Everything you can build, and everything already in the valley, turning on its own stage. The costs and numbers are the game's own.
Dispatchable 120 MW. Burns gas at $50/MWh.
Up to 15 MW in full sun. Daytime only; output depends on local sunshine.
Up to 4 MW. Windier on high ground. Can be built on rock.
Steady 600 MW, always on. Very expensive.
Spans the river: a steady 150 MW, day and night. Half output in droughts, and pumps within 12 tiles pump 25% less.
Taps the heat under rocky high ground: 60 MW, always on, no fuel. Must be built on rock.
Stores 40 MWh, delivers 20 MW. Charges from surplus power.
Backup 8 MW. Only runs when the network is short. $300/MWh.
Pumps 120 kL/h from an adjacent river or lake. Needs 0.5 MW.
Stores 2,000 kL. Fills from spare pump capacity and tops up the pipes (up to 120 kL/h) when the pumps fall short, as in a drought.
Removes 25 MW of heat. Needs 30 kL/h water and 1 MW.
Removes 12 MW of heat with no water, but needs 3 MW.
Pipe into a datacenter's water loop near a village: sells up to 15 MW of waste heat as district heating.
Adds 400 Gbps to its fiber network. Does not replace the link to the Internet Exchange. Needs 0.5 MW.
Adds 300 Gbps (half in storms) and its own internet link: no fiber to the Internet Exchange needed. Needs 3 MW.
8,192 GPUs. Needs power, cooling (via pipes) and fiber.
32,768 GPUs. Needs ~40 MW, matching cooling and fiber.
16,384 GPUs on a fast interconnect, for training only: your models train twice as fast here. Needs power and cooling, but no fiber. Can't serve customers.
Your company's headquarters. Runs research projects that improve the whole company. One per company. Needs 2 MW and a road.
Imports up to 80 MW from the regional grid at $120/MWh. Subject to outages.
Backbone connection. Datacenters need a fiber path here. 200 Gbps.
A rival hyperscaler's datacenter campus, competing for your customers.
Where the valley lives. Homes fill up when there are jobs nearby and the air is clean; each has its own garden.
Busy homes become town blocks, and the busiest the wide ones.
Hit a village's population goal and shops open downtown, with awnings and lit signs.
A big village grows offices and towers at its centre.
A village street: lamps, bus shelters, a pocket park, and people out walking.
Each tile grows its own stand of pines, spruces, broadleaf trees and birches. They turn in autumn and stand bare in winter. Trees soak up smog and noise.
Roads carry your staff. Cars keep their lane, hold a gap and give way at junctions.
Villagers, site staff in hi-vis, a police officer, and a protest march with placards, a banner, a megaphone and a drum.