Sid Meier's Civilization VI

Sid Meier's Civilization VI

JNR's Climate Balance
16 Comments
Eudoxia 30 Nov, 2022 @ 7:58am 
A couple ideas:

1. Greenhouse Farming - Tile Improvement upgrading normal Farms. Increased Food Production, less CO2, but uses electricity.

2. Vertical Farming - A buildable in cities. Cleaner than greenhouse farming, but requires more electricity & needs to be built near a fresh water source.

3. Nuclear Powered Cargo Ships - Policy option for your new environmental policies mod as a counter to the vessel speed reduction policy.

4. Your Clean Nuclear Power Mod - Current nuclear emissions are actually about half the 2014 report according to the UNECE. You can get them down as low as 3g CO2 Eq per kWh in a fully decarbonized grid.

5. Nuclear Renaissance - Policy option for your environmental policies mod as a counter to the Energiewende policy. (Energiewende was actually explicitly a nuclear phaseout started in 2002, not a renewables build program. So I might suggest giving that one a penalty to nuclear energy somehow? Make it more expensive at least.)
546649756 8 Nov, 2021 @ 4:36am 
Carbon recapture cause bug, the sea level rises immediately after recapture completed for the first time.Any idea about why?
Chevelle03 5 Aug, 2021 @ 7:42am 
Hi JNR. Love your mods. For some reason the battery substation is no longer available. Interestingly, however, I am still producing renewable battery charges and well before I unlock the tech for them. It's as if the game starts with an invisible battery substation in every city. Perhaps this is just a mod conflict, or perhaps something needs to be fixed? Thanks.
HippityDippity 18 Feb, 2021 @ 3:14pm 
Hey JNR, playing a GS, Got Lakes, gigantic map, on marathon and just crossed into Modern Era and noticed that the Exodus Imperative, Global Warming Mitigation, and Smart Power Doctrine policy cards are available for me to train. i have your full climate collection and further looking in my game shows that an AI civ has actually already trained Smart Power for the policy card. No big deal really and won't stop me from playing. Highly possible it is a conflict with the plethora of mods installed. I'll try and investigate and see where the issue/conflict is. Thank you!!!!
J 13 Sep, 2020 @ 12:53pm 
Thanks for this great mod! However, it seems that it is impossible now to counter the deforestation. I plantes 100s auf triees but it still shows 100% deforestation. Or is this the same macanics without the mod?
ReaperSalvation 25 Jan, 2020 @ 7:45pm 
Tried that same issue. Get the message "there was an error Starting the game. We recommend disabling any mods and trying again. Error- one or more mods failed to load content." i have removed and re-added the mods. I am going to try 1 set of packaged mods at a time and see where it fails.
JNR  [author] 25 Jan, 2020 @ 12:01pm 
mmh, I know there are problems with the flooding on primordial, since Terra was added around the same time it might have similar issues? Try to start a normal continents game an see if the problem persists. Otherwise, what exactly is the error?
ReaperSalvation 25 Jan, 2020 @ 9:33am 
Terra standard 9 civs, random everything, 12 city, 3 disaster intensity.
JNR  [author] 25 Jan, 2020 @ 7:15am 
what map type are you playing?
ReaperSalvation 25 Jan, 2020 @ 7:10am 
I am can't lunch a new game because it says mods are not compatible. The only mods i have running are these. I am playing GS DLC with the the mods from Nomine, warfare, urban, Re-cived and climate mods from you. Anything I should know or do differently?
jcdpub / skf193 5 Dec, 2019 @ 8:33am 
I tried some of this mods, but I had problems with the industrial zone, I couldn't be able to change the power plant or th eold one wasn't replaced, it would be good to fix these problems if possible.
JNR  [author] 16 Oct, 2019 @ 2:03pm 
@Sweetie Belle: not directly, but there are life cycle emissions. They exist for renewables as well, I might offer that as a mod in the future.
Miles "Tails" Prower 16 Oct, 2019 @ 7:39am 
Nuclear Power Plants do not generate any CO2 in real life.
tom___zz 10 Aug, 2019 @ 12:55pm 
Thanks for making these mods! I think the devs missed an opportunity to really develop the late game by making dealing with climate change the kind of immense (and multi nation spanning) challenge that is it going to be in real life. Do you have any future plans for similar climate focused mods?
JNR  [author] 20 Mar, 2019 @ 1:54pm 
@Æïøñ: well if you use the 3x mod, the 15 turns extend to 45, so that should work.
Æïøñ 20 Mar, 2019 @ 1:40pm 
Thanks! Will try it 3x slower global warming. I'm playing a large map with all civilization on Earth Remixed. Japan is pretty much gone before there are any computers hahaha. Talking turn 350/750.

Any other advice to increase the sea-level increase periode to like 50 turns instead of 15 once it begins? Can barely manage a tech gain in that time, let alone get computers and spam flood gates.