Sid Meier's Civilization V

Sid Meier's Civilization V

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Nuclear Plants Can Meltdown
   
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Tags: Buildings
File Size
Posted
Updated
2.275 KB
Oct 31, 2014 @ 2:31pm
Nov 1, 2014 @ 3:27pm
2 Change Notes ( view )

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Nuclear Plants Can Meltdown

In 1 collection by TofuSojo
Immersion and Balance Mods
19 items
Description
Every turn every Nuclear Plant has a chance that it will have a meltdown, just like in Civ 4. This also makes Solar Plants more desireable. I recommend my Solar Plant Fix mod (http://steamcommunity.com/sharedfiles/filedetails/?id=329991093) or it's alternate mod, Renewable Energy (http://steamcommunity.com/sharedfiles/filedetails/?id=338218392), so Solar Plants are a viable alternative to Nuclear Plants.

The chance changes based on game speed:
Marathon: 0.33%
Epic: 0.66%
Standard: 1.00%
Quick: 1.50%


--Compatibility--
-Does not require any exp.
-Doesn't affect saved games!
-Works correctly with the mod SuperQuick, increasing meltdown chance to 3.00%

--Direct Download--
For direct download if Steam is acting up or you are a Mac user:
https://dl.dropboxusercontent.com/u/3597242/Nuclear%20Plants%20Can%20Meltdown.zip
Just open the zip file and copy/paste or move the folder inside to your Civ 5 Mods folder alongside your other mods and it should appear in your mod list in game.
35 Comments
SG Jul 12, 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.
Mousezer Sep 20, 2020 @ 12:19am 
Now I can recreate the Chernobyl incident in Civ 5.
TofuSojo  [author] Feb 20, 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.
Serring Feb 20, 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 Mar 19, 2016 @ 3:30pm 
Thank you, Author!
TofuSojo  [author] Mar 19, 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 Mar 19, 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 Mar 15, 2016 @ 7:50pm 
along with the odd serious comments, you also have political debates over... everything..
ChaffyExpert Mar 15, 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] Mar 15, 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.