[Mod] Electricity Mod v0.5 [WIP]

DLC or no DLC, that is the question

Poll ended at Tue May 13, 2014 1:30 pm

no DLC
0
No votes
Social Engineering
0
No votes
Extremism
0
No votes
both DLCs
0
No votes
 
Total votes: 0
bankrot
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[Mod] Electricity Mod v0.5 [WIP]

Postby bankrot » Tue Oct 15, 2013 2:22 pm

Since the dawn of mankind civilizations need energy, today is the day the countries of Democracy 3 must no longer rely on oil-eating power generators
(or whatever they use to produce electricity)

what do you get?
tba

current Version
emod 0.5.zip
SE and Extremism DLC
(144.94 KiB) Downloaded 1737 times

icons missing, some descriptions missing

If you are playing without DLCs,
stick to the Nightly Builds, NON-DLC version will probably come
OR download the current version and ignore the error messages
emod.zip
non Social Engineering
(130.34 KiB) Downloaded 408 times

emod se.zip
Social Engineering
(129.44 KiB) Downloaded 444 times


LET ME KNOW WHAT YOU THINK SO FAR, CRITICISM, IDEAS ETC. ARE WELCOME
also, are there any mods you use that won't work together with mine? let me know i'll have a look and see if it's possible to get them running



former versions
_______________________________________________________________________________
UPDATE 02/06/2014 v0.5
policies
- some new test policies
simulations
- Total Primary Energy Production
- Total Energy Consumption
- Total Balance of Trade
- Energy Imports
- Energy Exports
- Energy Intensity of GDP
- Coal and Gas Price/Demand/Supply
Dilemmas
- Urea Bioreactor Elektrochemical System
- Floating Nuclear Power Station
- Floating Wind Turbines
- Space Solar Power Station
known bugs
- missing icons, descriptions
- (simulation might creep out)
- some policies could have no effect
- policies tend cost the same
_______________________________________________________________________________
NIGHTLY BUILDS 28/04/2014 v0.4999...
policies
- some new
- some deleted
simulations
- revised Energy Production Sim
- revised Energy Price Sim
- revised Private Energy Sector
known bugs
- no icons, descriptions
- simulation might creep out
- some policies have no effect
- policies tend cost the same
- there is a small chance you will never get enough electricity

all in all lots of work to be done like
- revision of Demand Sim
- fine tuning etc
special thanks to SenZe for his ideas
_______________________________________________________________________________
UPDATE 31/10/2013 v0.3
- some tuning to equations
- implemented testmod simulation
policies
- Nuclear Energy Tax Credits
- Fossil Energy Tax Credits
- Nuclear Energy Subsidies
- Fossil Energy Subsidies
simulations
- Renewable Energy Production
- Fossil Energy Production
- Nuclear Energy Production
known bugs
- fossil/nuclear subsidies and fossil tax credits have no icon
- simulation might need about 2 rounds to stabilize

_______________________________________________________________________________
UPDATE 27/10/2013 v0.2
- icons (except for situations)
situation
- energy price shock
policies
- clean energy tax credits
- electricity tax
simulations
- energy price
other changes
some changes to equations

_______________________________________________________________________________
RE-UP 26/10/2013 v0.1a
- fixed path in emod.txt
(thanks to joaco335)

_______________________________________________________________________________
UPDATE 26/10/2013 v0.1a
policies
- monorail fixed
- science funding no longer demands energy
- military spending demands energy
(thanks to scylfing)
simulations
- influence of demand on supply lowered
- higher start value for supply

_______________________________________________________________________________
UPDATE 21/10/2013 v0.1
probably the best change ever:
you no longer need to overwrite core game files
situations
- energy shortage (new effect on gdp)
simulation
- energy demand
- energy supply
- energy transmission loss
- private energy sector
original core policies
same as before, some slight changes to equations

_______________________________________________________________________________
Last edited by bankrot on Mon Jun 02, 2014 6:26 pm, edited 68 times in total.
Rick Dreckitt
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Re: [MOD] Energy Demand/Supply v0.1

Postby Rick Dreckitt » Tue Oct 15, 2013 7:54 pm

I prefer not to install this just yet if it's altering the core files; perhaps when it's closer to completion.

Working from your initial post and a quick read of the attached zip, this is certainly an ambitious mod! A few comments at this point:

- You've discussed lots of factors which (eventually) determine the energy price. What do you see the outputs of energy price being? I'd suggest that cheap energy probably boosts GDP, reduces poverty and energy efficiency, and pleases Everyone?

- It seems that there's too many factors determining energy demand. GDP is going to be the obvious main driver; energy efficiency obviously reduces. I can't imagine that running a few CCTV cameras will have a nationwide power draw? With regard to the particle accelerators: the LHC has an annual draw of 1,000 GWh when in full running (http://cernenviro.web.cern.ch/CERNenvir ... g=en&doc=1). In contrast, Australia had an annual draw of 224,500 GWh back in 2008 - the other countries included in the game are all higher (http://en.wikipedia.org/wiki/List_of_co ... onsumption).

- I'm not particularly familiar with the Energiewende, but if I understand correctly, it's a levy on energy bills to fund green technologies? How would you implement this in game? The expenditure linked to it is already simulated by Clean Energy Subsidies/Microgeneration grants. Would it be a new green tax? Is this redundant with the CO2 tax?

- Fossil fuel subsidies are already in the game, so you might want to look at updating that. Similarly, the Winter Fuel Subsidy. There's been discussion recently in the UK about whether the government should intervene to artificially force energy suppliers to not increase their prices excessively; possible dilemma material? What about an event triggered by poor foreign relations whereby a neighbouring country turns off a gas pipeline, hitting energy supply (here's looking at you, Vladimir!)

All in all, an interesting proposition. I think the main thing is to work out what impact you see the final energy price having; keep it coming!
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Re: [MOD] Energy Demand/Supply v0.1

Postby bankrot » Tue Oct 15, 2013 9:33 pm

i ran a quick legislative period and threw in mostly everything wich affects my mod, made some screens and here we go:

I prefer not to install this just yet if it's altering the core files; perhaps when it's closer to completion.

since it's all a game of me and the equations fighting for realistic effects, it's probably the best idea to wait until it's almost ready^^

You've discussed lots of factors which (eventually) determine the energy price. What do you see the outputs of energy price being? I'd suggest that cheap energy probably boosts GDP, reduces poverty and energy efficiency, and pleases Everyone?

Image
as you can see in the picture, the high energy price affects the gdp negatively, if the price is lower it boosts but till now i never got it down far enough
the effects on the low, middle and high income are still messed up, but your idea about everyone getting happier seems way better than my approach to affect low,middle and high income
reducing energy efficiency and poverty while the price is low seems pretty neat, think i will take that^^

It seems that there's too many factors determining energy demand. GDP is going to be the obvious main driver; energy efficiency obviously reduces. I can't imagine that running a few CCTV cameras will have a nationwide power draw? With regard to the particle accelerators: the LHC has an annual draw of 1,000 GWh when in full running (http://cernenviro.web.cern.ch/CERNenvir ... g=en&doc=1). In contrast, Australia had an annual draw of 224,500 GWh back in 2008 - the other countries included in the game are all higher (http://en.wikipedia.org/wiki/List_of_co ... onsumption).

Image
Image
this is what energy demand looks like at the moment, as it is now, science funding will reduce energy demand to a certain slider setting (maxes to around 4-5% plus on energy demand), but i think you made a point here. i forgot to implement the cctv cam policy (in the pic), but the effect on energy demand is very low, way smaller than science fundings effect
as you can see telecommuting initiative has a way to big impact on energy demand as it is now (think it's around 25-30%)

I'm not particularly familiar with the Energiewende, but if I understand correctly, it's a levy on energy bills to fund green technologies? How would you implement this in game? The expenditure linked to it is already simulated by Clean Energy Subsidies/Microgeneration grants. Would it be a new green tax? Is this redundant with the CO2 tax?

i must confess i haven't thought about how to implement this.

i have thought about it all over the night, and i think i will try to do it as a policy which boosts Clean Energy Subsidies/Microgeneration Grants (and perhaps Technology to some extend), if possible, lower the private energy sector for a short time but in the end it should boost power supply to new heights by lowering or leaving co2 emissions steady. it would also have to upset capitalists for having to shut down their nuclear/coal/gas power stations while environmentalists would be like "dancing on the streets"
as soon as i have some time i will try to work it out
[here are some infos about the transition if you're interested in what "bundesmutti merkel" tries to do (definitely the right way imho, eventhough the implementation is more like a huge pile of mess right now) -> http://energytransition.de]

Fossil fuel subsidies are already in the game, so you might want to look at updating that. Similarly, the Winter Fuel Subsidy. There's been discussion recently in the UK about whether the government should intervene to artificially force energy suppliers to not increase their prices excessively; possible dilemma material? What about an event triggered by poor foreign relations whereby a neighbouring country turns off a gas pipeline, hitting energy supply (here's looking at you, Vladimir!)

haven't seen fossil fuel subsidies in my version (1.06 mac) if it should appear, as i read in the forum today, i would be pleased, keeps me from doing it by myself
the dilemma idea and event seem pretty sweet, i will give it a try an see how it works out

private energy sector
Image
the effects on low and middle income here are like the ones from the energy price, lot's of work to do^^
energy supply
Image

All in all, an interesting proposition. I think the main thing is to work out what impact you see the final energy price having; keep it coming!

thanks alot^^
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Re: [MOD] Energy Demand/Supply v0.2

Postby cliffski » Fri Oct 18, 2013 3:42 pm

Hi, I am very interested in this mod. It sounds like you are planning to edit the core game files for the mod, but the next patch, will (hopefully) include an ability for you to not need to do this. In other words, the patch will allow mods to include 'default scripts' which can either edit, or entirely remove or add new effects between items. Theoretically you could use that system to totally re-write the core game files without touching them.
Like I say, I'm still working on this, but I suspect it will make your life easier for implementing such a mod.
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Re: [MOD] Energy Demand/Supply v0.2

Postby bankrot » Sat Oct 19, 2013 9:03 am

i think it would actually make this easier, at the moment i have installed d3 twice, a clean install and one for the mod in all it's modified core file glory.
looking forward to the patch, sounds like a great idea

btw, props for the game, couldn't wait to get it.
best part is how you can alter the files while playing to immediately see what the change would be like (never tried this in d2, so i don't know if this is a "new thing", but i like it

this has nothing to do with this mod, and perhaps someone else already pointed it out, but the mac version (1.06) came to me with no icons for recreational drugs tax and legal drug consumption
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Re: [MOD] Energy Demand/Supply v0.2

Postby cliffski » Sat Oct 19, 2013 9:50 pm

Yup those icons were missed when we did the port...they are coming :D
In the general discussions forum I posted about the upcoming changes that will allow a mod to have its own overrides which act globally, which will enable you to leave the original files untouched. I hope to release this in just a few days.
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Re: [MOD] Energy Demand/Supply

Postby cliffski » Mon Oct 21, 2013 1:11 pm

Ok check this out... viewtopic.php?f=37&t=8579
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Re: [MOD] Electricity Mod

Postby bankrot » Wed Oct 23, 2013 12:01 pm

to all those of you who have downloaded the mod, let me ask you some questions:
- what do you think so far
- what is great
- what is total crap
- what did i not mention but should be added
any suggestions and/or criticism (etc.)?
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Re: [MOD] Electricity Mod

Postby Botkul » Thu Oct 24, 2013 2:41 pm

[BUG]None of the icons show up. They show up as black squares
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Re: [MOD] Electricity Mod

Postby bankrot » Thu Oct 24, 2013 5:16 pm

this happens because there are no icons like i said in not done till now

not done till now
situations
- grid overload

events
- black out
partial and complete

policies
- fossil energy tax credits
- public power grid
- public energy sector
(- fossil energy subsidies if they won't come in an update)
thought about some policy removing the negative effects of energy tax from industry
.....
other things like inactive policy balancing etc. etc.
descriptions, descriptions, descriptions and not to forget icons over icons
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Re: [MOD] Electricity Mod

Postby Botkul » Thu Oct 24, 2013 5:58 pm

bankrot wrote:this happens because there are no icons like i said in not done till now

not done till now
situations
- grid overload

events
- black out
partial and complete

policies
- fossil energy tax credits
- public power grid
- public energy sector
(- fossil energy subsidies if they won't come in an update)
thought about some policy removing the negative effects of energy tax from industry
.....
other things like inactive policy balancing etc. etc.
descriptions, descriptions, descriptions and not to forget icons over icons

Sorry, but your list of things is a little messy
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Re: [MOD] Electricity Mod

Postby bankrot » Thu Oct 24, 2013 6:45 pm

this is indeed the case
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Re: [Mod] Electricity Mod [WIP]

Postby scylfing » Fri Oct 25, 2013 2:31 pm

I have some feedback from trying to get this mod to work.

Science programs shouldn't add great amounts of electrical demand in and of themselves - maybe a tiny effect, completely swamped by their energy efficiency boosts. The military, on the other hand, should be a little bit painful. http://en.wikipedia.org/wiki/Energy_usage_of_the_United_States_military

The monorail calculations are causing errors. Test it out in game - the bar moves crazily. The game crashed immediately after I next advanced the turn (after putting in monorails), but I was not able to reproduce this behavior.

Technology should boost energy usage. Energy shortages should sap technology. They should sap productivity too, but only a little bit. Reduce the direct-to-GDP penalty for energy shortages if you take this advice.

None of the new policies seem to work. Some of the new simulations don't.

I hope my post is helpful.
Liberal+++, Capitalist+++, Environmentalist+, Youth++
bankrot
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Re: [Mod] Electricity Mod [WIP]

Postby bankrot » Fri Oct 25, 2013 5:53 pm

every feedback is appreciated

Science programs shouldn't add great amounts of electrical demand in and of themselves - maybe a tiny effect, completely swamped by their energy efficiency boosts.

i think i will kick this effect completely

The military, on the other hand, should be a little bit painful. http://en.wikipedia.org/wiki/Energy_usa ... s_military

this is superb, never thought of this until now, thanks a lot

The monorail calculations are causing errors. Test it out in game - the bar moves crazily. The game crashed immediately after I next advanced the turn (after putting in monorails), but I was not able to reproduce this behavior.

haven't seen this before, but i see what you mean (crazy as shit energy demand, most of the time 0% and all of a sudden above 20%), will take a look at it. the game didn't crash when i tried it, so no idea what's the cause of this

Technology should boost energy usage. Energy shortages should sap technology. They should sap productivity too, but only a little bit. Reduce the direct-to-GDP penalty for energy shortages if you take this advice.

i will try how it works out and probably take the idea

None of the new policies seem to work. Some of the new simulations don't.

the policies are currently inactive, so is the energy price simulation, all the other simulations work for me

I hope my post is helpful.

it sure is, thanks
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Re: [Mod] Electricity Mod v0.3 [WIP]

Postby bankrot » Tue Dec 10, 2013 3:30 pm

so i've been working on this update for some time now and as it gets completed more and more
what do you think about it so far


what is done
14 policies
37 simulations (13 hidden/24 visible)
2 situations

missing
- ca. 6-7 policies
- ca. 3-4 situations (probably more)
- events, attacks, dilemmas
- icons, descriptions

test emod.zip
(127.89 KiB) Downloaded 181 times

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