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Thallori

Second Lieutenant
42 Badges
May 18, 2016
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  • Crusader Kings II
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https://www.reddit.com/r/askscience/comments/1u3oiv/engineering_why_are_wind_turbines_spaced_so_far/

In real life, windmills can't be spaced too closely together or else they'll risk losing efficiency. This isn't the case in Surviving Mars and that can lead to efficient set ups looking visually quite busy.

20180526163139_1.jpg


While balance wise this isn't much of a bad thing (space vs. resources trade off is rarely an issue outdoors), perhaps it would add to the realism and immersion if windmills had decreased efficiency if there was another mill within one or two hexes of each other. Working similar to water vaporator. There would still be people who plop them down right next to each other but players would be incentivized to build wind farms that look more like this:

20180526164025_1.jpg


Or this:

20180526165430_1.jpg


While not all city builders take this into account (looking at you Tropico and Simcity) I've always enjoyed the learning potential games have when it comes to systems you'd otherwise never care about. Anno 2070 and Cities: Skylines taught me something new. Just as Surviving Mars has taught me that MOXIE is a real tool we're building for a probe as we speak and how you can actually get water out of the thin martian atmosphere. Speaking of which...

You still run the risk people thinking that the area shown is the area used and having players place their harvesters like how I used to put down water vaporators.

20180526165822_1.jpg


Which is admittedly a lot cleaner and more visually appealing than how I place them these days.

20180526170126_1.jpg


At least when it comes to building them. You can argue for how they look when you're admiring your colony.

I am someone who just wants this game to be deeper and more complex than current so take all this with a grain of salt. Worst case, I'm sure I can mod in a few changes.

Oh, and then there's the standard proviso that this is all on Mars. Wind turbulence could just work differently there but I kinda doubt it. If that were true, a more efficient design would simply be long tunnel with a whole whack of turbines inside rather than freestanding towers. Then again, there is this super cool thing: http://rj3sp.blogspot.ca/2010/11/mars-magenn-air-rotor-system-floating.html

Which I'd love to see implemented as a later game tech. I wonder how you'd find helium on Mars...
 

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File this under, "icing on the cake." Offworld Trading Company (another game set on Mars) colours hexes by how efficient they'd be for wind and solar power; since this would probably require revamping map gen, I kinda think it will never happen. Adding this feature could make for interesting incentives to bring along probes (which I never use anymore) on a map where you can already see the colouring for wind and solar, along with encouraging having power (and potentially water) generated much further away than the bulk of your colony.
 
Vaporators were a weird discovery for me. I'd think you'd have reduced efficiency if any of the hexes overlapped with each other (and you'd get a penalty for each that did), but in the end what matters is that none of the pipes can come through hexes that contain another vaporator. Similar mechanic to how you want to place your scrubbers at the last hex of range so one will clean each other. Both result in unappealing hex messes when you display their range.

It's definitely wrong that the tall buildings don't mess with the wind flow, but going a bit off-topic... what iirks me the most is how you can have buildings act as power cables so optimal cable placement isn't to make power lines. Somehow that small solar panel is able to survive the whole power grid.
 
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Vaporators were a weird discovery for me. I'd think you'd have reduced efficiency if any of the hexes overlapped with each other (and you'd get a penalty for each that did), but in the end what matters is that none of the pipes can come through hexes that contain another vaporator.

Really? That is soooo wierd! So the last picture is full of vaporators working at 100%?
 
Really? That is soooo wierd! So the last picture is full of vaporators working at 100%?

Yes, quite surprisingly. If too much of the building touches the area of another working vaporator you get a warning message on its status about a 0.4 penalty (near where it says "Building requires power"), but the hexes outside the building pretty much don't matter at all.
 
This is a nice idea. It sounds similar in implementation to the Haemimont mod for solar panels which reduces their output if they're in the shadow of something. Maybe you should make it or perhaps make it a rule since it would increase difficulty and management a bit?