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Fixed: Updated for C:S 1.6.0 (a.k.a. Natural Disasters)
in other words, you can afford to build 50 freaking solar plants without worrying of city bankruptcy.
i better mod actually would be to add a new asset "power grid" that stores extra energy to get through the nights, for fully solar cities.
Does anyone knows too if power consumption differs during the night?
I'm not sure but I think the road's maintenance cost is higher at night, that could be it.
But this is not challenging, a real connection to the power grid or just better, an independant 2nd power source, would be better IMHO.
@knighthawkGP Sometimes I do :)
(cont. below)
Then it would adjust / enable the power output of a "Battery_Substation" building once nighttime hits, to match a good ratio to how many solar plants it found during the day.
More solar plants, more power output from the battery substation at night.
Am i making sense here? It'd be a bit more fun to build battery banks and stuff, make a more extensive solar farm setup, that makes somewhat realistic sense, than just having the awful vanilla way where it turns off, and having this way where it just keeps producing nonstop.
:)
the eco generation energy is not currently efficient much efficient the non eco energy
but the problem is transfer in the game this concept.. possibly its easier credibility than realism
what doo you say?
and sorry for my english i'm spanish
@Ben Maybe I'll add that later.
energy