Nuclear Power Plant (Civ6)

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).
* Effects:
** +4 
** +3 
** The and bonuses extend to all City Centers within 6 tiles of this Nuclear Power Plant's Industrial Zone
** Converts into for this city and other cities whose City Centers are within 6 tiles. (Conversion rate: 1 → 16 )
** +1 Citizen slot
** +1 additionally per Specialist in this district
** +1 point per turn
** +2 and +4 with Third Alternative policy card.
** With Ethiopia Pack: +3 toward wonders, buildings, and districts for each Industrial City-State with 6 s.
** Minuscule CO2 into the atmosphere
** Increasing risk of nuclear accidents as the plant's reactor ages
== 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 ====
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 . The true impact of this 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 ===
==== Efficiency ====
While Nuclear Power Plants suffer from drawbacks - the effective loss of the city's and a potentially significant draw on - they also enjoy interesting benefits. The most obvious is that the Nuclear Power Plant is four times more efficient than its predecessors, converting 1 into 16 for its city and those nearby. This is counterbalanced by also being needed for nuclear weapons and Giant Death Robots, thus forcing militaristic players to decide how much of this crucial resource they want tied up in production.
==== Slow global warming progress ====
Another benefit is that 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, whereas 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 ====
A third benefit lies in its regional and bonuses. While a city can receive only the highest bonus from either its own Power Plant or one nearby, and the bonus of the Nuclear Power Plant is easily eclipsed by Coal Power Plants in conjunction with strategically placed Industrial Zones, the bonus always applies to all cities within range.
The player needs to balance between this benefit of extra output and the drawbacks of cost and productivity loss due to recommissioning.
== Civilopedia entry ==
== See also ==
* Power Plant (Civ6)
** Coal Power Plant (Civ6)
** Oil Power Plant (Civ6)
* Nuclear (Power) Plant in other games
Category:Civilization VI: Gathering Storm