Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Nuclear Prerequisites
   
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Type: Mod
File Size
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1.903 KB
26 Apr, 2024 @ 8:09am
1 Change Note ( view )

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Nuclear Prerequisites

Description
Inspired by EpsTweak for Nukes: Plaza

Campus District with a Research Lab is required in the city for:
  • Manhattan Project
  • Operation Ivy
Industrial Zone District with a Power Plant is required in the city for:
  • Build Nuclear Device
  • Build Thermonuclear Device

In Gathering Storm, the Power Plant requirement is updated to Nuclear Power Plant.

The Project(s) may be hidden in cities that do not have the required districts. If the respective district is present, then the project should be shown, along with a reason if unable to be started (Missing building, Pillage, Contamination, etc.).


When playing Gathering Storm:
Both Nuclear Power Plants and producing a WMD require the same resource, potentially reducing the rate of multiple WMD production.
Nuclear accidents or Spy sabotage introduce a risk in producing a WMD. The district or building being pillaged or contaminated will halt the production of a WMD, potentially encouraging the balance between recommission projects and producing WMD, as well as counter Spy operations.
Since Spies should be available before WMD and Mobile SAM, this allows for a proactive measure against aggressors that are ahead in technologies, while still allowing the aggressor some counter play with their own Spies. This should be more engaging than racing to nuke each other or spamming Mobile SAM.
6 Comments
ECHO  [author] 11 Nov, 2024 @ 4:07pm 
@Ryan
I have not tested this with any of the mods from 6t, and I'm unfamiliar with what 6t does.
Internally, this mod updates Projects database. So if 6t deletes the vanilla nuclear projects within Projects, this mod should do nothing.
Ryan 10 Nov, 2024 @ 8:28pm 
compatible with 6t?
ECHO  [author] 10 Jul, 2024 @ 6:39pm 
@Obb
It's a very simple mod that just adds the prerequisites without touching the AI behaviour.

The prerequisites should affect the AI, but from my experience on the lower difficulties they rarely use nukes even without this mod. This just slightly encourages human players to be more tact rather than "haha everything go boom".
Obb 10 Jul, 2024 @ 2:30am 
Yes indeed it’s working just fine with the two prod. panel mods I tried !

Well, made some games since :
It really makes the nuclear race more interesting, less dull and straightforward.
That makes more sens both from the logic and the gameplay side, I really like it !


I’m wondering, what does it change for the AI ? They have the same restrictions, right ? Does it make it harder for them or do they manage it just the same ?

I’d say so, at least I haven’t seen a difference, also tried with and without AI mods, but I admit I have a hard time watching the AI to see how they handle different mods ! ^^
ECHO  [author] 31 May, 2024 @ 10:56pm 
@Obb
It should work with UI mods. Tested with CQUI-Lite.
Obb 30 May, 2024 @ 1:56pm 
Interesting !
Compatible with UI mods that modify the production panel ?