Also new to BtS (I think it is, anyway) is that you get unhealthiness from Coal and Oil, so when you build a Coal Plant, you typically get +6 unhealthiness, and if you build the Industrial Park, you get another +4. The Recycling Center will only remove the unhealthiness from the buildings themselves, which for Forge, Factory, and Industrial Park, adds up to -4 unhealthiness. You still get the malus for Power, Coal, and Oil.
This increase in pollution is meant to make Environmentalism a more useful Civic - I never used it before these changes. Envio has a lot of good health bonii, so much so that it was necessary to put in a substantial malus in the form of higher Corp payments.
Nowadays, I tend to get Coal power first, but I'm careful not to spread it everywhere - indeed, I'm hesitant to build them at all. I typically beeline for Plastics so I can build 3GD, and if I'm smart, I'll've built Ironworks in a river city and build 3GD there.
When 3GD isn't an option, Hydro power is best, only giving the +2 unhealth for Power, but there are so few places it can be built.... Why can't it be built in places with rivers on the city screen, not on the city itself? (Levees need this power too; they're difficult enough to justify building them as it is.)
If you have Ironworks in your capital and run Bureaucracy and Organized Religion, and you've got your Forge and Factory running, plus a Coal Plant, that's +275%. If you're Industrious, it's +325%. You should get it built in no time!
True, you can have Coal Plants built in all your cities in the time it takes to get the 3GD built, but your pollution will drop (meaning more people in your cities), and any newly gained cities won't have to waste the hammers on a power plant.
I don't build nuc-plants for two major reasons. First, I tend to get Fission well after Plastics, and second, they're more expensive. In cities that my 3GD doesn't provide power, those cities are generally small enough that the pollution hit doesn't affect them. That nuc-plants might explode plays a minor role in my decision, but just the same, if they're going to explode so violently and pointlessly, then what's the point of even having them?
As was said, there might need to be two different kinds - one that's cheap and failure-prone, another that's expensive and reliable. (But then, no one would ever build the cheap one, so again, why have it?) A better solution is to have a new event. Once you built a nuc-plant, the event triggers, and you're given a choice: spend no money and plants have a chance to meltdown (not explosively - just eliminate the building), or accept a -5 gold cost per plant and they remain perfectly safe. (Considering that one of the Quests give you a reward choice of a whopping +1 gold per harbor, -5 gold per reactor is both doable and relatively expensive. Where to put the -5 on the balance sheet then becomes important. If it's added in like any other income, then Banks and such will make it a bigger drain, but if it's a city expense, then Courthouses will make it smaller and Inflation will make it bigger. I don't think any of these effects should be present, but I don't know if this presents a special difficulty in programming it.