Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Awesome Pods and Ruins
   
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3.610 MB
Apr 13, 2015 @ 3:21pm
May 18, 2016 @ 3:17am
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Awesome Pods and Ruins

In 1 collection by Ryika
The Awesome Collection
8 items
Description
Overhauls Resource Pods and Ruins.

This mod only works with the Rising Tide DLC.

If you don't own Rising Tide, use the Classic Version instead!

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Ruins:
- New Bonuses have been added and existing Bonuses have been overhauled.
- Bonuses that were restricted to the Capital (Extra Population, Production, etc.) are now given out to one of your cities randomly.
- Many of the Existing Bonuses have had new Effects added, the Free Satellite from Resource Pods for example can now have a wide range of Satellites, with the higher tech and situational ones being far less common (Satellites needed for Victories and Satellites that can attack are not included)
- Progenitor Ruins and Devices are NOT available at the start anymore! They have been delayed until later in the game. Watch out around turn 50, you'll get a small quest that allows you to unlock them! (There is an advanced Option on the game setup screen where you can disable this option if you prefer to unlock them immediately)

Spawn-System:
Many types of Ruins can now spawn throughout the game.
- Satellite: There's a chance per turn that one will be spawned on a randomly chosen, valid tile on the map (water and land). The Spawn Rate is high enough so you see a few new ones if you're only playing in your own territory. But you can make good use of them by having some explorers on the map. Remember: In Rising Tide there is no Diplo Penalty for picking up Ruins near your neighbors!
- Progenitor Ruins: Have a LOW chance of being spawned during the game, similar to Satellites but much less common
- Alien Skeleton: Killing Aliens has a chance to spawn one of these. The chance depends on the relative strength of the Alien. Siege Worms have a guaranteed chance to get one.
- Derelict Settlement: No new Method here, can still be spawned by killing Stations or Cities
- Kraken Nest: ??? (I'm sure you'll figure that one out!)
- The Spawnchance of Satellites and Progenitor Ruins scales with Map Size and Game Speed.

Also, the amount of Available Artifacts has been doubled because it was pretty easy to run out of Artifacts with the additional Ruins available (as all Players share the pool of 24 Artifacts). The new Artifacts are simple recolored Versions of the existing ones and use the same name, so nothing TOO interesting here.

And last but not least, mod also has a script that grants free Explorers to the AI to make up for the fact that they'll usually not build any of them during the game. This script can be deactivated in the Advanced Options when setting up a game (although I highly recommend not to!), there you can also find a few options to further customize the mod.
85 Comments
Starfoth The Burgundy Silk Rug Mar 17, 2022 @ 3:47pm 
Does this add stuff like the +50% worker speed and new buildings like the tesselation factory, frontier stadium, etc?
Trying to figure out which of my mods adds those
Ryika  [author] Jan 14, 2022 @ 6:45am 
A lot of the stuff has been migrated into the Codex mod though. Don't remember what exactly I did, but at least Alien Skeletons and some other Ruins should be able to spawn over the course of the game, and there is a Virtue that spawns Progenitor Ruins(?) in the Society tree..
Wokelander Jan 14, 2022 @ 6:38am 
What a shame
Ryika  [author] Jan 14, 2022 @ 6:37am 
No, it's not.
Wokelander Jan 14, 2022 @ 6:07am 
Is this compatible with the CODEX overhaul?
General Brooks Feb 4, 2021 @ 6:49am 
Works great for me and adds some much needed content. Thanks for your hard work.
RoroMonster Aug 13, 2020 @ 3:16pm 
For some reason I cannot give units orders except move orders, do you know why this is? The only mods I have are from 'The Awesome Collection'
Rin Palora Feb 7, 2020 @ 6:01pm 
Anyone knows if this still works?
Techpirate1 Nov 21, 2019 @ 9:11am 
Thank you kindly for the quick response! I've made the recommended deletions, and everything works perfectly. Thank you again for the response, you're one of the few pro modders we have left for BE! :cybereye:
Ryika  [author] Nov 21, 2019 @ 8:30am 
That's because you have not correctly imported the quests in the lua/quests (mod) folder. Not sure whether that's even possible for multiplayer mods.

If you can't figure that out, delete the following items:
- the quests-folder in the lua folder
- the quests-folder in the xml folder
- the resources.xml file in xml/terrain

This will disable the functionality to delay progenitor artifacts, but (unless I've missed something) it should solve the problem.