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Can you force research on power plants?

 
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Can you force research on power plants? - 7/7/2020 1:38:28 PM   
GeeBee2

 

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I’ve got a newbie question. I’m playing my first game, having a blast. For several turns now, I’ve noticed I have a significant energy deficit, but no way to generate more energy. The problem is that it is round 82, and I have still not discovered the power plant tech. My question – is there a way to force research into a specific area, such as power plants? If you can’t force research into a specific area, how should I cope with this growing energy deficit?
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RE: Can you force research on power plants? - 7/7/2020 2:04:38 PM   
jimwinsor


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You can’t force a direction for Discovery, that is always random for the various techs within range of your current tiers.

The nightmare scenario of not discovering either Power Plants or Solar Power early on is the main reason I start at TL4 rather than TL3.

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RE: Can you force research on power plants? - 7/7/2020 2:35:39 PM   
Jdane


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The next best thing to ensure you won't miss on those power techs is not to research more than two techs in tech level 3 before those are discovered. By keeping only the one category open, you increase the chance of discovering them.

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RE: Can you force research on power plants? - 7/7/2020 2:48:14 PM   
Malevolence


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If available on the map, in an emergency, look for the energy hex perk locations.

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RE: Can you force research on power plants? - 7/7/2020 2:49:42 PM   
Malevolence


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quote:

ORIGINAL: Jdane

The next best thing to ensure you won't miss on those power techs is not to research more than two techs in tech level 3 before those are discovered. By keeping only the one category open, you increase the chance of discovering them.


This is great advice for any player or circumstance.

Currently, it's the only way to manage research discovery.

< Message edited by Malevolence -- 7/7/2020 2:50:24 PM >


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RE: Can you force research on power plants? - 7/7/2020 5:07:38 PM   
zgrssd

 

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quote:

ORIGINAL: GeeBee2

I’ve got a newbie question. I’m playing my first game, having a blast. For several turns now, I’ve noticed I have a significant energy deficit, but no way to generate more energy. The problem is that it is round 82, and I have still not discovered the power plant tech. My question – is there a way to force research into a specific area, such as power plants? If you can’t force research into a specific area, how should I cope with this growing energy deficit?

You can not focus, Discovery is entirely random. However:

- you could set research to 0% Budget. If you got 3 techs in any group, that unlocks 1-3 other groups. Meaning a whole lot more techs to discover. Delaying those unlocks makes it more likely you get the right tech.
- if you start on tech level 4, you start with a lot of tech - including solar panels. Personally I only start on TL4 now. It delays when I actually need the reserach councils by a lot, allowing me a freer early council selection.

< Message edited by zgrssd -- 7/7/2020 5:09:01 PM >

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RE: Can you force research on power plants? - 7/8/2020 7:30:28 PM   
GeeBee2

 

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Thanks for the advice. Based on my limited experience (having played around 30 hours so far) I would say that this is a potentially big hit to game play. The strategy to limit research to two techs works well, but this strategy would be in no way obvious to someone inexperienced. Getting many hours into a game, only to have your empire crippled by a lack of energy that you have no control over, and with no remedy in sight, is not happy-making. It also does not feel realistic. A society with advanced combustion engines and more fuel than it knows what to do with, but apparently no means of using these engines to create power? A simple remedy would be to start with a basic power plant option already in place. It could be highly inefficient, but something.

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RE: Can you force research on power plants? - 7/8/2020 7:39:10 PM   
Journier

 

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this happened to me 2 times. didnt get solar power till turn 100, sat there capturing local power sources as much as possible and begging for tech for solar. finally got it ^_^. then the whole empire became so much more efficient.

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RE: Can you force research on power plants? - 7/8/2020 8:05:50 PM   
Malevolence


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I have never, in hundreds of hours of play, discovered storage.

It definitely happens, but I'm unsure of the overall impact of such a power plant disadvantage.

Does this limitation destroy a regime, or does it necessitate a change in the player's plans and actions?

In other words, does the player simply have to pivot to a new strategy to overcome the disadvantage?

I'm unsure of the answers.

If you're the kind of player that wants to only play with toys you want to play with, this may seem more intolerable.

I've never felt a need to start at TL4.



< Message edited by Malevolence -- 7/8/2020 8:09:16 PM >


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RE: Can you force research on power plants? - 7/8/2020 8:44:13 PM   
zgrssd

 

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quote:

ORIGINAL: Malevolence

I have never, in hundreds of hours of play, discovered storage.

It definitely happens, but I'm unsure of the overall impact of such a power plant disadvantage.

Does this limitation destroy a regime, or does it necessitate a change in the player's plans and actions?

In other words, does the player simply have to pivot to a new strategy to overcome the disadvantage?

I'm unsure of the answers.

If you're the kind of player that wants to only play with toys you want to play with, this may seem more intolerable.

I've never felt a need to start at TL4.



Running without power production is not a real option.
Just about every other building needs power. There is a whole host of things you can not build, once you run out of that little free power you got.

Buildings that need (at least minimal) Energy:
Hydroponics
Every mining except Scaveging and Wind Traps
Every Industry. And for IP producers in pretty high amounts as well.
Everything under Government except the Radiation Treatment Facility - including the SHQ*.
Only Logistics is entirely free here.

Personally I think Vic could cut the Solar Power Production by a factor of 10 and make it a starting tech. Maybe some better options that unlock via tech.

*That includes BP producers and the University. So the lack of power hinders you at getting the Research to overcome the lack of Power.
A resource producer should never require it's own output. (The one reason the Metal mine does not need metal).

< Message edited by zgrssd -- 7/8/2020 8:47:38 PM >

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RE: Can you force research on power plants? - 7/10/2020 6:38:28 PM   
Jorge_Stanbury


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quote:

ORIGINAL: Jdane

The next best thing to ensure you won't miss on those power techs is not to research more than two techs in tech level 3 before those are discovered. By keeping only the one category open, you increase the chance of discovering them.


that is a great idea and it works perfectly

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RE: Can you force research on power plants? - 7/17/2020 9:45:17 AM   
mek42

 

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How about letting one vehicle model with diesel engines generate power if they use full fuel consumption without moving? Maybe light diesel engines don't generate power, medium generates 0.5 energy per model, large 1, etc. the numbers could be tweaked. Maybe there could even be a setting per OHQ to burn remaining fuel with leftover AP when on-grid (on a road, etc) for a partial energy delivery.

< Message edited by mek42 -- 7/17/2020 9:46:07 AM >

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RE: Can you force research on power plants? - 7/20/2020 12:05:17 PM   
zgrssd

 

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quote:

ORIGINAL: mek42

How about letting one vehicle model with diesel engines generate power if they use full fuel consumption without moving? Maybe light diesel engines don't generate power, medium generates 0.5 energy per model, large 1, etc. the numbers could be tweaked. Maybe there could even be a setting per OHQ to burn remaining fuel with leftover AP when on-grid (on a road, etc) for a partial energy delivery.

That is called a "Fuel Power Plant". There really should just be a weaker version that as a starting technology (like 50 Production and consumption).

< Message edited by zgrssd -- 7/20/2020 12:06:01 PM >

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