Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Zee's Decommission Power Plant
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
4.691 KB
Feb 19, 2019 @ 3:14am
Nov 6, 2019 @ 7:25pm
6 Change Notes ( view )
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Zee's Decommission Power Plant

In 1 collection by _Zee
Zee's Civ 6 Experience
21 items
Description
This mod adds a project to all cities (containing any kind of power plant) that allows you to decommission and demolish the power plant, thus allowing you to strategize your use of power and resources.

Vanilla now allows us to decommission plants, but only during the random climate emergencies. This mod will enable you to decommission whenever you see fit.


Overview
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The project to demolish the coal and oil plants is very cheap, allowing you to quickly get rid of them.
The project to demolish the nuclear reactor on the other hand, is expensive and takes time and effort.
Each project becomes available as soon as their respective power plants do.


Compatibility
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Can be added and removed freely from any running save without issue.
Requires Gathering Storm.
Should be compatible with everything, let me know if you have issues.

You might also enjoy my other mods:
Zee's Properly Timed Eras
Zee's Strategic Resource Overhaul
Zee's Distance Is A Good Thing
Zee's Fewer Trade Offers
Zee's Normalized Climate Change
Zee's Slower Grievance Decay
Zee's Third Party Grievances Reduced
Zee's More Reliable Reactors


If you're feeling generous, you can donate here.
[patreon.com]
16 Comments
_Zee  [author] Jan 15, 2022 @ 6:12pm 
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 Jan 15, 2022 @ 2:27pm 
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 Dec 18, 2021 @ 4:38pm 
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  [author] Nov 6, 2019 @ 7:29pm 
Version Update Posted - No Changes Made.
Sidewinder Fang Sep 26, 2019 @ 5:01pm 
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 Apr 5, 2019 @ 7:51pm 
Thank you for this information ! And mod kept, then :-)
_Zee  [author] Apr 5, 2019 @ 11:29am 
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 Apr 4, 2019 @ 12:09pm 
Is this mod still viable or was this added in Apr patch?
_Zee  [author] Mar 3, 2019 @ 2:55pm 
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 Mar 3, 2019 @ 2:36pm 
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.