Cities: Skylines

Cities: Skylines

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Realistic Power Modification (RPM mod)
   
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26 Mar, 2015 @ 9:37am
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Realistic Power Modification (RPM mod)

Description
So you have played the game... did you notice how easy it was to get cheap green power? The reality is not the same. No solar or wind plant in the world can produce that much power. So I made this mod to get a bit more realism in how much area green power need and how little these kind of plants actually produce. And better real life difference between power types.

Wind turbine, 2MW lower upkeep cost
Coal 200MW Double pollution
Oil 250MW
Solar 55MW
Nuclear 750MW
Advanced Wind 10MW lower upkeep cost

Variable wind is REMOVED, some people reported crashes and it will be a seperate mod soon.

This is just the beginning, I want more input on cost modification and Power plant output. Join the discussion here in steam workshop.
Popular Discussions View All (3)
5
7 Apr, 2015 @ 12:34pm
Feature request and planed features
Brumolf
3
3 May, 2015 @ 8:43pm
Cost calculations
Brumolf
0
27 Mar, 2015 @ 7:14am
Incinerator plant
Brumolf
41 Comments
vsvg.scattered 14 Apr, 2022 @ 5:04pm 
Sweet. How realistic is the 24-hour Solar plant outputs? You might get partial coverage for 4 hours or so. If someone enables the After Dark Day/Night cycles, would it be more interesting if the Solar plants can go dark at night?
Grenzlos 19 Jan, 2022 @ 8:11pm 
In which local file do you go to make this modifications? I would like to do my owns
Millthunder 4 Nov, 2020 @ 3:33am 
Angry Autist 7 Mar, 2020 @ 2:02pm 
I hope you update it soon!
AngryAdmin 14 Jan, 2020 @ 9:28pm 
is it possible to add a meltdown chance in NPP's for instance if power grid is not fully funded the risk goes up?
Brumolf  [author] 18 Dec, 2019 @ 4:37am 
Spoiler alert, the original solarpower in the game is 3000 times to powerful than real life.
Brumolf  [author] 18 Dec, 2019 @ 4:35am 
It is time to update this mod, I am working on new calculations and have plans to implement a scale factor in the calculations. I will read all inputs again and take them in to the calculations. And I will make the scale factor an option because without it all solar power in the game will be totally useless if made realistic. Expect new version soon...
PinballWizard79 30 Mar, 2018 @ 11:22pm 
Cost of coal as fuel: about $30 per Mwh in US dollars. Labor adds another $20. Maintenance, parts, etc, adds another $10 or $12. Market conditions change quickly--fuel cost was double that when oil was $120/bbl but I digress.
Using this metric, A 200MVA boiler would have an upkeep of $2.1 million per week. A 1000:1 converstion to CS currency makes it about 2100 per week. For water usage, enthalpy of vaporization (to get liquid water to boil, pressurize, and do work) -- about 3 cubic meters per kwh, or about 100,000 cubic meters per week for a 200MVA boiler, which, interestingly, is about one pumping station.

One dedicated pumping station to supply a 200MVA coal-fired boiler, except that boiling water to make steam put a turbine in motion is inherently inefficient. So figure three pumping stations.
Siwa 4 Jan, 2018 @ 7:48am 
i hope you add the fact that coal and oil is not endless and nuctear thing needs rare materials and if it dont have enough water it exlodes :D
PinballWizard79 16 Apr, 2017 @ 8:46pm 
Another bit of info regarding coal and nuclear: a 1000MVA generator uses about 1000 cubic feet per second (you read that right) of water, or about 7000 gallons per second. These have to be near a good-sized river. trying to supply a large boiler with utility water would be an exercise in futility.

FWIW, 99% of the water used goes right back in the river just as clean as it was (maybe cleaner). The rest goes out the cooling towers, much of which falls as rain or snow and (surprise) also winds up back in the river where it came from.

For reference, the Colorado river inflow to lake mead averages about 20,000 cfs. The Ohio river at Cairo, Illinois discharges about 250,000 cfs into the Mississippi.