Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Awesome Pods and Ruins (Classic Version)
   
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Nov 2, 2015 @ 1:16pm
Feb 21, 2016 @ 5:25am
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Awesome Pods and Ruins (Classic Version)

In 1 collection by Ryika
The Ancient Collection
9 items
Description
Overhauls Resource Pods and Ruins. Makes them relevant throughout the whole game.

This Version only works with the Classic Version of the game.


If you want to play with Rising Tide use this updated Version instead!

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This mod has three main purposes:
- Add some bonuses to the more common ruins (and Pods), to give more possible outcomes
- Make Artifacts relevant throughout the game, not only early on
- Make Pods and Artifacts scale with Game Speed

It does so by, well, overhauling the bonuses that can be gained (how... obvious) and, on the more interesting side, by adding mechanics that make new Artifacts spawn rather frequently! It also introduces a Research-Modifier to many values so that the yields fit the Game Speed you're playing - and some modifiers that make some type of bonuses give higher numbers as the game progresses.

What follows is a list of all the active bonuses and how these resources are respawned - once again, the bonuses get scaled by game speed - as well as the Spawn-Chances (Lower Speed = Lower Chance of spawn per turn). The number in brackets in the end determines how often a bonus will occur, in relation to the total number of possible outcomes. So if that total number is 30 and the probability is 3, then that means that this bonus will, on average, occur 3 times out of 30 (giving it a 10% chance).

Resource Pods (Total possible outcomes - 12):
- 15 - 20 Culture (2)
- 20 - 25 Science (2)
- 20 - 30 Production (in Capital) (3)
- 50 - 100 Energy (3)
- Free Solar Satallite (2)

Resource Pods don't have any "Respawn" Mechanic. They're early game Resources bonuses and give fixed bonuses.


Crashed Satellite (Total possible outcomes - 15):
- 45 - 60 Food (in Capital) (3)
- 50 - 90 Production (in Capital) (3)
- 8 - 12 Exp in a random Affinity Affinity (2)
- Expensive tech progress (10% for an expensive Tech) (2)
- Cheap tech progress (25% for one of the cheaper Techs) (2)
- An actual Satellite (various advanced, non-victory-related types) (3)

Crashed Satellites now have a 10% Chance of spawning on a random, valid tile (= Land Tile without a resource) throughout the map on every turn once turn 15 has passed (Side note: The reason they do NOT use the "crashing"-animation, is that it locks down the UI for 2-3 seconds - which is okay for that one quest satellite, but becomes old very fast when you see new satellites landing rather regularely).


Derelict Settlement (Possible Outcomes - 4):
- Free Citizen (in Capital) (1)
- 40+ Culture (depending on the current turn) (1)
- 200+ Energy (depending on the current turn) (2)

These settlements are still produced when a station is destroyed.


Alien Skeleton (Possible outcomes - 7):
- Alien Unit (Only Raptor Bug or Drone, Manticore was removed due to its low movement speed) (3)
- 10 - 14 Exp in a random Affinity (1)
- 60 - 75 Food (in Capital) (3)

All Alien Land Units have a chance of spawning an Alien Skeleton when they die on a tile that can have an Alien Skeleton (= Land tile without a resource). The chances are: Wolf Beetle: 10% - Manticore: 15% - Drone: 20% - Raptor Bug: 25% (and Siege Worms still have a 100% Chance)


Alien Ruin (Possible outcomes - 3):
- Expensive tech progress (20% for an expensive Tech) (1)
- Free Affinity Level (1)
- 3 free Citizens (1)
The same way Satellites are spawned every now and then there's a chance that a new Alien Ruin is discovered on a random Plot throughout the map. The Chance of a Ruin spawning is a lot smaller though - only 2% per Turn.

This mod uses (edited) parts of ViceVirtuosos Modular Script Loading Mod.
3 Comments
Ryika  [author] Aug 26, 2016 @ 1:18pm 
Yes, all yield-based PlotBonuses in this mod are automatically scaled by the Science Modifier of the game speed that you're playing on, even when using custom game speeds. As long as the mod you're using speeds up things somewhat equally (which should be the case in a mod that just speeds up the overall pace) you will get reasonable results.
Jcraft153 Aug 26, 2016 @ 12:17pm 
just want to check, will this go wrong if im using a game speed mod? its a mod that provides faster than fast game speeds. ill find a link to it if you need it!
Staedtler82 Nov 21, 2015 @ 7:10am 
Perfect!