Difference between revisions of "Energy"

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(Total rewrite focused on explaining how energy works for new players and decrepit ones)
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{{Concept}}
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{{Concept}}[[File:Energy.png|200px|right|border]]
Energy can be harvested from the following map squares either using workers from a base or [[Supply Crawler|supply crawlers]]: rivers, [[solar collectors]] and [[Echelon Mirror|echelon mirrors]], [[boreholes]], [[monoliths]], [[forest|forests]], the '''Uranium Flats''', '''Geothermal Shallows''', '''Pholus Ridge''', and '''Mount Planet'''.
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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]].
  
The following facilities can increase the amount of energy harvested by a base: [[Headquarters]], [[Recycling Tanks]]/[[Pressure Dome]], [[Hybrid Forest]], [[Orbital Power Transmitter]], and [[Thermocline Transducer]].
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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.
  
The discovery of [[Environmental Economics]] lifts restrictions on the energy output of squares.
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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]].
  
Human factions can also acquire energy to add to the output through [[Commerce (Basic)|commerce]] with other human factions.
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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]].
  
The energy output is then divided between economy, [[psych]] and [[labs]] according to a factions social engineering settings.
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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.
  
The energy apportioned to economy can be supplemented at a base by the following facilities: [[Energy Bank]], [[Fusion Lab]], [[Hybrid Forest]], [[Quantum Lab]], and [[Tree Farm]].
 
 
The net output of energy then goes to the factions [[Energy Reserves|energy reserves]].
 
 
[[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.