Difference between revisions of "Energy"

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{{Concept}}
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{{Concept}}[[File:Energy.png|200px|right|border]]
'''Energy''' is produced in squares with [[Solar Collectors]], particularly those at high [[Altitudes]].
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Energy can be produced from map squares with [[Aquifer|rivers]], [[solar collectors]] and [[Echelon Mirror|echelon mirrors]], [[Tidal Harness|tidal harnesses]], [[Thermal Borehole|Thermal Boreholes]], [[monoliths]], [[forest|forests]], energy bonuses, and the '''Uranium Flats''', '''Geothermal Shallows''', '''Pholus Ridge''', and '''Mount Planet''' [[landmarks]].
  
A river will also increase energy output by +1.
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Certain facilities ([[Headquarters]], [[Recycling Tanks]]/[[Pressure Dome]], [[Hybrid Forest]], [[Orbital Power Transmitter]], and [[Thermocline Transducer]]) can increase the amount of energy produced by specific types of squares or the base square.
  
Ocean shelf squares can produce energy with a [[Tidal Harnesses]].
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Apart from energy bonuses and base squares, the amount of energy any given square can produce is limited to two until the discovery of [[Environmental Economics]].
  
Depending on the Energy Allocation which you have made on the Social Engineering screen, all the energy you produce is divided among three priorities: [[Economy]], [[Labs]], and [[Psych]]. Some of the energy a base produces may also be lost to [[Inefficiency]].
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Human factions can also acquire energy to add to the output through [[Commerce (Basic)|commerce]] with other human factions, and [[Progenitor]] factions via the [[Energy Grid]].
  
Special '''Energy Resource''' squares produce two extra energy, and lift energy restrictions for that square. Various [[landmarks]] produce one more energy per square; '''Uranium Flats''', '''Geothermal Shallows''', '''Pholus Ridge''', and squares around '''Mount Planet's''' mouth.
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The energy output is then divided between [[Economy_(Basic)|econ]] ([[Energy Reserves|energy credits]]), [[psych]] (happiness),  and [[labs]] (research) according to a factions social engineering settings.
 
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Base squares have no restrictions.
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The discovery of [[Environmental Economics]] lifts all energy restrictions.
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See also [[Commerce (Advanced)]]
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[[Category:Concepts]]
 
[[Category:Concepts]]

Latest revision as of 09:39, 2 May 2013

Energy.png

Energy can be produced from map squares with rivers, solar collectors and echelon mirrors, tidal harnesses, Thermal Boreholes, monoliths, forests, energy bonuses, and the Uranium Flats, Geothermal Shallows, Pholus Ridge, and Mount Planet landmarks.

Certain facilities (Headquarters, Recycling Tanks/Pressure Dome, Hybrid Forest, Orbital Power Transmitter, and Thermocline Transducer) can increase the amount of energy produced by specific types of squares or the base square.

Apart from energy bonuses and base squares, the amount of energy any given square can produce is limited to two until the discovery of Environmental Economics.

Human factions can also acquire energy to add to the output through commerce with other human factions, and Progenitor factions via the Energy Grid.

The energy output is then divided between econ (energy credits), psych (happiness), and labs (research) according to a factions social engineering settings.