Difference between revisions of "Energy"

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(Total rewrite focused on explaining how energy works for new players and decrepit ones)
(rewording bits, linking to econ basic, moving some stuff there.)
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{{Concept}}
 
{{Concept}}
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 collected from map squares with, [[rivers]], [[solar collectors]] and [[Echelon Mirror|echelon mirrors]], [[boreholes]], [[monoliths]], [[forest|forests]], energy bonuses, the '''Uranium Flats''', '''Geothermal Shallows''', '''Pholus Ridge''', or '''Mount Planet'''.
  
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.
 
The discovery of [[Environmental Economics]] lifts restrictions on the energy output of squares.
  
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]]

Revision as of 18:36, 14 March 2013

Energy can be collected from map squares with, rivers, solar collectors and echelon mirrors, boreholes, monoliths, forests, energy bonuses, the Uranium Flats, Geothermal Shallows, Pholus Ridge, or Mount Planet.

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.

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.