Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Shut down Power Plants
 
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
0.006 MB
Feb 18 @ 8:50pm
Mar 19 @ 3:40pm
3 Change Notes ( view )
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Shut down Power Plants

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In 1 collection by JNR
JNR's Rebalanced Climate Change Collection
12 items
Description
This mod enables the shutdown and decomissioning of power plants in order to reduce your carbon emissions. You can decommission them with a city project which becomes available with the Environmentalism Civic.

If you do not want to destroy your power plants but still go green with them, I recommend my Renewable Energy Complexity mod which offers a completely carbon-neutral option for power plants which distributes power from renewable energy sources all across the empire. The mods are compatible, although you do not need this mod anymore if you use Renewable Energy Complexity.

This mod is a standalone component of the "Rebalanced Climate Change" mod collection and requires Gathering Storm.
Rebalanced Climate Change - Tweaks for Gathering Storm
Rebalanced Climate Change is an overhaul mod which tweaks various aspects of the climate system introduced with the Gathering Storm expansion. Climate change is no longer something that happens quickly and goes by without notable damages. Instead, it will take more CO2 emissions until the effects appear. But when they hit, they hit hard. More coastland will flood. Storms will become more frequent and violent. And you really start to wish those Flood Barriers weren't so expensive with all that flooding around and you desperately scramble to get rid of your power plants. Rebalanced Climate Change got you covered in those cases as well.

Rebalanced Climate Change - Complete Edition includes all components in one package.

However, for those who wish to prefer some customization or want to opt out of certain features because they are already using another mod for it, the components are available individually as well (underlined components are included in the Complete Edition):
Recommended addition (not included in the Complete Edition): Renewable Energy Complexity
This mod provides additional features to renewable energy, including the ability to transfer renewable energy between cities.
Compatibility
Warning: These mods do stack with each other. Example: "100% Slower Climate Change" (twice as slow) and "200% Slower Climate Change" (three times as low) together will together make climate change appear six times slower. This effect happens with mods from other authors as well, so use with caution. Especially mods making the game slower in general (e.g. "8 Ages of Pace") already slow down climate change. In these cases I recommend not tweaking the number further with mods from this collection unless you have experienced some matches with the mod and want to slow it down even further. Rule of thumb: Don't use two mods which do the same thing.

Aside from that, there are no compatibility issues on a technical level. However, some mods may be redudant with this mod and either one might get overwritten.
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33 Comments
zon Apr 1 @ 11:58pm 
awesome, thx @JNR
JNR  [author] Mar 29 @ 9:09am 
@Plerion I know, basically half the features of my Rebalanced Climate Change mod will be added lol. Unclear right now if decomissioning will be available to all power plants, and whether it will just be possible with the climate accords competition running or always. Once all that is known, I'll decide iwhether I remove the mod.
Plerion Mar 29 @ 8:11am 
Decomissioning power plants will be integrated to vanilla game :)
zon Feb 26 @ 7:08am 
thx for the update :)
JNR  [author] Feb 24 @ 8:08am 
@Moyocoya again: there is no advantage for the human player. Decommissioning your power plants does not give you an advantage over other civs. In fact, it makes you off *worse*. You're sacrificing yourself for the common good so to speak.
Plerion Feb 24 @ 7:56am 
Yeah I think so too. I'm just saying that is hard to assess what is fair against AI when the AI cheats anyway. Difficulty levels take care of balancing by cheating, and that's OK.
Moyocoya Feb 24 @ 7:47am 
@Plerion : on my point of view, the IA is weak enough... I try to avoid mods that give an advantage to the human player, though this one is a very good idea.
Plerion Feb 24 @ 6:38am 
@Moyocoya - Of course not, the AI was programmed before this mod existed. It will not affect your gameplay regardless, and remember that the AI already cheats in multiples ways anyway.
Moyocoya Feb 24 @ 6:36am 
Sorry !
JNR  [author] Feb 24 @ 6:29am 
@Moyocoya refer to my previous answers, this has already been asked repeatedly.