Just a little background here - I've been playing on 535% difficulty today (44 degrees north, 112 degrees west, using paradox sponsor with futurist is 535). Made two saves - the first one I went pure solar power with batteries. I ultimately reached a "lose" condition on day 51 (there was literally no way for me to proceed). For my second game I did the same settings but with pure wind power. other than some initial solar to get concrete going, and I'm currently on day 93 and still going.
In my solar game my power network was constantly down due to dust storms which kill your solar panel production - they seem to operate at 40% capacity, for 2 whole days. That means you have to have a ridiculous amount of polymers, both for building and maintaining the batteries. My power network was constantly out in dust storms despite a massive solar array. The metal upkeep costs were not insignificant either. I was forced to prioritize a polymer factory for battery maintenance, yet I still needed a machine parts factory for maintaining extractors as well.
Meanwhile, in my second game after building 3 large panels to get concrete going, I built pure wind. I landed on high elevation, so my wind was already 2x production, and it increases still further in dust storms! I shipped an early machine parts factory over, and with that factory was able to keep my extractors supplied as well. Subsequently I shipped an electronics factory, and I waited forever to build the polymer one, because the main early consumer of polymer is batteries! By skipping solar you are giving yourself a huge leg up.
Ultimately I think either wind needs to be nerfed or solar needs to be buffed. The biggest weaknesses of solar are the polymer maintenance costs on batteries (far more painful than the 1-time build cost) and the massive amount of panels needed to match wind power output, as you can't run them at night. With wind you have no disasters you are weak to - on the contrary the dust storms help you. And the altitude bonus is incredible, plus the machine parts maintenance are something you need to get established early anyway.
In my solar game my power network was constantly down due to dust storms which kill your solar panel production - they seem to operate at 40% capacity, for 2 whole days. That means you have to have a ridiculous amount of polymers, both for building and maintaining the batteries. My power network was constantly out in dust storms despite a massive solar array. The metal upkeep costs were not insignificant either. I was forced to prioritize a polymer factory for battery maintenance, yet I still needed a machine parts factory for maintaining extractors as well.
Meanwhile, in my second game after building 3 large panels to get concrete going, I built pure wind. I landed on high elevation, so my wind was already 2x production, and it increases still further in dust storms! I shipped an early machine parts factory over, and with that factory was able to keep my extractors supplied as well. Subsequently I shipped an electronics factory, and I waited forever to build the polymer one, because the main early consumer of polymer is batteries! By skipping solar you are giving yourself a huge leg up.
Ultimately I think either wind needs to be nerfed or solar needs to be buffed. The biggest weaknesses of solar are the polymer maintenance costs on batteries (far more painful than the 1-time build cost) and the massive amount of panels needed to match wind power output, as you can't run them at night. With wind you have no disasters you are weak to - on the contrary the dust storms help you. And the altitude bonus is incredible, plus the machine parts maintenance are something you need to get established early anyway.