar, '22
Gin Fuyou Admin"locating the windmill higher, creates more power." (suggested by WILLIAM MAULA on 2022-03-24), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Apr, '22
zskot75 MergedSo it works like this in Rust where the higher a windmill is placed, the more energy it produces. I built a 6 square high windmill to check if the same mechanic works. Guess not, but definitely would implement because that would give incentive to build gigantic cities lol
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03 Apr, '22
Gin Fuyou Admin"Higher altitude = more windmill power" (suggested by zskot75 on 2022-04-02), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Apr, '22
Mr.J Mergedincrease the windmill power the higher a windmill is placed from ground level to the highest level of
a mountain
{this is a windmill}_<This top of mountain> Max winds = Max windmill Power
{Other windmill}_<This half mountain> 50 to 75 winds= Medium windmill power
____This is ground level_____0 to 35-40 winds= low Windmill power -
11 Apr, '22
Gin Fuyou Admin"(Power) Windmills" (suggested by Mr.J on 2022-04-11), including upvotes (1) and comments (0), was merged into this suggestion.
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14 Nov, '22
Bryan MergedSuggest making windmills at higher elevation generate more power than those in the valley.
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17 Nov, '22
Gin Fuyou Admin"Windmills" (suggested by Bryan on 2022-11-14), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Apr, '23
Talãooo MergedJust like in the game: Cities Skylines.
You know where the best placement of the windmill is by passing the structure design on the map before positioning.
Currently in the game, I don't know if it makes a difference in placement, if one place is better than the other. Higher place or closer to valleys.
If they don't carry out my idea, at least put a note in the structure when building:
"It doesn't matter where you position, what really matters is when the wind will blow." Or something like that. -
14 Apr, '23
Gin Fuyou Admin"Have a wind force index for where to place the windmill." (suggested by Talãooo on 2023-04-03), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Aug, '23
Julian MergedThe higher a windmill is placed, e.g. on top of large mountain, the power output should be increased accordingly (as there is more wind)
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22 Aug, '23
Gin Fuyou Admin"Windmill height adjustments" (suggested by Julian on 2023-08-20), including upvotes (1) and comments (0), was merged into this suggestion.
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01 Nov, '23
fabien720 MergedIt would be interesting to increase the power of wind turbines depending on their location on a map. Located at the top of a mountain they are more powerful. Likewise, in the middle of a plain, they offer more and more power. in a canyon they can benefit from the acceleration effect of the wind. Do with air as with water. It's a fluid.
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04 Nov, '23
Gin Fuyou Admin"wind power" (suggested by fabien720 on 2023-11-01), including upvotes (1) and comments (0), was merged into this suggestion.
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14 Dec, '23
ChrisM MergedWind turbines on higher ground should produce more power than ones on lower ground. This would be more realistic and also encourage use of hills and height transmission power trains.
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24 Dec, '23
Gin Fuyou Admin"Windmill (wind turbine) power should be dependant on elevation." (suggested by <Hidden> on 2023-12-14), including upvotes (1) and comments (0), was merged into this suggestion.