Sid Meier's Civilization VI

Sid Meier's Civilization VI

Zee's Decommission Power Plant
16 comentarios
_Zee  [autor] 15 ENE 2022 a las 6:12 p. m. 
A neat idea, but a bit beyond the scope of this mod. This is just meant to give you more control over which resource your electricity is coming from. It's also worth noting that removing a power plant doesn't necessarily mean there is now a power deficit, so penalties wouldn't always be appropriate.
Comrade Noot 15 ENE 2022 a las 2:27 p. m. 
I suggest adding a component where there is a massive penalty to amenities and/or partisans spawn when doing this. Because lets get real, if our leaders were like "hey guys, climates getting bad so no more electricity for you!" there would be open civil war. Getting rid of electricity altogether, as opposed to swapping for a cleaner alternative, should be treated as a extreme measure with extreme consequences.
H.Humpel 18 DIC 2021 a las 4:38 p. m. 
Hi _Zee,
your mod has been translated by Junky into German and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
_Zee  [autor] 6 NOV 2019 a las 7:29 p. m. 
Version Update Posted - No Changes Made.
Sidewinder Fang 26 SEP 2019 a las 5:01 p. m. 
Thanks for this mod, with this and the more reliable reactors mod I might finally get some decent use out of nuclear power stations, since I can actually build stuff without constantly repairing them and then demolish them if they become obsolete.
Moyocoya 5 ABR 2019 a las 7:51 p. m. 
Thank you for this information ! And mod kept, then :-)
_Zee  [autor] 5 ABR 2019 a las 11:29 a. m. 
The Antarctica update added the decommission project only during Climate Emergency events.
If you wish to continue possessing the ability to decommission power plants on your own time, then you'll want to keep using this mod.
BKGamesPI 4 ABR 2019 a las 12:09 p. m. 
Is this mod still viable or was this added in Apr patch?
_Zee  [autor] 3 MAR 2019 a las 2:55 p. m. 
From a realism standpoint, I agree with you.
But making it shorter would be bad for gameplay. Shorter Project time AND longer cooldown between disasters would basically equate to removing the feature all together, which isn't my goal.
JoeBoxr 3 MAR 2019 a las 2:36 p. m. 
I would like to see the cost to refurbishing the reactor reduced, or at least scaled with age. Less often is fine and dandy, but fixing a reactor should only take 10 years max.
_Zee  [autor] 23 FEB 2019 a las 8:13 p. m. 
Another update, this one should allow the mod to be introduced to any save even if that save was started without this mod.
_Zee  [autor] 22 FEB 2019 a las 9:22 p. m. 
Just posted an update that creates a separate Decommission project for the Nuclear Reactor. It takes longer to complete, you can read the tooltip in the latest picture above.
_Zee  [autor] 22 FEB 2019 a las 6:27 p. m. 
@baronjutter
I can take a look at it. I keep restarting my playthroughs to test all my mods before I release them, so I actually haven't encountered how frequent the nuke plant rebuilds have to happen yet. Once I get there I'll take a look at modding possibilities.
baronjutter 21 FEB 2019 a las 10:34 p. m. 
Any chance for a mod the reduces or eliminates the need/risk around constantly re-building our nuke plants to avoid meltdown?
townkrier 20 FEB 2019 a las 11:49 a. m. 
Don't know how this isn't in the base game. thanks!
Glemt 19 FEB 2019 a las 7:23 a. m. 
Absolutely perfect. I was thinking it's too dumb you can go all green at a certain moment, but can't get rid of already built power plants.