Sid Meier's Civilization V

Sid Meier's Civilization V

Nuclear Plants Can Meltdown
35 Comments
Boltte man 12 Jul, 2021 @ 2:13am 
But in real life, realistically speaking and assuming every precautions is taken which they would be since that would be a serious thing, a nuclear powerplant meltdown is basically 0% chance.....so from a realism gameplay perspective for this mod, is moot.
Mousez3er 20 Sep, 2020 @ 12:19am 
Now I can recreate the Chernobyl incident in Civ 5.
TofuSojo  [author] 20 Feb, 2017 @ 3:15pm 
If I recall, it only destroys the plant and adds fallout. It doesn't do all the other terrible things an Atomic Bomb does. Plus you'd have to have enough spare uranium to build all those plants.
Aboltus 20 Feb, 2017 @ 11:24am 
This mod makes a atom bomb dropping on one of your cities every 10 turns if you have 10 cities on standard speed, did I get this correctly? hmm...
Mazzini 19 Mar, 2016 @ 3:30pm 
Thank you, Author!
TofuSojo  [author] 19 Mar, 2016 @ 1:29pm 
@Mazzini It depends on how the particular ultra marathon mod works. If it technically is still just marathon speed but they make that slow the game down even more, then my mod would just think it's Marathon speed. If instead it actually creates a new game speed, as Ultra Marathon Mode appears to do at a glance, I have no idea what it would do; it might very well break the mod.

In any case, you can just open up the lua included in my mod and change "local MeltdownChance = 1 / iGameSpeed" (towards the top, line 20 to be precise) to "local MeltdownChance = <the % you want here>". 0.11 would be the number to put after the = for Ultra Marathon Mode for example.
Mazzini 19 Mar, 2016 @ 11:40am 
It seems nice, if I use a Ultra Marathon Mod thought, is it going to melt down at highter chance rate, can I personalize and set a different chance for other speeds wich are not listed.
ChaffyExpert 15 Mar, 2016 @ 7:50pm 
along with the odd serious comments, you also have political debates over... everything..
ChaffyExpert 15 Mar, 2016 @ 7:49pm 
ya i have not played this mod yet, (well i did just didn't get nuclear plants yet).

looks like nice mod.
TofuSojo  [author] 15 Mar, 2016 @ 4:01pm 
@Traror I realized that after I saw your ICBT comment on my Solar Plant mod :). You'ld be surprised how many serious odd comments people leave.
ChaffyExpert 15 Mar, 2016 @ 3:46pm 
i was joking lol
i thought that was obvious.
TofuSojo  [author] 15 Mar, 2016 @ 3:38pm 
@Traror How so? None of that affects whether or not the plant melts down. It's currently based on a random chance. One which I've been thinking for a while of making less likely or tied to the age of the plant. And even if it did, an enemy could only know you have a plant in that city if they have a spy present, which is unlikely, and the AI wouldn't know to do that.
ChaffyExpert 15 Mar, 2016 @ 10:29am 
this just makes the nuclear plants a target for bombing/atom bombs/nukes/ Inter-Continental Ballistic Nuclear Toasters.
TofuSojo  [author] 3 Jan, 2016 @ 12:04pm 
@Imperator Probably. If I ever update this, I will adjust it and I would like to factor in things like how old a particular plant is, etc. Until then feel free to just tweak the variable yourself.
Ξ NYO 1 Jan, 2016 @ 9:36pm 
That chance is way, way too high. It should be more like 0.33 for quick and less from there.
friend cube #1 19 Nov, 2015 @ 5:53am 
*And that is a very, very good thing because if his melted down reactor doesn't kill you, his nukes will.
friend cube #1 19 Nov, 2015 @ 5:52am 
I appreciate this mod, it gives me a very significant reason to not spam nuclear plants like I do all the time, fun fact: the nuclear plants in France were built so that if they melted down the nuclear wind would drift in the direction of Belgium instead of France.

What I'm trying to say is that this mod gives you yet another reason to avoid Napoleon
Venusaisha 2 Nov, 2015 @ 4:11am 
ya modding not easy. me more old school, did some for space empires 4. did allot creations via spore,sims. but civilization and world builder is more new school harder so i not bother.
TofuSojo  [author] 14 Dec, 2014 @ 3:08pm 
@Thadian You draw attention to something very important about mods: their purpose. All of my mods exist because I wanted to make them for my own games, or just to see if I could make them. I do not make mods because I think someone might like/want them. That is just a bonus for them. I just put them up to share, in case anyone else would enjoy them.

And, peronsally, I avoid building Nuclear Plants too, just as countries (with a few exceptions) avoid building them any more in real life (they are more a relic of the 60s). However, now there is an in-game mechanic giving you a gameplay reason not to build them, as there should be. But you still have the option, if you don't have the Aluminum or a city too close to the poles.
Sol 9 Dec, 2014 @ 10:58pm 
I don't picture anyone "wanting" this feature, in fact, this feature in prior Civs caused me to never EVER build a nuke plant, no matter what.
Pioneer boy-scout 16 Nov, 2014 @ 10:35pm 
@TofuSojo thanks for the reply and tip. That is the point, I have resources to plan and give ideas for this mod, no time to study how to actually create one (I am not a techie at all) :) . I would appreciate if you (or whoever reads these) knows someone who has time and will to take this challenge. Keep up the good work!
TofuSojo  [author] 16 Nov, 2014 @ 4:24pm 
@Pioneer I have too much on my plate at this time, but if you want to start modding you can start with Kael's Modding Guide (google it), look up and study similar mods on here and on sites like CivFanatics.com , etc.
Pioneer boy-scout 16 Nov, 2014 @ 10:54am 
Sounds like a good start. I have planned to do a DISASTER mod, where this would be one of the features. I just have NO IDEA how to make mods. Would you be interested in co-creating such a thing?
Baleur 10 Nov, 2014 @ 1:18am 
Ah yeah thats the one :D
TofuSojo  [author] 9 Nov, 2014 @ 11:40pm 
@Baleur There is Global Warming by Framedarchitecture
Baleur 9 Nov, 2014 @ 11:38pm 
There is a mod adding global warming, dunno what it was called ,it might have been the M.A.D. mod
Punished Exhaust Glizzy 9 Nov, 2014 @ 2:08pm 
I only wish civ v had global warming etc to make a bigger incentive to focus away from coal too.
Gilgamesh Smith 8 Nov, 2014 @ 10:54am 
I think if it's possible you should make it more likely for a reactor to meltdown if it is rushed because alot of plants made in the cold war were for saying they made on, like Chernobyl. They were built quickly and could've been made badly and more likely to meltdown by accident.
jsnider193 7 Nov, 2014 @ 12:46pm 
now if have a meltdown and then in 2-4 bug/critter generations mutants start to show up and attack player that would be even better.

Also if decide to adopt improved tech on nucs do not forget that the effeciency of solar cells has been improving also thus more kw per square. The key to solar is place in orbit and perfect bamed power ... not to many clouds up there.
TofuSojo  [author] 6 Nov, 2014 @ 6:31pm 
@octobutter I'm not sure that is true if you factor in the cost of dealing with the nuclear waste produced by Nuclear Reactors, but in any case, the feedback is welcome and I will probably update this mod and my Solar Plant Fix one after some experiments.
Mawman 6 Nov, 2014 @ 6:23pm 
@TofuSojo You fail to reason the amount of nuclear reactors in the world. Solar cost more per wattage. so yes the maintance should increase. Solar < Nuclear
TofuSojo  [author] 6 Nov, 2014 @ 6:06pm 
@octobutter I was actually thinking that the chance should start much lower and go up as the plant ages, but what you have brought up (improved plant technology as times goes by) would counteract that. So, for now, I'll use that as my reasoning for why the chance doesn't change. Also, by your math (averaged as 1 meltdown every 20 yrs or 5% chance), I should increase the meltdown chance by 500%, since it is currently 1 meltdown every 100 yrs (on Standard speed)...and as far as Solar Plants breaking down, like any building that is what maintenance costs mean. Maybe I should make it higher than Nuclear Plants for balance?
Mawman 6 Nov, 2014 @ 11:22am 
It would be much more interesting if you added further generations of nuclaer power plants that replace the older model ones in a city. With each generation the percent chance should drop alot. Even then this alos could be applied to your solar power plant mod being that solar panels break down and become increasingly inefficent over time.


Also like the agenda of the mod. 3 serious Nuclear issues in 60 years 2 being human error and 1 a natural disaster makes .33%-1.5% suuuure. If any realism would be needed, it is that nuclear should be beefed up while solar should be pennies comparitively.
TofuSojo  [author] 1 Nov, 2014 @ 7:24pm 
@jsnider193 The meltdown could be caused by any number of things, sabotage, terrorism, human error, bad design, natural disaster, etc. The point is for there to be a realistic downside to building Nuclear Plants (trying to simulate in Civ the nuclear waste produced is out of the question) and thus an incentive to build my more expensive Solar Plants (see my Solar Plant Fix mod).
jsnider193 1 Nov, 2014 @ 7:16pm 
hmm .. while I agree for the 1st series of reactors that melt down needs to be a possibility then you need to have another reactor where the melt down goes away. Looking at 3rd gen and later reactors (pebble etal) this becomes a non issue unless someone is sabotageing the reactor and even then it is hard with latter designs for this to happen. So if gonna do this need a further step as suggested where MD is negated ... just a suggestion.