Sid Meier's Civilization VI

Sid Meier's Civilization VI

Decommission Power Plants
40 Comments
ØG Oct 5 @ 2:11am 
Loading a save game after installing this mod, i don't see any projects to decommission any power plants, perhaps this mod only works with new saves...
slinx Sep 13 @ 9:33pm 
It's been a few years, does anyone know if it still works?
H.Humpel Jan 13, 2022 @ 12:58pm 
Hi JNR,
your mod has been translated into German by Junky 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.
JNR  [author] Jul 15, 2021 @ 4:06pm 
Steam likes to unsubscribe me from discussion threads of my own mods, so please only comment on the "Climate Balance" collection page for these from now on. Thanks. I won't see what you write here anymore.
JNR  [author] Jun 11, 2021 @ 1:01am 
I don't see the issue. All lists show what is included where. If you have the Complete Pack, you won't need this one. This is just for when you want to customize components more.
JNR  [author] Sep 20, 2019 @ 12:55pm 
updated with a bigger overhaul to integrate the project better and rebalanced its inclusion in the Climate Accords competition.
pauloel7 Sep 15, 2019 @ 2:45am 
September update compatible? Can you now decomission power plants without this mod, as per Plerion comment below?
zon Apr 1, 2019 @ 11:58pm 
awesome, thx @JNR
JNR  [author] Mar 29, 2019 @ 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, 2019 @ 8:11am 
Decomissioning power plants will be integrated to vanilla game :)
zon Feb 26, 2019 @ 7:08am 
thx for the update :)
JNR  [author] Feb 24, 2019 @ 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, 2019 @ 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, 2019 @ 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, 2019 @ 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, 2019 @ 6:36am 
Sorry !
JNR  [author] Feb 24, 2019 @ 6:29am 
@Moyocoya refer to my previous answers, this has already been asked repeatedly.
Moyocoya Feb 24, 2019 @ 6:24am 
Do you know if IA players are able to use this properly ?
Plerion Feb 24, 2019 @ 5:38am 
@Xernes - This mod does not remove a game mechanic, it adds the option to remove a building from a tile, in the same way that pillaging a tile with a Holy District does not remove religion from the game.
Xernes Feb 24, 2019 @ 4:55am 
Braucht doch kein Mensch. Warum Spielmechanismus entfernen der durch ein Expansion eingefügt worden ist. Totaler schrott.
JNR  [author] Feb 24, 2019 @ 3:47am 
@Siete

not really. The situations in which this is useful are very niche and decommissioning your power plants has no benefits for yourself in particular. All you can get out of it is reduced CO2 emissions, which benefits everyone. Meanwhile, you sacrifice production for yourself.
Siete Feb 24, 2019 @ 1:01am 
Why this isn't included as a standard feature in the expansion? The mod looks cool, but as long as the IA won't use it, it's an unfair is advantage to the human players...
Dizzy Ioeuy Feb 23, 2019 @ 11:31pm 
baronjutter Feb 21, 2019 @ 10:32pm 
I'd kill for a mod that eliminates the needs to constantly re-build your nuke plants, or at least drastically extend the safe operating time of them.
Plerion Feb 21, 2019 @ 6:57am 
That would be a nice implementation; even better if they are allowed to break promises (no idea if the AI can).
sonicmyst Feb 21, 2019 @ 6:35am 
Just the mod I am looking for! This looks great! One suggestion though, will it be possible to make a mod to Ask for Promise the AI not to increase CO2 levels? I think this will tie up nicely with this mod.
JNR  [author] Feb 20, 2019 @ 12:51pm 
they are completely removed.
Neirai the Forgiven Feb 20, 2019 @ 10:32am 
What happens to the plants when they are shut down? Are they completely removed, or does some part of their production remain?
Plerion Feb 20, 2019 @ 2:14am 
I see, I like more this one then, thanks!
JNR  [author] Feb 20, 2019 @ 2:04am 
no real difference, no. I added what technically are three different projects so that they can have different icons, while Zee merged them as one. In either case the code is so small that it shouldn't matter.

Also, we set the cost differently. Zee's decommissioning is super cheap, while I tried to model the cost of building back power plants (especially nuclear reactors) a bit more realistically.
Plerion Feb 19, 2019 @ 5:29pm 
Hi, nice mod! Is there any difference with Zee's Decommission Power Plant? (I respectfully suggest you to include screenshots as well).
JNR  [author] Feb 19, 2019 @ 12:21pm 
I honestly don't know. I wouldn't expect it, but that's probably better because I doubt the AI is smart enough to recognize the very niche situations in which it is even a good idea to do.
moku Feb 19, 2019 @ 12:19pm 
when this mod is enable, will AI also be shutting down their power plants ?
JNR  [author] Feb 19, 2019 @ 2:52am 
@Moyocoya I did not think about them not consuming any resources when not necessary though, so maybe the build cost are a bit steep considering that. I made it cheaper than swapping to a different plant, but not too much. Maybe I'll eventually set them all to 100 or so (right now it's 150-225-300 for the different types, respectively), but I'll wait on some feedback on that first.
Moyocoya Feb 19, 2019 @ 2:25am 
@JNR : Thank you for explanations and for the mod of course !
Starwars Feb 19, 2019 @ 1:45am 
Thank you for this! An option that really should've been included in the game.
JNR  [author] Feb 19, 2019 @ 1:37am 
Coal and Oil shut down automatically when you have enough renewables, yes. They just won't produce any power or consume any resources because there is no demand, and you should try to keep them around for the production bonus (and science in case of NPP). But sometimes you need to cut fossile fuels even though you cannot satisfy demand with sustainables, yet, and you would rather have some buildings unpowered than keep burning oil. That's when you can decommission them.

This mod was just made at request, it is actually part of a wider rework for the Industrial Zone that I'm working on, which will let you build Conversion buildings (e.g. an Office Park or Creative Space, you know, those hipster shops setting up in old factories) if you decomission the power plant.
BLÀde Feb 19, 2019 @ 12:08am 
damn could have used this last night when the world was melting!
Moyocoya Feb 18, 2019 @ 11:32pm 
I thought coal and oil plants were automaticaly shut down when using a clean source of energy, don't they ?
Aku TY Feb 18, 2019 @ 10:54pm 
Now we just need hospitals to shut down "The Plague" lol
Thanks for making this to go with the Nuke Plants!