Cities: Skylines

Cities: Skylines

Power Balance
41 Comments
QueenPixxa 29 Dec, 2023 @ 1:53pm 
Can we modify the settings in Options? For example reduce noise levels in a particular plant, or reduce the amount of energy given?
Daveyboy 24 Feb, 2023 @ 4:08pm 
I'm getting an exception when I have both this mod and District Styles Plus enabled (see discussion on the other mods page for the full error message).
I haven't tried this mod on its own for a while, so it there's a possibility it's not actually anything to do with DSP, though the error kind of hinted that it might be.
LordBeef21 15 Sep, 2022 @ 1:07pm 
Hi! Is this going to be compatible with the latest updates?
Grenzlos 19 Jan, 2022 @ 8:11pm 
In which local file do you go to make this modifications? I would like to do my owns
Tadoké Is N Aint 19 Jun, 2020 @ 9:25am 
I love this mod. It's able to add an extra level of challenge for managing electricity needs. thanks for updating for Green Cities DLC :)
Viva La Gabe! 29 Mar, 2020 @ 8:54pm 
Sunset Harbor has a new waste processing plant that creates power. I believe its 38mw @$8100/week
PinballWizard79 17 Mar, 2020 @ 12:13pm 
Coal power plant: 500Mw, same construction cost multiplier.
Requires river access (uses 2,880 cubic meters water per MW-month, give or take). Upgrade with filters and fly ash ponds to rein in water pollution. Particulate Scrubbers and catalysts for air pollution.
Cheap and dirty: $7/MWh,
Clean: $15/MWh.

Natural Gas: Super clean, 500Mw, convertible from coal, similar water requirement--find it by a large river. No fly ash, but Requires a big ole gas pipe from the edge of the map. And I mean big.
Always clean, $12/MWh. Plus the cost of the gas pipe.
Philodendron-22 28 Feb, 2019 @ 2:50pm 
Nuclear Power Plant:
Original: 640MW @ $8000 a week. ($12.5 per 1MW)
New: 650MW @ $0.00 a week ($0.00 per 1MW)
Just make FREE energy but have the people pay for it
kongkim 3 Jan, 2019 @ 11:53pm 
Hi :) Dont know it all. But there is a Wave Power Plant now. And also win power changes depending on the win at the time of day and if it storms. That were added after last update of this mod i think :)
Andy  [author] 3 Jan, 2019 @ 6:19pm 
kongkim: What power plants are missing from the new DLCs? I didn't know there were anymore.
kongkim 3 Jan, 2019 @ 10:33am 
Hope you will update this mod soon to have stuff from the new DLCs :)
Suppenkoch 27 May, 2018 @ 5:38am 
Compatible with Parklife ?
McMaverick 2 Mar, 2018 @ 3:53pm 
Awesome mod. Thanks for your hard work!

Any chance you could add the original and new pollution values for each building to the mod’s description? Thanks!
Tuppence442 17 Jan, 2018 @ 6:57pm 
Not sure if the Green Cities changes are actually present. Just loaded this up and those plants seem to still be using their old values, even though the older plants have changed.
thegrumpybuddha 9 Jan, 2018 @ 4:07pm 
Hoping that this is compatible with everything I have -- I don't even remember if I have Rush Hour. But it has always annoyed me that well-placed windmills are available so early and are obviously the best power choice ...
Cesium Rainbow 22 Nov, 2017 @ 12:40pm 
at RushHour.UI.DateTimeBar.CreateEventBlock (Double startPercent, Double endPercent, Color32 colour, UInt16 buildingId, System.String tooltip) [0x00000] in <filename unknown>:0
at RushHour.UI.DateTimeBar.CreateEvent (DateTime startTime, DateTime endTime, UInt16 building, Color32 colour) [0x00000] in <filename unknown>:0
at RushHour.UI.DateTimeBar.CreateEvent (RushHour.Events.CityEventData eventData, Color32 colour) [0x00000] in <filename unknown>:0
at RushHour.UI.DateTimeBar.UpdateEventBlocks () [0x00000] in <filename unknown>:0
at RushHour.UI.DateTimeBar.<Initialise>b__6_0 (System.String languageIdentifier) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception
Cesium Rainbow 22 Nov, 2017 @ 12:40pm 
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException:
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ColossalFramework.UI.UIComponent.get_cachedTransform () [0x00000] in <filename unknown>:0
at ColossalFramework.UI.UIComponent.AddUIComponent[UISprite] () [0x00000] in <filename unknown>:0
Cesium Rainbow 22 Nov, 2017 @ 12:40pm 
Got a bug report I assume is a Rush Hour conflict. RH's been long broken and I was surprised the game runs at all after it was finally patched. Enabling Power Balance following RH (I have green cities update WITHOUT the DLC) throws a blank error dialog. Immediately disabling PB sends up the log posted below. It may be entirely caused by RH; that mod, although perhaps my #2 most essential, has always bepen a problem child. Just passing along info here, not bitching at you. Long time PB endorser.
Weaver 1 Jul, 2017 @ 3:14am 
Does this affect the Wave Power Plant? I'm not clear on if that just counts as an advanced turbine under the hood (it has same power output but different cost/upkeep)
Andy  [author] 31 May, 2017 @ 8:44pm 
@phillosopherp: As far as I know it is, let me know if it isn't and I'll recompile.
phillosopherp 31 May, 2017 @ 3:10pm 
Is this mod compat with Mass Transit? Also I think this is a great concept as this is really what the current cities of the world must wrestle with! Good job!
Ranazomic 13 May, 2017 @ 11:39am 
of what reason are there to install this mod?

Andy  [author] 13 Jan, 2017 @ 6:33am 
@Brickitect: As far as I know it is. Had no problems in my own games.
Brickitect 13 Jan, 2017 @ 5:05am 
Is this compatable with Natural Disasters?
Dezelles 26 Jun, 2016 @ 12:21am 
Could you to add the Incineration Plant?
Andy  [author] 23 Feb, 2016 @ 5:15pm 
Updated mod for Snowfall, and noticed some of the values in the game were wrong for what I had listed above. So I fixed that aswell.
MysticFelines 11 Oct, 2015 @ 8:29pm 
Makes the power aspect of the game how it should have been.
alfis 3 Oct, 2015 @ 3:49am 
I feel like solar plant should produce way less power, something like 60 mws, since heliostat power plants often have a capacity of 20 mws or less. IMO optimal solar power plant should produce 60MW and have an upkeep of 800$ a week. It would still be more expensive than nuclear and fossils at 13.3$ per mw and it would force you to build more of them.
Andy  [author] 2 Oct, 2015 @ 8:33pm 
@Dreamwalker Luna,
Again, this mod is not focused on the 'realistic' cost of power plants (there is a really good mod called RPM that does that). This mod is aimed at balancing power plants from a gameplay perspective. Quite frankly, the Fision plant is basically an end-game cheat. Even with the changes I made, it is still by far the best power source, with no pollution and $1 per 1MW. By the time you unlock it, you should have a sizable city already and the extra cost wouldn't matter.
Alex 2 Oct, 2015 @ 11:16am 
Nuclear Fusion shouldn't cost so much. It's basically using Heavy Hydrogen (Deuterium, a Hydrogen isotope with 1 neutron) and Super Heavy Hydrogen (Tritium, beta radiation (nothing dangerous or hard to provide), a Hydrogen isotope with 2 neutrons) and fuse it together to create Helium.

And after having built enough material for a full cycle of exchanging parts (who gets slightly radioactive and need to "cool down" a few decades, nothing serious compared to Nuclear Fission at all), you can basically use the old parts again.

Maintance costs for a working Nuclear Fusion Power Plant are pretty low. In CS, it would cost nothing, compared to other stuff.

What costs so much about it is the Nuclear FISSION Power Plant to "kickstart" the fusion process in the first place.
Hawk Tuah 8 Sep, 2015 @ 6:34am 
Yes, for coal I see $320/week in the coal power plant's stats and also in the UI after I reload the saved game a couple times. I have mods installed, so maybe something else going on. I will double check.
Andy  [author] 8 Sep, 2015 @ 5:46am 
@Forkboy22
As stated i nthe bugs section, the UI does not always update right away, reloading your save a second time, or simply playing the game for longer, will update the number in the UI. If oyu place a power plant then look at it's stats, they will be correct. I also made sure to gather and test for those stats with no mods loaded on a fresh city, you may be seeing a mod conflict or other effect on your end.

I did change some of the pollution stats as decribed above, I chose not to compare the number exsactly as they don't mean as much as a description of the change. See the description above for pollution changes to each power plant .
Hawk Tuah 7 Sep, 2015 @ 8:52pm 
This is a great idea. However, I'm not seeing the same stats as you list above. For example, I'm seeing $320/week for coal, not $400. I think maybe you had your electricity budget set to 125% when you copied down your stats.

Also, it looks like you adjusted some of the other stats, such as pollution, but didn't clarify that in your descriptions.
SirChristoffee 12 Aug, 2015 @ 10:22pm 
This is something I have been massively missing in Cities: Skylines. Actual thought and compromise in building power infrustructure, rather than just spamming advanced turbines. Will comment later on balancing of it if I remember to.
KyuRizu 11 Aug, 2015 @ 7:34am 
Thank you for this!
I was looking for an alternative to RPM, because 2MW for a wind turbine is realistic but dosent works well gameplay wise. Your mod seems to offer a great balance between gameplay and realism.
The original valvues of CS are just crap. There was never a choice, simple spam wind turbines (offshore) all over and "win" the game xD
roberto tomás 2 Aug, 2015 @ 9:55am 
any chance you could provide a configuration file so we can customize prices? To me, ideally, installation costs/MW should be high for solar/fusion, medium for nuclear and the carbon ones, and low for wind. running costs should be high for oil, fusion and nuclear, medium for coal, and low (relatively free) for solar and wind.
Andy  [author] 2 Aug, 2015 @ 2:49am 
@Loki
I agree that would be the case in real life, but for this mod I'm looking at balancing from a gameplay perspective. If all solar had was extra intial cost then it would be the 'always correct' choice for late-game energy, you'd just save up and buy one. This mod is aiming to give all power plants advantages and disadvantages so that when you are playing there is no obvious choice.

This is basically the problem I had with Realistic Power Modification (RPM), in that it didn't solve the 'choice' problem that I felt power plants had. It just adjusted the power plants to have more 'realistic' outputs and costs.
FiddyTrickPony 1 Aug, 2015 @ 10:55am 
Looks great, looking forward to testing it out. Quick thought though - while Solar is expensive to set up, wouldn't it have a lower operating cost? After all it's 'fuel' is 'free.'
usagi tenshi ʚ₍ᐢ. .ᐢ₎ɞ 31 Jul, 2015 @ 10:49am 
Brilliant. Now what you need to do is talk with the creator of the gas power plant and see if you can change the stats for that. It's a really good option later on (like around 2.2k+ pop) but I also have the large power plant which dwarfs it as a good option on all stats except pollution (100 versus 40)
john.aj 30 Jul, 2015 @ 5:13am 
Great work! The developers of the game have been very idealistic about energy production, to say the least. If you want cheap power, coal IS the cheapest, but also the worst when it comes to CO2. In the real world we always have to make compromises, and it's weird that it's not represented at all in the game.
Andy  [author] 29 Jul, 2015 @ 11:42pm 
In a small update, Coal and Oil have had their costs slightly increased and the Wind Turbine has had it's maximum increased to 4MW. Coal and Oil felt a bit too cheap when playtesting and Wind power nearly useless, these changes should help.