| 1 |
If there's any ambition to build a fully connected solar grid on a map like Titan Duel, it uses all the solars I'd want to build, particularly since the point of having the connections in the first place is to use higher efficiency sources for overdrive. Just gridding the 6 metal spots in Titan Duel's home quadrant requires (I think) 17 Solar Collectors, enough to use base extraction metal from the rest of the quadrant and also have basic overdrive. No budget for walls here.
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1 |
If there's any ambition to build a fully connected solar grid on a map like Titan Duel, it uses all the solars I'd want to build, particularly since the point of having the connections in the first place is to use higher efficiency sources for overdrive. Just gridding the 6 metal spots in Titan Duel's home quadrant requires (I think) 17 Solar Collectors, enough to use base extraction metal from the rest of the quadrant and also have basic overdrive. No budget for walls here.
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| 2 |
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| 3 |
What if the walls are part of the grid? In order to get the walls tight, at least half of them won't be providing any useful grid-span.
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3 |
What if the walls are part of the grid? In order to get the walls tight, at least half of them won't be providing any useful grid-span.
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| 4 |
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| 5 |
What about if it's at a mex that won't get connected to the grid for a while? Then it becomes reasonable to make a mini-wall of maybe up to four solars connected to the mex, or seven for the merged walls of the mex-pairs, so that the mex gets moderate overdrive when the high efficiency generation comes online.
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5 |
What about if it's at a mex that won't get connected to the grid for a while? Then it becomes reasonable to make a mini-wall of maybe up to four solars connected to the mex, or seven for the merged walls of the mex-pairs, so that the mex gets moderate overdrive when the high efficiency generation comes online.
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| 6 |
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| 7 |
So I'd consider large solar walls (at least on maps with spread metal like Titan Duel) to be a commitment to greatly delay any big efficient generators. Either there is little energy to spare for overdrive, in which case the broader grid configuration doesn't matter, or I intend to have a stage where I'm overdriving hard with even more Solar Collectors to get the grid into a shape where the big generators have a reasonable payback. And making the big generators even more efficient makes me less inclined to do this.
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7 |
So I'd consider large solar walls (at least on maps with spread metal like Titan Duel) to be a commitment to greatly delay any big efficient generators. Either there is little energy to spare for overdrive, in which case the broader grid configuration doesn't matter, or I intend to have a stage where I'm overdriving hard with even more Solar Collectors to get the grid into a shape where the big generators have a reasonable payback. And making the big generators even more efficient makes me less inclined to do this.
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| 8 |
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8 |
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| 9 |
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9 |
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| 10 |
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10 |
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| 11 |
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| 12 |
Meanwhile,
some
unrelated
experimentation
has
shown
that
small
solar
walls
can't
reliably
block
generic
choke
points
because
their
slope
tolerance
is
less
than
the
vehicle
movement
limit,
so
it's
often
possible
to
go
around
the
wall
through
unbuildable
terrain.
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12 |
Meanwhile,
some
unrelated
experimentation
has
shown
that
small
solar
walls
can't
reliably
block
generic
choke
points
because
their
slope
tolerance
is
less
than
the
vehicle
movement
limit,
so
it's
often
possible
to
go
around
the
wall
through
unbuildable
terrain.
If
you
want
solar
walls
to
be
more
useful
this'd
be
a
good
variable
to
poke.
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