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Why are smart batteries in sound amplifiers?


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I really wish the smart battery was along side the automation wires and automation overlay.  That's the first and main reason I get either of those things and it will be some time before I use automation for anything other than smart batteries and generators... same with refined metals in fact.  Once the basic survival needs are met, typically my next goal is smart generators.

Because knowing how to control power was not needed by dupes, until a 2000W rig played "We will rock you" in their ears at default volume (11). They realized too late that they had no way to turn it off.

After recovering from popped eardrums, blown up generators and fried cables, they came to the conclusion that inventing the round knob (limited to 10) and finding a way to properly power up and shut down the thunderous machine were the logical next step. Hence, the power control station and smart battery were born.

That thing is still lacking an on/off switch.

Additionally Smart Battery is badly located in the research tree as you'd need to unlock 8 technologies(03 tier 1, 03 tier 2 and 02 tier 03) just to make a functional use of the Smart Battery.

>Power Generation (jumbo batteries) > Internal Combustion(Coal generator) >Sound Amplifiers(Smart Battery)

>Employment>Advance Research(Blue Science)>Brute Force(Rock Crusher)

>Interior Decor>Smart Home(Automation wire)

I know Smart Batteries are in a weird spot being both an  Automation and Power related but I think Smart Batteries should be unlocked by Smart Home (Tier 02 basic research).

 

PS:  

Cheers!!!! 

 

2 minutes ago, dereq said:

no one uses the jukebox anyway

You can have up to five dupes dancing at once for a +2 morale boost, and it costs 960 watts.  Compared to the arcade game, the jukebot is a clear winner.  Plus, I mean...who doesn't enjoy watching their dupes boogie down?

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