This city was size 10 a turn ago, now it is size 1. Typical Superdeath. Behavior like this is the reason why he is the only player on RB I would backstab without a second thought.
Gavagai's procrastination bin
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This city was size 10 a turn ago, now it is size 1. Typical Superdeath. Behavior like this is the reason why he is the only player on RB I would backstab without a second thought.
Can anyone tell me about nuclear meltdown chance from nuclear power plants? Literally never built them in my life. I found this very old thread on civfanatics forum: https://forums.civfanatics.com/threads/s...wn.139519/ and this thread is very confusing. On one hand, the actual chance is 1/2000 which gives MTTH around 1000 turns. So, basically, it should never happen. On the other hand, there are multiple complaints in the thread that nuclear plants randomly blow up constantly and I've seen myself that AI regularly gets the meltdown event. Am I missing something? Also, were there any changes to the mechanics since 2005? In our mod? I think that if nuclear plants are in fact basically useless in the base game, maybe we should mod it.
Also, am I correct that the mere presence of a nuclear plant produces the chance of a meltdown, even if I have a different source of clean power?
Fairly sure you are correct and having the nuke plant in the city is all that is needed for a melt down to occur.
No clue about the odds of a melt down occurring.
I see this calls for the curious civplayer
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
(Later I will make a bigger update that will provide context for these questions. Mjmd went for Fission, big news. Lots of thinking about nuclear strategy in that respect.)
Another mechanics question, this one perhaps for Amica if he is reading: is Kremlin effect on rush efficiency additive or multiplicative? I mean does it apply on top of factories, making it 80 hammers per pop, or alongside factories, making it 70 hammers per pop? Trying to figure out how exactly difficult it is for Mjmd to whip nukes.
It affects base value so a kremlin whip is 45 base hammers and thus is then multiplied by production bonuses.
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