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My personal opinion is that the whole nuclear industry is not very useful gamewise, but it works well attracting fans of radioactivity :-)
Here is a link of a LP.
This guy has approx. 90 K population, lot´s of industries, and several power plants.
If you look at min. 2:05 he shows a nuclear power plant which runs on it´s edge of capacity.
It´s in German though, but the pictures speak for itself.
https://www.youtube.com/watch?v=frkfIUgIRIQ&t=1059s
https://steamcommunity.com/sharedfiles/filedetails/?id=2344394956
over. Kill ?
https://steamcommunity.com/sharedfiles/filedetails/?id=2350138637
oooo ? ver ? k? ill ?
https://steamcommunity.com/sharedfiles/filedetails/?id=1994286074
no such thing. :D
i have over 81.000 People with 46.000 Workers and the Industrie where this work. I need round 150.000 MW every moment. So no is not Piontless. ^^
but rbmk 1k (therewere 2.5k versions too ) generates close to 1000MW
here is a simulator run of rbmk 1k
https://www.youtube.com/watch?v=pZQsNpzWfu4
This game has infinite richness, because there are so many possible development strategies.
If you want, you can build a nuclear power plant, but absolutely nothing forces you to do so.
In my current part, I test wind farms (1000MW), a mod of the Workshop, and that is more than enough, with some coal plants.
In a previous part I built a nuclear power station.
Everyone has this endless chance to do exactly what they want. And this richness of this game is unique.
If you, like me, use a large volume of electric trains, nuclear plants are ideal for centralised facilities supporting a large network.
If you, also like me, have limited coal availability and/or you cannot efficiently transport surplus product, the dedicated infrastructure of nuclear enrichment can free up your coal networks.
I'm sitting in the dystopian future of 2050 so I'm not exactly the best reference for a 1970's republic. If/when you expand to cover more of the map, the limited output of coal plants becomes much more apparent.