Games like SimCity often only supports ultradense Manhattan style cities and centralized solar plants through distribution networks. That combination doesn't work with solar technology. It should be like "Set up offgrid solar incentives program($1.5B)" buttons that reduces power draw proportionate to numbers of standalone houses that resets when disaster hits the parts of the map it was used on.
[–] hibikir 3 days ago
[–] kortilla 3 days ago
[–] jmyeet 3 days ago
Plus below a certain cost threshold, the risk of damage still means the overall cost is lower.
[–] hackernud3s 3 days ago
[–] bergie 3 days ago
[–] numpad0 3 days ago
The situation is slightly different for rooftop solar installations, which are equally prone to flying debris as concentrated farms but somewhat less likely to be affected by disasters that the house it is on can withstand. But that would be for off-grid purposes and not for the grid, and my original comment that solar generation only works for on-prem off-grid applies.
[–] bergie 3 days ago
Plan it and it won't be a huge deal.
That said, I'm sure there are spots on this planet where solar isn't the best renewable option. Maybe small-scale wind power would be better where you are? On our boat we have both (and hydro for when we're sailing). Sadly these mechanical generators haven't yet received similar scale effects to their price as solar has.
Solar seems to be working just fine in Spain, a place where almost nobody lives in a stand alone house, or even a row house. You still put solar in the building, but then you have industrial solar in places wi5 little agricultural value, and wind turbines installed on top of hills. All of this could work just fine in any sim city I remember, as you are just dedicating space to power, which is fine.