Tweaked capacity factors, credits, emissions limit
A minor update:
- Buffed solar production slightly, so as to achieve an annual average capacity factor of 0.175 (typical for this class of tech is 0.10 - 0.25, according to this).
- Buffed tidal production slightly, so as to achieve a fixed capacity factor of 0.275 (typical for this class of tech is 0.20 - 0.35, according to this). The ebb and flood of the tides is not a random process!
- Nerfed wave production, so as to achieve an annual average capacity factor of 0.315 (typical for this class of tech is 0.25 - 0.32, according to this).
- Nerfed wind production, so as to achieve an annual average capacity factor of 0.350 (which is typical for this class of tech, according to this).
- Increased starting credits to 1000 K, credits per MWh served to 1.15K (end-of-turn sum gets rounded), and emissions limit to 3,200 tonnes; balances the difficulty increase from nerfing wind and wave.
- Added game version info to title screen.
Cheers =)
Files
RoadToZero_Win32_v1-1.zip 11 MB
Jan 04, 2024
RoadToZero_Linux_v1-1.zip 9 MB
Jan 04, 2024
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Road to Zero - The Microgrid Management Game
A 3X (i.e. eXplore, eXpand, eXploit), hex-based game about powering a remote island settlement.
Status | Released |
Author | gears1763 |
Genre | Educational, Simulation |
Tags | 3x, Hex Based, linux, Open Source, Procedural Generation, renewable-energy, resource-management, SFML, Turn-based Strategy |
Languages | English |
More posts
- New gameplay trailer for Road to ZeroFeb 17, 2024
- Small update to power production assetsJan 04, 2024
- First Itch release!Jan 03, 2024
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