San Solaria Leads the Way in Low Carbon Future

95% of power from clean sources – sodding incinerators hold up the rest

 

Emissions free power or close to it. I talk about and advocate for it but do I lead by example within #CitiesSkylines?

 

This graph is from San Solaria City on where its electricity comes from:

San Solaria Power Production

If you wanted it in pure numbers:

  • Hydro from two dams: 400MW
  • Wave from two generators: 22MW
  • Nuclear from two reactors: 1,382 MW
  • Incinerators (around 10) 110MW
  • Wind from both onshore and offshore: 252MW
  • Total 2,166MW produced
  • Total consumed at peak is 1,924MW average is 1,550MW
  • Geothermal central district heating has a total output of 400MW with the average of 300MW being consumed (thus saving 300MW from the main generators)
  • 2,166MW total power production (not including Geothermal central heating) comes from a total Budget set at 73% both day and night

 

Transport wise of the 41 districts in the City about 10 of them require residents within those districts to have Electric Cars only with five of those ten districts also having a Combustion Engine ban (except for service traffic).

Policies such as self sufficient residential buildings and local/organic produced produce is also in effect in about 10 of the Districts as well with all new non industrial districts to have those polices and the E Car policy in effect.

 

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Street Trees are also a major push:

 

Charging stations:

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Going Green matters and San Solaria does its best walking the talk!

Does your City?

 

San Solarian City Continues to Evolve

New port extensions and new development on the other side of the river

 

With San Solarian City going past 100,000 the city enters the Mature phase of an establish city that continues to evolve.

While I sort out the mess that is the rail system the City itself continues to evolve with new developments east of the Solarian River and one of the two ports relocating themselves into a new piece reclaimed land.

 

Here is where San Solarian City current is as of today:

 

Hopefully when the new Mass Transit DLC is out better optimisation with transport interchanges will give transit a good boost thus congestion bust some of the choke points in the City.

More drive-through pictures in the next post.

 

Travelling Down the Subways #CitiesSkylines

Metro Overhaul Mod overhauls subway systems

 

I will post an introduction to my latest city San Solaria in another post. In this post I will be showcasing what it is like being on a metro/subway train both above and below ground for the first time.

This is thanks to the Metro Overhaul Mod for Cities Skylines that allow you to create a conventional subway system as well as a ground and/or elevated metro (light rail) system seen in New York City, Chicago and London. The mod allows me to bring the expensive subway system above ground making it cheaper to build and maintain out in the suburbs (while in the urban centres the system goes back underground per normal) compared to being all underground or using the conventional heavy rail system like Neo Layton City.

 

With my new city – San Solaria (the map theme is California) I am trying out using the metro system via the mod to move mass amounts of people around the City in place of heavy rail (which will be used for inter city connections). Busses and trams are still used but for localised connections rather than pan-city connections.

One of the spin off’s from the Metro Overhaul Mod is that when in first person mode you can see an actual subway system with actual subways stations. The pictures demonstrate what can be seen for the first time:

 

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San Solaria

 

 

Moving to Clean Energy in Layton City #CitiesSkylines

63% comes from clean sources

 

Power is a serious business for a large city such as Layton City. Placement of power plants also matters too as the tsunami saga showed when the City Centre was “cleaned” but the power plants were missed. In Layton City nearly two-thirds of its power is produced by non-Green House Gas emitting power plants with nuclear taking the lead.

Unfortunately a quirk in the game means you need incinerators for rubbish as your landfills do fill up and need to be emptied some how. However, and rather fortunately the main Layton City recycling plant recycles about 50% of the City’s trash lessening the need for incinerators. That said those incinerators still produce 17% of the City’s power so at least not all is lost.

 

Below is a pie chart of Layton City’s power production:

Layton City power production.png

 

As you can see the City’s four nuclear reactors produce 56% or some 1.92GW/h of total power with gas next in at 20%. The topography of Layton City rules out hydro but a large ocean means I can increase off-shore wind production. There is plenty of capacity in the incinerators so no new ones will be built for a long time even on current growth projections.

 

However, the demand load is at 90% of total power production so I will be needing a new power plant to be built soon. The question is what. I am most likely to build a new nuclear power station in the inland area of the City away from the Tsunami prone City Centre. While the new nuke plant would take its share to about 65% (meaning clean energy goes to 73% total) gas still forms a large part of energy production. Location of the gas plant is also a factor as it is next door to the energy intensive ore production complex decommissioning the power plant is not straight forward even replacing it with nuclear (becomes expensive to commission two plants back to back). That said the plant will be eventually replaced.

 

Heating wise Layton City is a temperate climate like Auckland so it can get cold at night. Heating using electricity would tax the power plants that are already at 90% as well as being straight inefficient. So I use a central heating system that covers about 60% of the City (still need to retrofit the historic parts) that draws on geothermal energy – aka natural steam.

Currently 640MW/H of electricity production is saved through the geothermal heating system (load is at 85% capacity) when it gets nippy at night. I prefer using geothermal over oil boilers for both cost and emissions (or lack thereof). Eventually I will get around to retrofitting the historic districts with central heating.

 

Here are some pictures of power and heat production in Layton City

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As for cutting emissions down further? Time to improve the transit system.

 

Planning the Downtown and More Err Driving. Oh and FLOODING # CitiesSkylines

Been a busy few weeks

 

It has busy few weeks in Layton City with a housing shortage (oh where have we heard that before) causing issues as well as the worst case of flooding I have ever seen to the City.

Also a new frontier opened up to exploit the mineral ore on the outskirts of the City to try to jump-start the industrial complexes which are causing goods shortages the retail sectors. Another frontier will be opened up later on try out some large format retail options I recently got.

Housing Shortage = MASS HOUSING BUILD

The commercial sector has been booming across Layton City. So much so the industrial complexes can not keep up (sparking opening up ore processing plants to try to jump-start the goods factories) and housing getting rather acute in supply.

Rather than going fringe with the new housing development (although there has been small editions to the fringe following the Onehunga heavy rail Line) I decided to focus development close to the action that was the City Centre. Thus Downtown was formalised with mass amounts of residential zoning being placed down smack bang in the middle of three major employment centres (City Centre, Uptown, Airport Complex).

This is what sprung up:

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The Downtown development will spread over into the Uptown district which is also a Leisure District (night clubs, bars etc).

 

Going for a drive

One thing I love about Cities Skylines are the mods that allow me to go driving or walking through my City. So here are some more driving pictures (with some context establishing pictures as well):

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Flooding

The storm water system in Layton City is designed to take most storms with the emergency pumps activating periodically when you get the odd spike as you do in real life. The last intense spike at 4.0mm/hour triggered the pumps and caused one of the storm canals to top itself but not go over the emergency flood walls.

Well a spike of ~5.6mm/hour had to dump itself onto the City and did all hell break loose as result. By hell I mean MAJOR flooding on three districts while transit was shut down City-wide.

I’ll let the pictures tell the story:

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I had to turn off the pumps in the canal to get the water back down and stop it over-topping the emergency flood walls as it already was. This meant some localised flooding elsewhere but I managed to get the levels down in the canals so I could slowly bring the pumps back up.

Downtown I will have to look at as the water and turned the motorway into a river.

But this is the only time I have seen all but one emergency pump going WHILE the flood canals could not cope.

As a consequence I have deepened the canal in question in parts forming what is emergency flood storage when heavy rains hit again. I am also looking at more detention basins so there is more storage available before the pumps are needed.

I can certainly say that flood was an interesting experience.

 

The New Frontier

Layton City has been enjoying its successes with a booming commercial and office sector fuelling demand for goods and housing. While the housing side is under control the goods production side has not been keeping up meaning shops are short of goods to sell.

While the rail and shipping network is flat out importing there is a very heavy imbalance in the City’s economy. Zoning is placed down for goods producing factories to be built but they are slow in coming. So I have opened up an ore field on the frontier to jump start the factories. Needless to say it is slowing providing the kick needed although it will take some time for industry to establish.

Below is the new frontier being opened up along with some driving shots:

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And finally some random shots:

 

Next up is laying down the infrastructure to build the new Manukau district with lots of large format retail all linked up by a motorway and a heavy rail line.

 

All here on Cities Skylines.

 

TRAMS in Layton City #CitiesSkylines

Light rail finally surfaces

 

With the continued expansion of the heavy rail network in Layton City the question was asked would light rail have any place in the City?

The answer is yes it does as heavy rail is more for fast regional connections between Centres while light rail tackles more local routes where busses can not cope with the numbers.

So I have started rolling out the light rail system which now consists of seven lines as of yesterday. If you are wondering what the purpose of my subway system is it acts like the surface heavy rail system in moving large amounts of passengers. Although the station stops with the subway are closer and given the only above ground bit is the station it saves land space for development unlike heavy rail.

 

Let’s take a look at some trams shall we:

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Capacity

  • Bus: 40-135 passengers @ 90km/h
  • Trams: 90-300 passengers @ 80km/h
  • Subway: 110-420 passengers @110km/h
  • Heavy Rail: – 210-600 passengers @135km/h (freight trains are at 100km/h)

 

Next post I will look at the heavy rail system again with the starting of the City Centre, Downtown and Airport District developments.

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