Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Pandorus Lite
   
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Tags: MapScripts
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26.544 KB
Aug 27, 2015 @ 11:23am
1 Change Note ( view )

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Pandorus Lite

Description
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NOTE: This has NOT been updated yet for Rising Tide!!!
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A much lighter version of my all-in-one planet script, optimized to support better gameplay and enhanced with much greater customizability.

This lite version is mostly the unmodded game's methods instead of my own, with only small tweaks here and there, along with a few bug fixes too. Mostly, this script enables most of the new options I've created that my full blown Pandorus script will utilize.

I'll expand this Description once I have time!

Note: Also, if you enable my Strategic Resource Mod with this one, you'll get slightly different bonuses within your starting area under the Great, Epic, or Legendary settings (check out the tooltips in the Advanced Setup menu); plus, any strategic resources to be placed will be random, which is a lot of fun. Otherwise, you'll just receive the standard titanium and petroleum all the time under the Epic or Legendary Landing Site options -- similar to the old Strategic Balance setting.
19 Comments
Jaylo Jan 1, 2021 @ 4:25am 
I know, what a let down as this was the best map script for the original game.
beta1966 Jan 1, 2021 @ 1:58am 
waited until 2021, still no update to rising tide
Jaylo Mar 15, 2016 @ 9:56am 
Great! I'm eagerly looking forward to a decent map script again.
Barrowulf  [author] Mar 13, 2016 @ 4:41pm 
Thanks; yes, it will be. Currently working on my Prometheus modpack for the game, then the full version of Pandorus will be released to support its features.

I'll squeeze this Lite version in and get it up and running again for the expansion as well.
Jaylo Mar 13, 2016 @ 10:16am 
Any chance this map script will be updated for RT.
It was my script of choice & was much better than the vanilla scripts.
Aysling Jan 22, 2016 @ 12:15am 
I can't get the options to show up at all =(
Aysling Jan 22, 2016 @ 12:07am 
Is the full version of this script still in development?
Legion, Duke of Rockford Oct 27, 2015 @ 8:47pm 
I would like to suggest an option to control number of players per continents and also somehow an option to modify that so that you are only colony on your starting continent and other players are on other continents, which can only increase mystery as how far advanced the AI players are until you are capable of projecting naval power across the oceans. Also an option to set minimum distance between players' starting spots might be good, too. Just a few ideas I'm throwing in here. I think there was similar options like this in FreeCiv, IIRC. I can't really say about feasibility of these ideas for this mod, though. Nevertheless, good work on this mod. :)
gritboy6969 Oct 27, 2015 @ 9:21am 
I would love to see this mod updated, I love this.
Exclama Remoza Oct 14, 2015 @ 3:47pm 
When you do get around to updating the mod for Rising Tide (no rush), I beg of you to give us affinity-skewed resource balance options, please!

Ever since new biomes for Rising Tide were announced, I have wanted to make a mining world (Small, Primordial, Barely Habitable, Hot, Dry, Low Sea Level, with Titanium, Copper, Gold, Silicon, and Firaxite (many sources with fewer than 5 units) everywhere, and relatively abundant Flatstone yet scarce Xenomass and aliens but with powerful aliens and the rare few Xenomass sources having 10 Xenomass each). I also want to have a world much like Devonian Earth (Ginormous, lush and green Primordial, Super Habitable, Warm, Wet, Atlantean with mostly coastal tiles, normal amounts of resources except scarce Firaxite and rare Xenomass, and tons of Scarabs, Wolf Beetles, and Rippers but virtually no MegaFauna)