Ultimate Guide to Power Efficiency
SimCity 3000 offers nine types of power plants, though not all of them are available all the time. (Some of them must be invented first ) Each Power Plant has a different cost, generates a different amount of power, and produces some level of pollution. You need to decide which is best for your city's needs. If you can afford it, it's worth spending the extra money to lower pollution, but there will be times when you have no choice but to cover your Sims in black soot. As power plants age, they lose efficiency. Areas of your city that draw power from an aging power plant may experience blackouts as the power plant loses capacity. Keep an eye on your power plants by querying them to find out their current capacity vs. their potential capacity. Power plants can also be destroyed if they are systematically overused. Run your plants at beyond full capacity for a little while and you can expect to see blackouts. Run them beyond full capacity for months on end, and they will explode.
And partly due to atmospheric attenuation of effect. The most severe restriction is the vast amount of energy required to fire it. A useful attribute of the weapon is that it damages everything in a cone of effect so it can destroy several units that are clustered together. Energy Energy is not displayed until it has been transformed into electrical power. Forms of energy generation with low energy densities (such as wind and tidal power) become much more useful when efficient energy storage devices are created. The Commander uses a superconducting ring to store electricity with no losses other than a low expense in cooling the rings. Energy Cannon Energy Shells Energy cannons are similar to standard cannons, except that they fire energy shells. Energy shells are very powerful lasers which fire for several seconds and are 'frozen' in a tiny grid of space time. This grid is then launched in a manner similar to a rail gun, (but using vacuum fluctuations rather than electro-magnetic...
Power Plant GDI's Power Plant provides clean, efficient energy for their forward combat bases. A Upgrades Advanced Turbines The GDI Barracks is a self-contained recruitment and training centre. GDI infantry divisions can be outfitted for combat quickly and efficiently here. x Requirements Power Plant The GDI War Factory builds standard GDI vehicles and is outfitted with automated repair drones that automatically repair damaged vehicles that approach it. * Requirements Power Plant, Refinery A Requirements Power Plant, Refinery The GDI War Factory builds standard GDI vehicles and is outfitted with automated repair drones that automatically repair damaged vehicles that approach it. * Requirements Power Plant, Refinery A Requirements Power Plant, Refinery
GDI Power Plant Power Plants provide power for base structures and are critical to keeping base defenses onlire, GDI Power Plants are upgradable via Add-on Power Generators, There are two empty upgrade pads for add-on generators per Power Plant, Each will increase the power output of the structure by 50 over a non -upgraded Ftower Plant,
The Nod Power Plant is able to generate extraordinary amounts of power from a small amount of Tiberium at the expense of ecological damage to the surrounding environment. A Requirements Power Plant This essential facility is used to construct and deploy Nod's highly specialised vehicles. Nod War Factories also have automated drones that quickly repair damaged vehicles nearby. x Requirements Power Plant, Refinery Requirements Power Plant, Refinery_
Nod Power Plant Power Plants supply power to all structures in a base. Without enough power, structures either will not function at all or will function in a reduced capacity. Nod Power Plant Advanced Power Plant The Advanced Ftower Plant functions exactly like a regular Power Plant in that it generates pewer and supplies it to a base. However, due to its greater size and efficiency, an Advanced Pcwer Plant generates twice as much power as a regular Power Plant,
There are a number of successful strategies for adjusting industrial capacity.The simplest is to shift citizens laboring on the City Display so that they produce more shields (see Resource Development earlier for instructions). You can also have Workers improve terrain within the City Radius to produce more shields.Within each city, you can order the construction of improvements such as a Factory, Hydro Plant (or other power plant), Manufacturing Plant, or Offshore Platform that increase shield production. Several Wonders also affect shield output. Consult the Civilopedia for the complete list ofpossible city improvements and Wonders. Each Civilopedia entry shows the construction and maintenance cost of each item, its purpose, and what advance is required to make it available.
Both the U.S. and the Russians can provide developmental aid. Stay on good terms with both of them at first, so that you can receive tenements and apartments at half the cost from the Russians, while getting an electric power plant for half cost and airport plans from the U.S. If you build an airport, you can even send off a trade delegation, which will provide free buildings, take your goods at increased cost, provide skilled workers, money, and many other things.
Society on Kharak is organized along loose family associations, many of which now include hundreds of thousands of members. An extended family grouping is called a kiith (plural kiithid), and most archaeologists agree it is a social artifact that dates back before our arrival on Kharak itself. Interpretation of ancient legends and translations of texts found in the ruins of Khar-Toba suggest that our ancestors' journey to this world was arduous enough to break down all social structures except the most basic family bonds. When the power plant at Khar-Toba failed, refugees in all probability fled in small groups of friends and relatives. Harsh conditions and the passage of hundreds of years hardened what was originally a practical system, taking care of your own loved ones first, into a ritualized system of alliances and loyalties we have come to know as the kiith system.
The detonation of nuclear weapons or the meltdown of a Nuclear Power Plant can also cause contamination. For game purposes, Civilization II treats these threats identically to industrial pollution, though in real life their effects might be considerably longer term. If a Nuclear Power Plant melts down, half of the city's population is destroyed. Additionally, some random number of squares near the city become polluted. The risk of meltdown always exists when a city which has a Nuclear Power Plant goes into civil disorder. Civilian unrest might result in safety procedures becoming so lax that a catastrophic accident occurs. If you build Nuclear Power Plants in any of your cities, take special care not to allow those cities to go into disorder.
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High-tension power lines carry power any distance over zones or unzoned tiles. Power lines can originate at a power plant or at any point in your city that has power and can end at any tile in the city needing power. Power is conducted through the lines to the end point, and also radiates out two tiles along the path of the power line.
Power plants provide power, and high tension wires conduct this power to your undeveloped zones. You can, however, avoid running wires due to the superb work of the city engineers. Zones and buildings come with built in power infrastructure, handled by the omnipresent city engineers. Any building or zone placed within two tiles of an already powered building or zone automatically gets power. Connections over roads are not necessary. As long as power flows to a zoned tile or building, it will just keep going. Thoughtful zoning makes it feasible to create a chain of power, enabling you to power an entire city without ever placing power lines You only need to lay power lines if you wish to transmit power beyond two tiles. There may be cases where laying power lines is a better option. For instance, if you place a power plant in an unzoned area on the far outskirts of the city, there may not be enough zoned tiles to relay the power where it's needed. In this case power lines are needed to...
The computer-controlled UCS army spent vast sums during the war researching new types of weapons. A peek at the UCS arsenal shows the money was well invested. The most impressive weapon is clearly the Plasma Gun, probably the most effective ever used by mankind. Its incredible destructive power, low energy consumption and high rate of fire make it the ideal all-around weapon.
Vespene gas has an unusually high potential energy rating, and as such it is highly valued for use as a fuel in highperformance engines and energy reactors. The Zerg have adapted themselves to use raw Vespene as a source of nourishment to drive their greatly accelerated metabolisms. Even the Protoss require Vespene to work as a catalyst for their psi-driven machines. Geysers of this powerful green gas can be found on many planets along the Rim, and several space stations have been built over Vespene-rich asteroid belts. A refinery of some sort must be built over an active geyser to process and package the gas for its collection by the different species.
Click on the Energy button to bring up the Energy Management window where you can allocate energy to each of your empire's special and defensive structures. Basic structures do not need energy. If there is not enough energy to supply all the structures, the structures will be deactivated until there is a balance.
You may win an Economic Victory by cornering the Global Energy Market. You must have discovered Planetary Economics in order to pursue such a plan. Cornering the Global Energy Market requires a sum of energy credits roughly equal to the cost to mind control every remaining base on Planet. When you are ready to make such an attempt, select Corner Global Energy Market from the HQ menu. When a faction attempts to corner the Global Energy Market, all other factions are given an allotted period of time in which they can capture or destroy the cornering faction's headquarters and thereby foil the plan.
Solid-state ammunition is a relic of the past. Today's weapons all operate from the same basic power source the Micro Fusion reactor. Every Agent has one of these highly efficient generators strapped to the lower back. Generated power is stored in an attached capacitor. Whereas energy weapons convert this power directly into the appropriate energy form, projectile weapons use the power to expand and fire ultra-dense energy pellets, giving such devices as the Uzi 9mm essentially infinite ammunition. However, the energy expenditure of most weapons is such that the Microfusion reactor cannot generate enough power to match energy usage. Continual fire can temporarily exhaust the powerpack, indicated by the white bar depleting should it run out completely, the agent will be unable to use weapons for a few seconds until the reactor has generated more power.
On the right side of the screen is a diagram and description of the currently selected weapon. For Primary weapons, this gives the energy usage and damage the weapon causes (higher levels are better). For Secondary weapons, this tells the type of missile or bomb (dumbfire, heat-seeking, etc.). To view another weapon's description, left-click on a different weapon icon.
The ED energy network is based on small nuclear power plants built close to different groups of buildings. Each plant is self-supporting and consists of two elements - a nuclear reactor responsible for creating the energy, and a transmitter to send it to the structures. Since the ED never really got into wireless energy transmission research, they still rely on inefficient first-generation transmitters based on plans stolen from the UCS. The transmitters use lots of energy, which is why they have to be located within the power plant complex itself. These transmitters can supply only those structures that are located in the immediate vicinity. Structures farther away need their own power plants. This is the single most noticeable aspect of all ED bases - there's always a power plant right in the middle, surrounded by various buildings. F9 tells you the energy range of your Power Plant. A Green Lightning Symbol defines energised areas.
Certain city improvements can help the situation. A Nuclear Power Plant, Hydro Power Plant, Solar Plant, or Recycling Center improvement in a city reduces the impact of industrial pollution, in turn decreasing the accumulation of smokestacks. Solar Plants also help prevent global warming by absorbing excess heat in the atmosphere. The Hoover Dam, a modern Wonder of the World, acts as a Hydro Power Plant for all friendly cities. The Mass Transit improvement eliminates smog.
Structures predominantly get the energy they need to function from Power Plants. But the on-going achievements of UCS scientists have brought dynamic improvements to this field of research. Energy Transmitters expand the range of Power Plants using these Transmitters, whole networks can now be constructed , enabling you to build power stations much further away from your base. So your transmitter network protects your base from the drastic effects of a nuclear explosion brought about by one of those sneak enemy attacks. Notes The F9 function key displays the plant's range. The Green lightning symbol denotes the fields supplied with energy. A Blue lightning symbol denotes fields where you can place a transmitter. Transmitters are automatically connected to the Power Plant.
Your base requires power to function property. As you add more structures to your base, you'll need additional power. If your base runs low on power, you suffer a number of consequences your radar goes offline, your base defenses cease functioning, and the speed at which you can build new structures and train new units is reduced. As soon as you regain sufficient power, all of these effects go away Your Construction Yard generates a small amount of power, but you must construct Power Plants to generate more. When a Power Plant is constructed, the Power Meter increases.
Jjfll POWER PLANTS You will have a selection of up to nine different power plants with which to grace your city. Inventions occur during the course of time. Some of these plants will only become available as they are invented. Here's a full list of possible power plants Coal Power An inexpensive power plant to build, but costly in terms of the amount of pollution it creates. This plant is good for starting out, especially in cities which are developing in the early 1900s, but you'll probably want to replace it over time with a source of power that is less polluting. The coal power plant becomes available in 1900. Oil Power Oil power plants don't produce a lot of power, and they tend to pollute a fair amount. But, hey, they're inexpensive The oil power plant also becomes available in 1900. Gas Power You don't get much power for the cost of natural gas, but these plants pollute less than the fossil fuel plants, and less smog makes for happier Sims. The gas power plant becomes available...
Sims need power, yet typically do not like living next to power plants. The farther you can place this plant from your Residential zone the better. However, for the sake of this tutorial, pick a location just slightly away from your zoned area. 1. Once you have an area selected, click on the POWER PLANTS button located within the BUILD UTILITIES button menu. This brings up a window containing a selection of power plants. Because this city started in the year 1950, you have a very limited selection of power plants. 2. Select the coal plant and click the checkmark to close the window. Then move the cursor to the City View over the area you have chosen to locate your power plant. 3. Place the coal plant with a single-click of the left mouse button. Now you need to run wires from the power plant to the zones.
Coal Mine Build Coal Mines over the Coal deposits. They will automatically harvest Coal from the ground, which must then be routed to a Smelter, which will convert Coal and Iron into Steel. Coal is also necessary to power your Coal Power Plants, so you may want to build Coal Power Plants near Coal Mines. Coal Power Plant This is your basic, level-one power plant. Power Plants are necessary to power the buildings of your colony. The Coal Power Plant requires Coal to operate, so you may want to build your Coal Power Plants near Coal Mines. Nuclear Power Plant This is the most advanced Power Plant you can build, and the most efficient way of producing power for your colony. Oil Power Plant This is your level-two power plant. The Oil Power Plant requires Oil to operate, so you may want to build your Oil Power Plants near Oil Wells.
POWER PLANTS Behind this icon lies a selection of up to eight different power plants (inventions occur during the course of time, some of these plants will only become available as they are invented). The full list of power plants is as follows Coal Power An inexpensive power plant but costly in terms of the amount of pollution it creates. It's good for starting out, but you'll probably want to replace it over time for a source of power that is less polluting. The coal power plant is available in 1900. Oil Power Oil power plants don't produce a lot of power and they tend to pollute a fair amount, but they are inexpensive. The oil power plant is available in 1900. Gas Power Natural gas feeds the city when this is your source of energy. You don't get much power for the cost, but these plants pollute less than the fossil fuel plants. The gas power plant becomes available in 1955. Nuclear Power Please be careful when handling a nuclear plant. Why The possibility of an explosion and...
The presence of a Nuclear Power Plant, Hydro Power Plant, or Recycling Center improvement in a city reduces the chance of pollution. The Hoover Dam, a modern Wonder of the World, acts as a Hydro Power Plant for all friendly cities on its continent. The multiplier effect of the Automobile is negated in any city that builds the Mass Transit improvement. Pollution may also be caused by nuclear weapons or the meltdown of a nuclear power plant. Pollution caused by either of these events has the same effect as industrial pollution. Nuclear Meltdown If a Nuclear Power Plant melts down, half of the city's population is destroyed and a random number of squares near the city becomes polluted. There is risk of meltdown when a city that has a Nuclear Power Plant goes into civil disorder. The civilian unrest may result in safety procedures becoming so lax that a catastrophic accident occurs. If you build Nuclear Power Plants in any of your cities, take special care not to allow those cities to go...
Factory Increases the amount of resources generated by a city by 50 . A Factory becomes obsolete and stops working if a Manufacturing Plant is built in the same city. A Factory requires the advance of Industrialization, costs 200 resources to build, and costs 4 coins per turn to maintain. The effect of a Factory may be increased by the presence of a Hydro Plant, a Nuclear Plant, or a Power Plant. It may also be increased by the Hoover Dam, a modern Wonder of the World. Manufacturing Plant Increases the resources generated by a city by 100 . It requires the advance of Robotics, costs 320 resources to build, and costs 6 coins per turn to maintain. Its presence makes a Factory obsolete, if present, and the Factory ceases to work. The effect of a Manufacturing Plant may be increased by the presence of the Hydro Plant, the Nuclear Plant, the Power Plant, or the Hoover Dam. Nuclear Plant Like other types of power plants, the Nuclear Plant increases the resources generated in a city by 50 ....
The Floating Disc is a capable unit able to throw any enemy base into serious disarray. Its small laser is effective against infantry units including Allied Rocketeers, and can also cause damage to both vehicles and structures. More significantly, if placed over an enemy Power Plant, the Floating Disc immediately powers down the entire base. Floating Discs can also be stationed over enemy Refineries, drawing credits away to feed Yuri's war effort. A Floating Disc placed over any defensive structure that requires power effectively shuts off that structure.
With the success of the Koshiir Ra Defense fighter, it was natural for Taiidani engineers to try and develop a more effective defense technology. The Tiifal uses a frigate hull and power plant to support a full array of Electromagnetic emitters that cover a complete sphere around the ship. While the power drain of supporting this many emitters leaves little left for maneuvering, the maximum coverage means that the Tiifal has no vulnerable facing to take advantage of.
This typical attack vehicle is designed to inflict huge losses on the enemy in a very short period of time. By reducing the energy consumption of the power shield generator, the engineers have made it possible to attach two heavy weapon systems. Because its armour is only average, the Crusher is unable to spend a long time under direct fire. You'll need to protect it with an escort of smaller, heavy shield-equipped units, like the Lunar.
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