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The Nuclear Power Plant is an advanced production building in Civilization VI: Gathering Storm. It is the third and final power-producing building in the game; it is built in the Industrial Zone district and requires a Factory (or one of its replacements).

Strategy[]

The Nuclear Power Plant, more so than any other energy source in Gathering Storm, has benefits and drawbacks that the player needs to balance for their specific situations. Note that Nuclear Power Plants are vulnerable to enemy Spies, for example via the Sabotage Production espionage mission.

Drawbacks[]

Nuclear accidents[]

Main article: Nuclear accident (Civ6)

There are three kinds of nuclear accidents that can occur: Radioactive Steam Venting, Major Radiation Leaks, and Nuclear Meltdowns. As a Nuclear Power Plant's Reactor Age increases, so does the likelihood and potential severity of an accident.

Production upkeep[]

To avoid the most severe accidents described above, it may be necessary for a city to perform Recommission Nuclear Reactor - a project with a base cost of 400 Production Production. The true impact of this production cost depends on the frequency the player deems necessary for recommissioning. On paper, it would seem that the risk-free use of Nuclear Power Plants requires recommissioning every 10 to 20 turns.

Benefits[]

Slow Global Warming progress[]

While Nuclear Power Plants suffer from drawbacks - the effective loss of the city's Production Production and a potentially significant draw on Uranium Uranium - they also enjoy interesting benefits. For one, Uranium Uranium consumption creates the least amount of CO2. Depending on the stage of Global Warming, widespread adoption of Nuclear Power Plants may allow the player to construct Flood Barriers in time to protect their coastal lowlands before such tiles are permanently lost, where without Nuclear Power Plants they otherwise cannot. Similarly, slowing Global Warming may also permit the completion of Dams along all rivers in the empire as Global Warming makes floods more frequent. However, once these preparations are made, the benefits related to Global Warming become less significant. Floods confer only fertility but do no damage. That is another layer of complexity the game offers.

Regional Science bonus[]

Another benefit lies in its regional Production Production and Science Science bonuses. While a city can only receive the highest Production Production bonus, either from its own Power Plant or from a nearby Power Plant, the Production Production bonus of the Nuclear Power Plant is easily eclipsed by Coal Power Plants in conjunction with strategically placed Industrial Zones, the Science Science bonus always applies to all cities within range.

The player needs to balance between this benefit of extra Science Science output and the drawbacks of Uranium Uranium cost and productivity loss due to recommissioning.

Civilopedia entry[]

The sole purpose of a power plant (or power station, generating plant, or power house) – be it hydro, nuclear, solar, fossil fuel-fired, tidal or other – is to feed the voracious appetite for electricity that civilization has developed over the past 160 years. Whatever the form, the principle is the same: convert one type of energy into another so that humans can enjoy their comforts. The first power plant was designed and built by Baron William Armstrong in 1868 AD (when scientists were still playing around with electricity in labs) in Cragside; water from a lake was used to turn the dynamos, and the resulting electricity powered lights, heating, hot water heaters, an elevator, and other odd devices in his properties nearby. In January 1882 the first public power plant came online in London, and in September the Pearl Street Station began operations in New York City supplying electricity to lower Manhattan. Although the Pearl Street Station burned down in 1890, it was too late – people were hooked on electric lights, and now over 7300 power plants operate in the United States alone.

See also[]

Civilization VI Buildings [edit]

AirportAmphitheater (Marae GS-Only.png) • Ancestral Hall R&F-Only.pngAncient WallsAquarium R&F-Only.pngAquatics Center R&F-Only.pngArchaeological MuseumArena (Tlachtli) • ArmoryArt MuseumAudience Chamber R&F-Only.pngBank (Gilded Vault3Grand Bazaar GS-Only.png) • Barracks (Basilikoi Paides1) • Broadcast Center (Film Studio) • CathedralChancery1Coal Power Plant GS-Only.pngConsulate1Dar-e MehrFactory (Electronics Factory) • Ferris Wheel R&F-Only.pngFlood Barrier GS-Only.pngFood Market R&F-Only.pngForeign Ministry R&F-Only.pngFortress2GranaryGrand Master's Chapel R&F-Only.pngGrove1Guildhall2GurdwaraHangarHeadquarters2Hydroelectric Dam GS-Only.pngIntelligence Agency R&F-Only.pngKeep2LibraryLighthouseMarket (Sukiennice1) • Mass Grave2Medieval WallsMeeting HouseMilitary AcademyMonument (Old God Obelisk3) • MosqueNational History Museum R&F-Only.pngNilometer2Nuclear Power Plant GS-Only.pngObelisk2Oil Power Plant GS-Only.pngPagodaPalacePlague Hospital2Power PlantQueen's Bibliotheque GS-Only.pngRenaissance Walls (Tsikhe R&F-Only.png) • Research LabRoyal Society R&F-Only.pngSanctuary1SeaportSewerShipyardShopping Mall R&F-Only.pngShrineStable (Ordu R&F-Only.png) • StadiumStock ExchangeStupaSynagogueTemple (Prasat1Stave Church) • University (Alchemical Society3MadrasaNavigation School1) • War Department R&F-Only.pngWarlord's Throne R&F-Only.pngWater Mill (Palgum1) • WatWorkshopZoo (Thermal Bath GS-Only.png)

1 Requires a DLC2 Specific scenarios only • 3 Secret Societies mode only

R&F-Only.png Added in the Rise and Fall expansion pack.
GS-Only.png Added in the Gathering Storm expansion pack.

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