Batteries for energy storage
Flywheels are fine at first, but in the late game they feel a bit too small and also cannot store energy from solar panels. I was thinking of Acid-lead batteries but we don’t have lead in game… and then I realized that we already are using another type of batteries in real life: the sodium–sulfur battery. This one could be implemented in-game with the actual products we have, and example of the process I thought could be like:
1. Battery cells
Input: Salt + Sulphur + Steel
Output: Chlorine gas + Battery cell
2. Battery module
Input: Battery cell + Rubber + Steel
Output: Battery module
3. Battery container
Input: Battery module + Plastic + Electronics II (or maybe III)
Output: Battery container
For the Battery container, well… or just pop the batteries on the map or make something similar to the Servers and create a special facility where you can stock them and increase the capacity.
Comments: 17
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03 Jul, '24
Thomas WilliamsHighlighted comment
https://github.com/Keranik/COI-Extended
Look this up, great mod and a real game changer. It adds in different sizes of batteries including the manufacture. -
14 Sep, '22
PTTGAt first I was not sure about this, but I have been convinced. I especially appreciate that it avoid introducing new elements yet still is based on real engineering.
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06 May, '23
ViktorI offer a battery cell recipe (aluminum, sulfur and salt)
It would be good if aluminum was added to the game, a lot can be done with it. -
07 Jul, '23
DarkaiserLarge batteries are still an issue in the real world for large-scale uses. However, as an alternative to the OP's idea, what about smaller batteries for higher-tier homes? You could make it an upgrade to the T3 Housing that wouldn't increase the number of residents but it WOULD store power to carry them through outages and (if they're hooked to solar) reduce the power needs at night.
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02 Sep, '23
BenWe already have water storage and sort of basic pumping, any kind of water wheel could instantly make a water storage tank into a battery, and would be a great easy way to integrate on-demand power to the in game options, solar especially
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13 Jan, '24
PhooenixificationYou can already store energy by using the power in an electric boiler and then into a thermal battery.
Another idea that would be kind of easy to implement could be to have a new input module on the mechanical shaft, an electric engine basicly that takes power from specified priority.
So for example you want clean energy from solar so you put that on P1. Then put P1 on the input into the mechanical shaft on the electric engine and specify "use only surplus power" on it. it shoves excess power into the shaft and then put P2 on the electric generator on the same shaft. (Not P1 because then it would power itself and wouldn't make sense). Then If it gets cloudy P1 isn't enough so P2 kicks in and draws power from the stored power on the shaft. And with this you could store more power across several shafts with only steam for example. Losses included ofcourse. -
21 Jan, '24
SolidynamicsThere should be a kind of battery degradation. The energy storage building constantly requires new battery cells and outputs dead cells, which need to be treated with some chemical recycling processes looks good.
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18 May, '25
RTGWhy woul batteries be more energy dense than flywheels?
You can store solar power in flywheels by the way, electric boilers. For that purpose, however, wed have to have the ability to tell them to only run on excess power. -
01 Jul, '25
ScooterI'm all for this, the battery container could be added to the data server building, the server building could double as a server or UPS depending what you add, the whole building could be battery banks or servers or both.
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14 Jul, '25
Lieutenant_Ricoyou’re considering chemical batteries, but what about adding gravity batteries inspired by the Swiss Energy Vault project?
This solution stores energy by lifting concrete blocks and releasing them when needed to generate power.
I think it would be a great alternative that doesn’t rely solely on chemistry, and it would fit perfectly into the game. -
11 Oct, '25
ZacIron redox flow batteries: a data center-like building where iron chloride electrolyte flows through bidirectional pipes and numerous redox cell packs can be installed inside to scale the power output/input. This would enable the total storage capacity to be scaled with liquid storage tanks separately from the power output level.
Ferrous chloride could be made in a kiln with iron powder, chlorine, and water.
That then is made into an electrolyte in a chemical plant by adding some salt and a lot of water.
Redox cells could be made with various materials (Ti, glass, electronics III, poly Si or plastic).
I think this would be an interesting way to implement battery storage into the game in a way that utilizes the game's core mechanics. And it would be a scalable way to meeting the power demands of scaling computing capacity. -
12 Oct, '25
Paburrohttps://en.wikipedia.org/wiki/Pumped-storage_hydroelectricity
It doesn't have to be based on batteries you know. -
31 Mar
Spike1985I could imagine battery Tenders for electric trains, powering those during brown/blackouts and while running on unpowered rails.
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20 Apr
Danielcool addition but it has to be real world compatable.
we do not have buildings of electric batteries backing up the grid. they just do not work that way.
but gravity batteries (weight or water) would work well.
a more formal dam structure would be great as well.