Laiders -> RE: Energy Tech - Can we has a tweak? (6/12/2020 6:30:01 PM)
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ORIGINAL: hellcat23 So I've gone 85 turns without any kind of energy tech. I'm amazed I have gone that far but I can't build bigger production buildings without losing the very fine equilibrium I have. I have to sell all my metal, oil, water to buy 800 food per turn, every turn because my food production only runs at 9% energy. I can't buy new units because of the food problem. I have taken other cities but the private sector can't fix this. I need energy production. The research being so random hasn't given me any energy tech. Can we get a fix that energy tech of some kind (solar etc) is pushed into the research queue as turn times increase? So players don't go past 30 turns with nothing. Or at least energy production gets fed in somehow. Or how about something like the basic level wind traps but wind farm for entry level energy generation. 85 turns and a major declares war on me. All that time will be wasted because I will not be able to fight a major power without energy and food and I cannot stockpile metal and oil because I have to sell it all to buy food. You can artificially force the game to give you all economic techs quite easily. You chose to open up your research tree. If you want just start EC and set it to 100% BP and 100% discovery. Wait until power tech discovered. Found MC or other second council and normalise BP. Problem solved. That said, I swear someone, either Vic in a post or maybe Das/Tortuga in a vid, mentioned that a T0 energy building, like wind traps or biorefineries, is being considered.
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