Game Guides Archive
Thread: Wind Energy vs Solar Energy?
BUT because resource spawns fluctuate I would keep both available to you. If ever the sun does not shine so bright... hopefully the wind can be your friend.
The real good stuff comes from the ground though. It's all about fusion
Sedana123 wrote:
/applaud sciguyCO
very comprehensive guide to power
I'd only like to add that BER 9 Windand BER 10 solar harvesters are possible.
Thanks. I haven't used a wind generator since starting up artisan (when it was an awe-inspiring 4 BER), and used a coupleold 7 BER solars until I upgraded to a 13 BER fusion. I wasn't sure about the currentnumbers.
/mood old-man
When I started artisan harvesters were 3/6/9 BER and had no experimentation except for hopper size. Heck, architects couldn't even make medium or heavy flora farms. And we hand-sampled our radioactive power (none of this new-fangled "radation sickness", it's probably just psychosomatic) with no benfit from PE, it was always 1-to-1. We ran out to our harvesters (no mounts or vehicles), uphill (both ways), no terrain negotiation, fighting off rabid herds of durnis with our CDEF pistols, and we were thankful!
Geeze, I feel like I've been doing this far too long. ![]()
Now you kids get off my lawn!
/brandish cane
Message Edited by sciguyCO on 10-06-2004 11:53 PM