Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Mo' Power
   
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Type: Mod
Mod: Gameplay
文件大小
发表于
8.599 KB
2019 年 2 月 24 日 下午 4:56
1 项改动说明 ( 查看 )
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Mo' Power

在 otto 的 1 个合集中
The Mo' Stuff Collection
6 件物品
描述
Welcome to Mo' Power! This mod is made by creator of the popular "Mo' Food" mod for Civlization VI! Hate how little the renewable energy improvements barely generate any power, or when power plants use up all your resources? This mod increases the amount of power output by power plants and improvements, as well as other yield changes..

Updates:
- 2/24/19 (Official v1.0.0) Release!


Info!

This mod increases the amount of power output by power plants and improvements, as well as other yield changes.

Changes
Coal Power Plant:
- Coal now provides +6 power
- Added +3 production per turn for each coal power plant

Oil Power Plant:
- Oil now provides +6 power
- Production yield changed to +4 production

Nuclear Power Plant:
- Uranium now provides +20 power
- Science yield changed to +5 science

Offshore Wind Farm:
- Now can be built on oceans, as well as coasts and lakes.
- Power yield changed to +3

Wind Farm:
- Power yield changed to +3
- Changed production yield to +2

Solar Farm:
- Power yield changed to +4
- Changed production yield to +2

Geothermal Plant:
- Power yield changed to +5
- Changed science yield to +2
- Changed production yield to +3

Ingame descriptions have been changed as well!
8 条留言
Valtermeier 2020 年 11 月 4 日 下午 3:43 
Since I've only deleted any lines of code and didn't add anything, I thought it would be dishonest to post this as a separate mod myself, if you want the lines of code send me a friend request so I can DM you those
Valtermeier 2020 年 11 月 4 日 下午 3:37 
What I suggest is that you could post a non-renewables only version of this mod, it would synergise well with JNR's urban complexity, oh, and I ran some tests with coal, apparently it does not increase the CO2 footprint per coal resource, it more or less acts like Magnus's industrialist ability
Valtermeier 2020 年 11 月 4 日 下午 3:35 
Dude, I usually run JNR's renewable energy complexity and urban complexity, which means that the non-renewable power plants' electricity is not as atractive as it used to be, so, to compensate I've basically deleted all lines of code relating to the renewable improvements as to avoid conflicts or ballance issues with JNR's RNC while still making power plants, especially nuclear, viable in the endgame
John_Arktor 2020 年 4 月 22 日 上午 4:10 
Hi. Thx for the mod. Does it apply to an existing save?
Nizou 2019 年 8 月 20 日 上午 2:50 
If i use for example "Rebalanced Climate Change" mod from JNR, will this mod be balanced or not (overpowered) ?
otto  [作者] 2019 年 2 月 27 日 上午 6:53 
JNR no I did not. Its something that I was going to do but in the end I didnt want to interfere with other mods that change the CO2 emission rate.
JNR 2019 年 2 月 26 日 下午 5:05 
did you adjust the CO2 emissions of resources as well to compensate for their increased power supply? Otherwise units will burn the planet even faster.
zon 2019 年 2 月 26 日 上午 7:14 
thx for the update :)