More effective in forests due to wood and game. Terrible for food insecure biomes and places with short growing seasons. Naturally a great choice for swamps and "naturally" warm Rimworlds. Verdict: a great power system if you are in a biome with a lot of biomass. When the oil runs short you get to decide between the haves and have-nots.Ĭorn Ethanol Market: Because a colony that runs on biofuel gets its power from the same place it gets its food, a disaster in the fields can lead to brownouts. No Social Safety Net: Seriously, just because YOUR part of the colony ran out of chemfuel doesn't mean I have to share mine. Your "Battery" in this system is chemfuel. Personal Responsibility: As in, you are personally responsible for your own liquid bomb. Pawns have to haul fuel under this system at least once every seven days, and a biofuel refiner is a full time job. Money, the ultimate expression of freedom.Ĭons: Work. Huge design freedom.ĭrenched in Oil: you have a huge chemfuel supply for things that aren't (electrical) power.Ĭapitalism: You can literally buy more power. Space efficient: generators don't take up much space, and need not be accessible by the buildings they power. MAXIMUM FREEDOM.Ĭheap Research: Literally just the refinery to get started. In fact, your power grid is pretty well hardened against most disasters. easy to control fires, and are completely stopped by stone walls. No batteries required! Just burn more oil! Maximum pollution and MAXIMUM freedom! Power can generally be split off to several rails to make managing the grid easier, or, if you're a ♥♥♥♥♥♥♥ commie, a *wind turdbine* powering your biofuel refinery. At least as far as you can see! This method uses only basic forms of power generation, and the extremely cheap biofuel refining tech, to generate power needs. Large colonies that employ this strategy will fail harder than the Soviet Union. And as the system gets bigger, it gets harder to manage. diversifying the system just ADDS to the number of things that can go wrong. This system is weak to every single disaster that can leave a colony with the lights off. If something goes wrong, every system starves for power and browns out. It's the electrical equivalent of Communism.Ĭons: It's the electrical equivalent of Communism. Pros: Cheapest to build by far, This colony makes the most of every single generation source by adding them all into one massive pool and letting everyone take what they need. Windmills are placed on the same line as wood generators, batteries will be placed in a dedicated bank, and everything, EVERYTHING will be hooked to one massive labyrinthine main line that shares power throughout the colony Generation is placed wherever it makes sense. This strategy is invariably what happens when you build a colony without a power plan. The Flaming Deathtrap of Great Singular Efficiency. consider them to be mid to late game additions to colonies that can make use of them. It's that they are expensive, conditional, and great for powering ANY colony. It's not that they aren't great for powering a colony. Notice for each of these I ignore geothermals and watermills. Switch: A device that, if left off, will allow you to connect two power grids at will without a Zzzt event taking out both of them. Guess what that means for your colony?īiofuel Refinery: Turns potatoes into magic boom juice. Geothermal Generator: Earth powered shocky. Very useful if your generator doesn't workl all the time. Inadvisable in areas where sun does not rise for months.(like the arctic)īattery: Okayish Metallica song. Watermills: Flammable river powered shocky. ALWAYS better than fueled devices as long as you remember to either use them constantly, or turn the generator off.Ĭhemfuel Generator: Magic Boom Juice fueled shocky. Wood powered Generator: More complicated wood fueled shocky. Unreliable and dependent on the hidden weather system. This section goes through stuff that can be found in detail on the wiki.
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