Sid Meier's Civilization VI

Sid Meier's Civilization VI

Renewable Energy Complexity
310 Comments
JNR  [author] 9 Jul @ 7:03pm 
Converted power equals total power provided by an improvement minus what is listed as "default power" here in the description.
ChrisMartin 8 Jul @ 6:20am 
It convert every extra energy provided by improvement placing, level of tech and use of Governor So its very hard to give exact numbers, since a bunch of conditions need to be in place to max out.
Melvorus 8 Jul @ 5:41am 
how much energy does the substation actually convert at max?
It says "some" but I would like a more quantative statement if possible.
ChrisMartin 29 May @ 1:45am 
@Molten Ice: I've haven't seen AI do it in any of my games.
@nhwhiting: If you have improvements or Dam producing bonus-energy within the range of a Battery Substation, that energy will go into Battery resource. To later be used by a Battery Power Station, to power a city.
nhwhiting 28 May @ 2:40pm 
How do the Battery Substations work?
Molten Ice 18 May @ 7:39am 
Does anyone know if the AI actually builds battery substations and makes use of the renewable battery charges?
がうる・ぐら 10 Feb @ 6:43pm 
Is it possible to modify it to make it compatible with BBG please, I don't want to have to choose between two great mods!:steamfacepalm:
bacooga 22 Dec, 2024 @ 8:00pm 
INCOMPATIBLE WITH BBG >:(((((((((((:steamsad:
Cowbian 15 Dec, 2024 @ 12:43pm 
I wish this mod was compatible w bbg, game won't even start if you have them both on :(
Nochilll 31 Oct, 2024 @ 4:22am 
Love it. Would however love to ee one more feature. Some kind of energy relay to actually be able to build an energy grid. Nothing fancy, but industrial zones have limited placement away from cities and when building more rural cities i eventually run into issues
Creampie gaming 13 Sep, 2024 @ 12:58pm 
*chefs kiss* this is the only thing they messed up with the new dlc. I LOVE YOU
Kenraali #BringBackQP 5 Sep, 2024 @ 1:18am 
Are there limits to building Battery Substations? 1 per city, perhaps? Because I use a mod that lets me claim land with forts (and that land is claimed for the capital), so I sometimes build power improvements around them, and build a Substation to claim the excess power to battery charges.
Rita 9 Jul, 2024 @ 10:11am 
i dont know if you can do this already (and please let me know if you can), but it would be a great feature if you could collect batteries like a normal resource, and be able to sell them to other civs?
maxima.origin 6 Jul, 2024 @ 4:30pm 
Is there a way to change solar power satellite's power to battery charges
sloth.dc 25 Feb, 2024 @ 1:53pm 
To find in modlist: CB - Renewable Energy Complexity
AntipaterTruscus 24 Feb, 2024 @ 12:42am 
I think the Battery Substation deserves more space in this description page. I find this thing more important than I originally thought after playing with this Mod for some time. At first, I did not even realize which Mod this Substation is from when I saw the button for it in the menu. I tend to read the literal context in the page more than checking the pictures. The design of collectible Tech Bonus & Terrain Bonus is also interesting but also deserves more guiding in the description page.
randomzebra 15 Jan, 2024 @ 6:01am 
The seastead gold adjacency doesn't appear to work. I have a few other mods installed, so I'll check compatibility later, but the seastead doesn't give the extra gold, even though dropping a pin shows the yield according to the description.
Nandybear 30 Dec, 2023 @ 11:48am 
Also I'm not sure how the power charges work. Every city has both tons of windmills and a battery sub station, but I don't seem to be collecting charges. All my cities have numbers like "20 of 50 power used" yet every turn I'm at a deficit for power charges. It's not a big deal as my cities are still powered fine, I'm just wondering how it works. Is it not every power surplus counts as a charge ?
Nandybear 30 Dec, 2023 @ 10:59am 
I think battery stations need adding to the England trait of 10% per industrial zone building.
PerroFlamer 4 Oct, 2023 @ 11:43am 
I was thinking the same, that both mods change Reyna, don't you think that removing reyna modifications could better in order to make both mods compatible? or like upload a second version with no modifications to reyna? I like ur mod so much, but I can't use it due to the incompatibility with BBG :(
JNR  [author] 1 Oct, 2023 @ 2:51am 
I don't, but check the comment right below yours.
PerroFlamer 29 Sep, 2023 @ 8:58pm 
Hello, your mod is awesome, I have been trying to add it to my multiplayer games, but it seems that it doesn't work togheter with BBG, do you know why?
Rosgrim 19 Jun, 2023 @ 5:07pm 
Better Balanced Game 5.3.3 and this mod are not compatible. I think because of Reyna Gouvernor changes on 2 mods.
JNR  [author] 22 May, 2023 @ 4:57pm 
Haven't done anything with Dams, but yes, it's a bit odd.

Aqueduct placement is all hardcoded.

Builders are fairly expensive this late in the game, earlier I had offshore wind farms buildable only by military engineers but then realized that this was a huge discount in reality. If they were districts, tile yields would become irrelevant and that's not fun, either.
edwardgr 22 May, 2023 @ 4:52pm 
JNR thanks for this and your other fantastic work. A few questions and comments:

It does not make sense to me that only one dam per city can produce power, does this mod lift that exclusivity, and if not can it be made to do so?

Regarding the volcanic soil / next to volcano, could the code used to determine valid aquaduct placement help in that regard? Or perhaps a different solution could be to treat Geothermal, Solar, and Wind as districts with no count per city restriction then placement code might be more easily leveraged. It always felt a little broken to me that builders could just plop them down
ikon106 19 May, 2023 @ 6:40am 
Got "Error Starting Game. There was an error starting the game. We recommend disabling any mods and trying again. Error - One or more Mods failed to load content." When I disabled this mod, it worked again.
Domenicus 23 Apr, 2023 @ 4:52am 
Are there any known incompatibilities between this mod and others?
JNR  [author] 15 Apr, 2023 @ 11:41am 
oh, looks like I forgot to remove the references to the file from the modinfo, should be fixed now.
ChrisMartin 14 Apr, 2023 @ 11:45pm 
I get this error in my Modding.log:
UpdateDatabase - Loading Data/ModSupport/CB_REC_TechCivic_BTT_6T.sql
Warning: UpdateDatabase - Error Loading SQL.

Renewable Energy Complexity's .modinfo is the only file in my setup referring to CB_REC_TechCivic_BTT_6T, and since I run 6T core, I don't have BTT.
Oversight, or do I have a bigger problem?
Kenraali #BringBackQP 21 Dec, 2022 @ 5:32am 
Unfortunate. Guess I am just editing the extra power they get.
JNR  [author] 21 Dec, 2022 @ 4:56am 
Not possible, or at least not without heavy scripting.
Kenraali #BringBackQP 21 Dec, 2022 @ 2:22am 
Is it possible to change the way renewable battery charges work so that *any* excess power generated and not needed for the city to be powered can be transferred to other cities with the Battery Power Station?
Say there's a City 1. It generates 50 power from renewables, and consumes 30 power. It builds the BPS. Then there is City 2 and City 3, and their city centers are within 6 tiles of the IZ of City 1. They generate 20 power from renewables on their own, but needs 30. So, the BPS from City 1 should transfer that 20 excess power it has to Cities 2 and 3, 10 each. Make sense?
Malarky 23 Aug, 2022 @ 11:12am 
Good afternoon! For some reason your Mods are not working in my current game install. They show up as enabled but none of the content is there. Other mods I have enabled are working. Are there any DLC dependencies that aren't listed here?
星野アイ 29 Jul, 2022 @ 4:56am 
很棒的MOD~!
Madisonian 21 Jul, 2022 @ 7:23pm 
Updated descriptions for City Lights integration would be helpful as it's not currently clear how Renewable Battery Charges are generated without digging through the Change Log and comments here.

Other possible mod integrations: Volcanothermal Plant from A Mountain Is Fine Too, the Biofuel Plant improvement from Hybrid Rice and Biofuel, and the Natural Gas Power Plant from Natural Gas.
ChrisMartin 27 May, 2022 @ 11:56pm 
@JNR I was also "fooled" by the lack of description of the Charge Collector-improvement.
The 5 "boxes" of info here are clear, maybe this also need a info-box?
Last 2 post you had here 4h ago, explained it much better. :) Does it collect anything from a Hydroelectric Dam?
JNR  [author] 27 May, 2022 @ 7:42pm 
Terrain Bonuses: Wind Farms to coast, Offshore Wind Farms on ocean, Solar Farms on Desert, Geothermal Plants on Geothermal Fissures.
JNR  [author] 27 May, 2022 @ 7:42pm 
all four improvements can charges be collected from. They all have 2 base power and 1 extra from tech and 1 extra from certain terrain.
mr.kodie 27 May, 2022 @ 5:29pm 
Ok so the base 2 power cannot be collected. But the extra power— from the descriptions in the mod page (like the Extra Bonus from good placements) can be collected?

Can offshore and land wind farms be used to collect batteries or can it only come from placing solar farms on desert, like you said?
JNR  [author] 26 May, 2022 @ 12:15pm 
did you make sure that they have collectable power? the 2 base power cannot be collected, only the extra power you get from tech upgrade and from placing solar farms on desert.
mr.kodie 26 May, 2022 @ 12:13pm 
Hey JNR. Love your mods! Came here to say that the power stations I built (in range of solar farms and wind farms) were not collecting any renewable batteries. At first I thought it was because I didn't have enough farms. But I built over 25, which should definitely be enough to accumulate battery resources.

When I've played before, collecting batteries wasn't any issue. Maybe my game was having a memory leak due to map size and other mods. Either way thought you might like to know. Cheers.
BrooklynMan 4 May, 2022 @ 8:23am 
If it performs the same function as the Battery Substation, that’s great! It would be awesome if you could update the Power Station Civilopedia entry to include Battery Substation info/buffs. I suppose the only other thing is that the Power Station negatively effects the Appeal of surrounding tiles, whereas Battery Substation doesn’t, but, oh, well.

Thanks for clarifying!
JNR  [author] 3 May, 2022 @ 2:10pm 
looks like just the description doesn't reflect it, I can fix that. But trust me, the Power Station *does* collect and convert renewable power. There is no conflict.
BrooklynMan 3 May, 2022 @ 7:59am 
"Power Station" does something entirely different than what "Battery Substation" did, and used to be able to be built alongside it -- it doesn't collect extra power produced by a city or convert that extra power into Battery charges like the Battery Substation does. These mods used to be able to run together without conflict. Please fix.
JNR  [author] 2 May, 2022 @ 8:58pm 
You should be able to look it up in the civilopedia.
JNR  [author] 2 May, 2022 @ 8:58pm 
I told you, "Power Station". City Lights has some rules for unlocking it, but I forgot which.
BrooklynMan 2 May, 2022 @ 3:32pm 
I’m not seeing anything in the Builder menu that replaces ‘Battery substation”. It’s just gone now.
BrooklynMan 2 May, 2022 @ 3:30pm 
So, do I have to guess what it is, or are you going to tell us?