EcoE
Eco
Jan 10

Selling power/electricity

I think it would be a good addition to a feature where you would be able to sell electricity/power. So players would be able to build a power station of sorts, which could tie in nicely with the settlements.
PlannedPlanned

merged·Jun 24, 2026
Jun 24, 2026
from

This is planned to be part of the ability to buy and sell electricity through "channels", which is an already existing suggestion. I'm hence merging this suggestion with that existing suggestion.

May 13, 2026

Make meters for each deed that can sell or buy electricity to the network. You can have multiple providers in one network and have the meters select what provider they want with different prices. Just like in real life. If the meter is not connected to the network then it has no power. Electricity producers can either sell to a provider or set up their own provoder and sell directly to consumers.

Aug 22, 2024

This is even more important now that things like windmills affect housing score, making people less likely to place them.

May 5, 2024

it could be done simply from my point of view, as it is in reality. Each power plant or take-off point would have a "facility" (meter/substation) that would connect to the global grid (the existing grid created by power poles). All sources and consumers of electrical energy would be connected to the device. If the device will be connected to the global network (it doesn't have to be, if I don't want to distribute or take energy), then the selling price per KWh and the maximum purchase price per KWh will be set. the network would always supply from the cheapest supplier, unless it is through a contract. If the device has its own source of electrical energy, it would primarily consume its own energy. Distribution or consumption could be done through contracts where a fixed price per kWh or reserved power for a certain period of time with an hourly rate would be defined. The customer would then take the supply from a specific supplier. Alternatively, the whole thing could be virtualized and simplified more. The device could be similar to a bank or registration of people in cities. Then the appliances/generators would be connected to the global network and a registered customer/supplier would be set up in them. If I produce and consume electricity, I first consume my energy and then buy the rest or sell the surplus. Sorry for the English, it's made through a translator.

Apr 10, 2024

People already share their power when they install it, so neighbours can use it too. Both mechanical and electric. If it's made sellable, it's bad for cooperating gameplay.

May 3, 2025

Just because you have the option to sell doesn't mean you have to.

Jan 10, 2026

Yvonne Borst i would disspute that. coal costs me. i have no problem to share generator-ussage and material of the costs of the materials are accounted for. currently we share 'cheaper' materials (water wheel) and repair on demand. But for more costely energy its important since i can't control the grid at all. Everyone is connected if your city doesn't keep distance to another cities grid and their lights might use up my generators coal when i just want to supply my friends fridge...

Feb 29, 2024

It would be great to add electrical wiring system, which allows to make hidden wiring inside the walls. So you could power individual devices and lamps in your house. It will increase complexity of building and add engineering aspect to it. Possible implementation: You can apply wire item on the building block (any building material, but not natural blocks like rock or dirt). While applying the wire, you determine what two sides of the block you want to connect with the wire. It can be opposite sides as well as adjacent sides. This system allows to add switches, which cut off power line. Splitters are easy to implement as wire with 3 connected sides instead of two. So many opportunities. Even basic logic systems with AND and OR devices to make lights blinking.

Jan 17, 2024

This would need to also come as part as a bigger rework as to how power grids work and operate I would imagine, in a way so that you can separate grids somehow which will probably be the biggest change functional wise.

Jan 14, 2024

This should also remove the auto connection of any machines to the grid. Something that could work really well: - Have a junction box item added to electronics allowing to connect a plot to an electric grid. Junction boxes have a maximum throughput, meaning if too many machines are connected to it (present on the plot) they won't work and an additional junction box is required to upgrade the amount of power the plot can use. - Have an industrial junction box item added to connect a power producing item to a grid. This box is also used to create a new Power Grid. - Electric poles works in a similar way as boats with mooring poles. You can check what Power Grids are in range and connect the power pole to it, this means that you could have 5 poles running along the same street being 5 different power grids. Power grids can use the rent option like on work tables, you can pay a fix price per hour and/or price per W/kW consumed. This would allow to simulate the cost for network maintenance and expansion (fixed cost) + operating costs. This would bring a lot of realism to a power grid, add possible blackouts if people overload the network as well as give freedom to users to either self produce and setup their local grid themselves or join up a much larger grid and pay whatever the owner decides is fair.

Jan 11, 2024

this is great!

Jan 11, 2024

This feature is planned and would come with authorization for power.

Jun 9, 2026

Can this game create physical cables? This would be great if implemented with the feature we're discussing.

Jan 10, 2024

This would be an amazing feature. It would give players a reason to build more power generation. Add on buying power too so that there aren't some players that are connecting 100 oil rigs to the global grid making everyone struggle while they don't contribute to the PG&D