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
0.005 MB
Feb 19 @ 3:14am
Apr 2 @ 12:01pm
5 Change Notes ( view )
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Zee's Decommission Power Plant

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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


Modding for a living would be a dream come true.
If you're feeling generous, you can donate here.
[patreon.com]
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11 Comments
Moyocoya Apr 5 @ 7:51pm 
Thank you for this information ! And mod kept, then :-)
_Zee  [author] Apr 5 @ 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.
astudslyfe Apr 4 @ 12:09pm 
Is this mod still viable or was this added in Apr patch?
_Zee  [author] Mar 3 @ 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 @ 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.
_Zee  [author] Feb 23 @ 8:13pm 
Another update, this one should allow the mod to be introduced to any save even if that save was started without this mod.
_Zee  [author] Feb 22 @ 9:22pm 
Just posted an update that creates a separate Decommission project for the Nuclear Reactor. It takes longer to complete, you can read the tooltip in the latest picture above.
_Zee  [author] Feb 22 @ 6:27pm 
@baronjutter
I can take a look at it. I keep restarting my playthroughs to test all my mods before I release them, so I actually haven't encountered how frequent the nuke plant rebuilds have to happen yet. Once I get there I'll take a look at modding possibilities.
baronjutter Feb 21 @ 10:34pm 
Any chance for a mod the reduces or eliminates the need/risk around constantly re-building our nuke plants to avoid meltdown?
townkrier Feb 20 @ 11:49am 
Don't know how this isn't in the base game. thanks!