Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Mo' Power
   
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Type: Mod
Mod: Gameplay
File Size
Posted
8.599 KB
24 Feb, 2019 @ 4:56pm
1 Change Note ( view )
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Mo' Power

In 1 collection by otto
The Mo' Stuff Collection
6 items
Description
Welcome to Mo' Power! This mod is made by creator of the popular "Mo' Food" mod for Civlization VI! Hate how little the renewable energy improvements barely generate any power, or when power plants use up all your resources? This mod increases the amount of power output by power plants and improvements, as well as other yield changes..

Updates:
- 2/24/19 (Official v1.0.0) Release!


Info!

This mod increases the amount of power output by power plants and improvements, as well as other yield changes.

Changes
Coal Power Plant:
- Coal now provides +6 power
- Added +3 production per turn for each coal power plant

Oil Power Plant:
- Oil now provides +6 power
- Production yield changed to +4 production

Nuclear Power Plant:
- Uranium now provides +20 power
- Science yield changed to +5 science

Offshore Wind Farm:
- Now can be built on oceans, as well as coasts and lakes.
- Power yield changed to +3

Wind Farm:
- Power yield changed to +3
- Changed production yield to +2

Solar Farm:
- Power yield changed to +4
- Changed production yield to +2

Geothermal Plant:
- Power yield changed to +5
- Changed science yield to +2
- Changed production yield to +3

Ingame descriptions have been changed as well!
8 Comments
Valtermeier 4 Nov, 2020 @ 3:43pm 
Since I've only deleted any lines of code and didn't add anything, I thought it would be dishonest to post this as a separate mod myself, if you want the lines of code send me a friend request so I can DM you those
Valtermeier 4 Nov, 2020 @ 3:37pm 
What I suggest is that you could post a non-renewables only version of this mod, it would synergise well with JNR's urban complexity, oh, and I ran some tests with coal, apparently it does not increase the CO2 footprint per coal resource, it more or less acts like Magnus's industrialist ability
Valtermeier 4 Nov, 2020 @ 3:35pm 
Dude, I usually run JNR's renewable energy complexity and urban complexity, which means that the non-renewable power plants' electricity is not as atractive as it used to be, so, to compensate I've basically deleted all lines of code relating to the renewable improvements as to avoid conflicts or ballance issues with JNR's RNC while still making power plants, especially nuclear, viable in the endgame
John_Arktor 22 Apr, 2020 @ 4:10am 
Hi. Thx for the mod. Does it apply to an existing save?
Nizou 20 Aug, 2019 @ 2:50am 
If i use for example "Rebalanced Climate Change" mod from JNR, will this mod be balanced or not (overpowered) ?
otto  [author] 27 Feb, 2019 @ 6:53am 
JNR no I did not. Its something that I was going to do but in the end I didnt want to interfere with other mods that change the CO2 emission rate.
JNR 26 Feb, 2019 @ 5:05pm 
did you adjust the CO2 emissions of resources as well to compensate for their increased power supply? Otherwise units will burn the planet even faster.
zon 26 Feb, 2019 @ 7:14am 
thx for the update :)