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The Nuclear Plant is an industrial city improvement in Civilization II, available with the Nuclear Power advance. It supplies its host city with power, increasing base Shield output by 50% when a Factory and/or Manufacturing Plant is present; it requires at least one of these improvements to be built.
Nuclear Plants risk a reactor meltdown until the discovery of Fusion Power.
Strategy[]
The Nuclear Plant is the cheapest model, costing equal Shields to the Power Plant but only 2 Gold in maintenance, while providing the same pollution mitigation as the Hydro Plant. This makes it the most economical option until the advent of Solar Plants, which effectively eliminate production-based pollution entirely.
Nuclear Plants have the second-lowest build priority, and are superseded by Hydro Plants even after Fusion Power is acquired. Note that older plants must be manually sold to avoid superfluous upkeep.
Meltdown[]
Nuclear plants pose the unique danger of a core meltdown, resulting in a destructive blast equivalent to a Nuclear Msl. that destroys the plant, halves population (rounded up), pollutes adjacent tiles, and destroys garrisoned units.[note 1] A city in disorder is at risk of a meltdown until the player has acquired Fusion Power;[1][note 2] this threat persists even if no factory exists to enable the plant's power synergy.
Civilopedia entry[]
Nuclear power plants utilize radioactive materials and the process of nuclear fission to generate the heat and steam needed to run electrical generators and produce electricity. Because nuclear power doesn't cause the air pollution associated with the burning of coal or petroleum products, this means of generating power is considered a viable alternative energy source. However, the toxic nature of the byproducts produced by the fission process creates serious problems of its own. No method of safely disposing of this toxic waste has been found, and the volatile nature of the fission reaction can lead to a meltdown of the reactor core if the reaction is not properly controlled. Because of these problems, the future of nuclear power is uncertain.
Modding[]
The Nuclear Plant is defined on Line 22 of the @IMPROVE section of Rules.txt. The threat of meltdown is removed for any player possessing Fusion Power.
A meltdown uses the mushroom cloud animation accompanied by NUKEXPLO.WAV. The popup alerting to a meltdown is located at @CHERNOBYL in Game.txt.[note 3]
Footnotes[]
- ↑ Unlike other nuclear attacks, units adjacent to the city are not destroyed.
- ↑ Contrary to popular speculation, there is no "grace period" for the risk: the meltdown chance is processed after the disorder check, meaning the plant can explode immediately after the riot begins.
- ↑ A reference to the 1986 Chernobyl disaster.
References[]
- ↑ MicroProse Software, Inc. (1996). Civilization II Instruction Manual. p.82. ISBN 978-2-4-720-2109-7.
See also[]
- Nuclear Plant in other games
- Hydro Plant (Civ2)
- Power Plant (Civ2)
- Solar Plant (Civ2)
City improvements in Civilization II [edit] | ||
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Defense | ||
Efficiency | Corruption | |
Pollution | ||
Growth | Food | |
Population | ||
Happiness | ||
Industry | Production | |
Power |
| |
Science | Research | |
Spaceship | ||
Trade | ||
Units |
| |
Related pages | ||
1 Only featured in Test of Time.
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