As others have said, your basic unit for solar power is 6 large solar panels and 1 battery (let's call that a 6-pack). That will supply 20 power, night and day. If you need more than 20 power overnight, then you either add an additional battery (and more panels) or top it up with something that supplies power at night (usually wind or stirling). Alternately, you can just turn off the night shift for some of your power users, to keep nighttime usage at 20, and then just add solar panels as needed to run daytime shifts.
For example, let's say you have:
1 concrete extractor
1 water extractor
1 fuel refinery
1 sensor tower
That's 17 power usage, which you can run on one 6-pack. Now, say a cold front is coming, and turning on your heater will require 6.4 power to cover all of those buildings. That's going to push your usage to 23.4, which is more than your 6-pack can supply. To deal with this, you can either a) add 1 wind turbine, b) add 1 battery and 2 panels, or c) add 1 panel, and switch one of your extractors to run only during the day. Since solar panels only cost metal to build and maintain, (c) is probably preferable in the early game.
The thing about solar, as you discovered OP, is that the build and maintenance costs are cheap. A six pack costs metal and a few polymers, which are materials you can usually find on the map, and are early tech + out-dome facilities if not. Wind costs machine parts, which are expensive to import, later tech, and made in-dome. All of that means solar should be your default power source, especially with harder difficulty sponsors.
Another nice thing about solar, is that there's no maintenance costs for closed solar panel. So you can overbuild and keep them closed. That's useful when prepping for the cold spell disaster.
The reason you can't just go solar in the early game is dust storms. If that's a threat, you need to plan for multiple sols where you either keep your panels closed, or run a reduced efficiency and extra maintenance costs.