Sid Meier's Civilization VI

Sid Meier's Civilization VI

Zee's Decommission Power Plant
16 kommentarer
_Zee  [ophavsmand] 15. jan. 2022 kl. 18:12 
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 15. jan. 2022 kl. 14:27 
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 18. dec. 2021 kl. 16:38 
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  [ophavsmand] 6. nov. 2019 kl. 19:29 
Version Update Posted - No Changes Made.
Sidewinder Fang 26. sep. 2019 kl. 17:01 
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 5. apr. 2019 kl. 19:51 
Thank you for this information ! And mod kept, then :-)
_Zee  [ophavsmand] 5. apr. 2019 kl. 11:29 
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 4. apr. 2019 kl. 12:09 
Is this mod still viable or was this added in Apr patch?
_Zee  [ophavsmand] 3. mar. 2019 kl. 14:55 
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 3. mar. 2019 kl. 14:36 
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  [ophavsmand] 23. feb. 2019 kl. 20:13 
Another update, this one should allow the mod to be introduced to any save even if that save was started without this mod.
_Zee  [ophavsmand] 22. feb. 2019 kl. 21:22 
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  [ophavsmand] 22. feb. 2019 kl. 18:27 
@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 21. feb. 2019 kl. 22:34 
Any chance for a mod the reduces or eliminates the need/risk around constantly re-building our nuke plants to avoid meltdown?
townkrier 20. feb. 2019 kl. 11:49 
Don't know how this isn't in the base game. thanks!
Glemt 19. feb. 2019 kl. 7:23 
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.