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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3345223519
Hope it helps anyone!
Reason I haven't implemented something yet is for a few reasons. Battery research is fast, the whole point of not having it is to rely on wood/chemfuel reactors because those never stop producing power while fueled.
If I add an earlier battery im afraid I might remove that aspect of gameplay. It's added difficulty and I'm always scared to remove difficulty since so few mods add it and so many reduce it.
The Baghdad Battery or Persian Battery is a set of three artifacts which were found together: a ceramic pot, a tube of copper, and a rod of iron. Wikipedia
Age: about 2000 years old
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2575326483
Seems Ty decided to add another xml tag purely just to enable/disable rendering the battery's charge.
To a degree the advantage of having all of them available after just a 400 point research cost is offset by their increasingly demanding costs the more advanced they are, but if the rest of research-locked things were designed this way there would be no research tree at all and everything would be available to build from day 1, so its a bit of a conflict.
Thematically things that need advanced components can be built only by spacer colonies, so having knowledge of spacer/archotech batteries right after electricity and long before microelectronics feels weird. Plus, good materials are available pretty quickly. In the end I never build basic batteries now, and I think making at least 1 extra research barrier would go down well. Thanks and keep up the awesome work with your mod portfolio :)
I know the batteries cost more as they become more advanced, but I feel to be fully balanced they need to be split across a few levels of research.
Jokes aside.... Well Apoz is a joke but that's besides the point.
Great mod!
I'm not sure what your efficiency is supposed to imply but it would be nice to implement the following:
Efficiency 50% = 1000 w/d windmill input charges the battery for 50% to 500 w/d.
That is one concept which would be nice.
Another concept, give batteries a certain max output. so a battery with 2000 capacity but only 200 output, etc.
I like the different characteristics of heat produce, rain vulnerability, etc.
If you need help balancing, send me the spreadsheet and I'll help out!
I wanted to point you out that your last update to this mod throw me a lot of errors in the log in 1.0