Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Units: Explorer Affinity Upgrades
   
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Tags: Units, Upgrades
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7.209 KB
Nov 8, 2014 @ 1:20am
Dec 13, 2014 @ 12:45pm
6 Change Notes ( view )

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Units: Explorer Affinity Upgrades

Description
Might be Rising Tide compatible. I don't know for sure because I don't have it. Other users have commented that it works, discounting the known issue that has been around since BE's release.

Please use Steam Workshop Downloader[steamworkshopdownloader.com] to download this mod if you are having difficulty downloading it via Subscribing.

Adds an upgrade tree to the Explorer, like the other military units. While they will never get as powerful as your mainline military units, this will at least give the units a purpose in late-game war reconnaissance, and will additionally provide extra incentive to continue exploring later in the game with certain perk choices. For the best results with this mod, I recommend playing on very large maps with lots of open space, or playing with mods which increase alien hostility and spawn rates which make portions of the map difficult to access for a while.

I am very much open to balance feedback for this mod, as I have only played one very quick game to test it, and it was with several other mods enabled.

Note that there are currently no unique graphics for the upgrades. Unfortunately, 3D modeling is not my strong suit. I will look into at least some rudimentary texture recolors at a later time.


Explorer strength progression:
6 -> 10 -> 19 -> 31
Note: any other mods which increase Explorer strength will also increase the strength progression by the same amount.

Explorer movement progression:
2 -> 2 -> 3-> 4

Explorer sight bonus progression:
0 -> 0 -> 0 -> 1

Upgrade 1:
+25% vs Aliens OR +5 HP heal per turn

Upgrade 2 Harmony:
+1 Movement and Sight if starting turn in Miasma OR Receive an Alien Unit upon clearing an Alien Nest

Upgrade 3 Harmony:
+40% while in Miasma OR +40% when not adjacent to a friendly Unit

Upgrade 2 Purity:
Allow traversal of impassable terrain OR Chance of discovering new Resource Pods upon moving (must be at least 8 tiles from any of your Cities)

Upgrade 3 Purity:
Automatically heal every turn OR +30% while Defending

Upgrade 2 Supremacy:
+1 Movement OR +2 Firaxite for every Expedition completed (completions prior to obtaining this ability do not count)

Upgrade 3 Supremacy:
+20% when adjacent to a friendly Unit OR +10 HP Heal per turn


Known Issue:
The Unit Panel may disappear or have other issues when you first load the mod. To work around this issue, after loading the game, return to the main menu and reload your mods, then your save game. The Unit Panel should appear without issue then.
103 Comments
gJabberwock Jan 8, 2017 @ 11:15pm 
Pretty niffty mod, but for me it seems to have broken leashing, (having RT) any ideas?
GMO Aug 27, 2016 @ 9:37am 
@longulus I've seen this. That's actually the explorer unit, it seems to have adopted the skin of a soldier. I find that really confusing in the game to be honest as I just confuse it with soldiers, and also there is no animation to show that you are excavating a site with it either
longulus Mar 31, 2016 @ 8:21pm 
I tried using it with RT and my soldier unit didn't embark properly...they just walked on the water even though the embarkation technology hadn't been researched yet.
Raynor Mar 17, 2016 @ 7:16pm 
Anyone with Rising Tide know if this still works?
Vicevirtuoso  [author] Feb 12, 2016 @ 8:56am 
Yeah, interest in mods for this game is low enough that I'm likely to focus on updating broken Civ 5 mods first. This will be updated at some point, but it will be a while.
samuel.handelman Feb 8, 2016 @ 7:11pm 
*puppy dog eyes*
samuel.handelman Jan 9, 2016 @ 1:13pm 
You could definitely give a perk that boosted artifact-finding; if it affected non-explorers who (for example) pillage nests, this would be highly-inelegant but not game-breaking? Turning into a submarine <- issue is, I really want to be able to explore the arctic and right now explorers can't cross the sea ice? I mean, arctic explorers is a whole THING and you can't do it, it irritates me. So since I believe submarines can cross ice squares, that's really what I meant. But invisibility would be a nice ability for high-end explorers as well, of course.
Vicevirtuoso  [author] Jan 4, 2016 @ 10:22pm 
@samuel.handelman
RT version is coming sometime, but no ETA. I will likely rework a lot of the perks to make high-Affinity Explorers a sort of support unit. I'll go over your suggestions:
bonus chance to finding artifacts: I dunno if it's doable without replacing Artifacts.lua, but I like the idea.
bonus to yield from pillaging nests: might work okay for Purity, but I've got better ideas for them. Harmony is better at keeping nests around now, so i won't replace their current ability with this one
won't be attacked by aliens: probably going to be one of the first choosable perks.
reduced damage from leashing: dunno if it's possible, but good one.
is a submarine while embarked: Don't like this one. Lot of complicated code would be involved, would probably be buggy.
spotting invisible units: good idea.

I've got some ideas myself, including giving orbital coverage within the explorer's line of vision as a high-level supremacy perk.
samuel.handelman Jan 4, 2016 @ 3:59pm 
One of my favorite mods, and I also got RT for xmas so would love to see it patched/ported/updated. FWIW, some feedback: the bonus pods (purity 2) and the firaxite (supremacy 2) are kinda-broken. Some suggested perks for an RT version: bonus chance to finding artifacts, bonus to yield from pillaging nests, won't be attacked by aliens (I think still in the code just not used), reduced damage from leashing, is a submarine while embarked (might be hard to code?), bonus to nearby air combat, is a carrier (would probably be broken), spotting invisible units (submarines)? I kinda think all high-level explorers should spot submarines, actually. Anyway, thanks again for an awesome mod!
briantjack Dec 28, 2015 @ 8:16am 
Thanks Vice