Sid Meier's Civilization VI

Sid Meier's Civilization VI

Zee's Decommission Power Plant
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.
_Zee  [author] Feb 23, 2019 @ 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, 2019 @ 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, 2019 @ 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, 2019 @ 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, 2019 @ 11:49am 
Don't know how this isn't in the base game. thanks!
Glemt Feb 19, 2019 @ 7:23am 
Absolutely perfect. I was thinking it's too dumb you can go all green at a certain moment, but can't get rid of already built power plants.