Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

262 ratings
True Terraforming
File Size
0.007 MB
Nov 20, 2014 @ 8:45am
1 Change Note ( view )

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True Terraforming

Add true terraforming to change terrain type by using satellites to form the lands to your dreams!

Ever felt the need of some sophisticated terraforming to improve the terrain where the Mapgenerator has failed you?
Ever wanted to create water connections between two oceans?
Ever wanted to settle the vast oceans and make islands in the seas?
Ever wanted to flatten Mountains/fill up canyons to fo build roads and better move your units around?
Ever wanted to melt the ice on the poles so your ships can pass through?
Ever wanted to turn snow into fertile land?
Ever wanted to have better control about where the resource satellites spawn their resources?

Do you want to create the landscapes of what you imagined "perfect"?

Grab this Mod now and start terraforming the Future!

v.01 Notes:
-Terraforming Satellite: To Grasslands added
-Terraforming Satellite: To Hills added
-Terraforming Satellite: To Water added
-Terraforming Satellite: To Canyon added
-Planetforming Satellite: One Strategic resource per tile Satellite added. Spawn is guaranteed if placed on proper lands but it's expensive.
-Planetforming Satellite: One Basic resource per tile Satellite added. Spawn is guaranteed if placed on proper lands but it's expensive.
-Has English and German localization

The old satellites that spawned resource before are untouched so you can decide if you want to go for the cheap 60 rounds version where the outcome is uncertain but give you tile yield upgrades or use the expensive planetformer satellite that spawns you immediately one resource once placed but nothing more.

There should be no mod collisions unless they update the SerializationUtilities.lua which shouldn't happen ever.

IMPORTANT: Terraformed tiles will only update visually after saving and reloading the current game. There seems no functions available which can update the Terrain on the fly so far. FIRAXIS make it happen!

Also you may want to start a new game for the new satellites to appear in-game.

DISCLAIMER: Since this mod touches grounds, never touched before you may get unexpected behavior if the satellites aren't used properly.

Known unexpected behavior so far:

-Terraforming Satellites destroy cities if planted over them!
-If planted over an Alien Nest it will spawn a farm and Oil resources on it (Dunno why)
-If used on tiles with improvements beeing under construction, the scaffolds won't be purged and stay forever!

Also note this wasn't tested yet on long game circumstances and MAY cause weird behavior in lategames possibly (apologies). Also the cost balancing on the satellites is not final and may be improved in future versions on the community's behalf.


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Popular Discussions View All (1)
Nov 29, 2014 @ 4:17am
Technology Web
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s.blackmun Sep 9, 2018 @ 4:40pm 
MernCyborg Jun 19, 2018 @ 6:11am 
please update this mod.
Frag Jacker  [author] May 24, 2018 @ 9:27am 
@W1ldf1re: The mod is only compatible with vanilla.
W1ldf1re May 23, 2018 @ 8:09pm 
Is this mod compatible with Rising Tide DLC ? I've had some issues in the past when amazing mods will only work with the vanilla game but i love my hybrid affinities
namoth May 18, 2018 @ 4:55pm 
great mood..suddenly the game is one lees steep behind alpha centaurie serriously this was needed becouse the inability to shape the landscape was such a god dam fourth walled 'rule' ensureing things got violent ..specialy on none mooded maps thats so god dam cramped.
QUASAR Jan 19, 2018 @ 5:50am 
Thanks again for the mod; I just noticed the comments that the Sattelites are not Rising tide complient. In Rising Tide there is no change in the terrain.
QUASAR Jan 19, 2018 @ 5:47am 
Thankyou for the mod; I am still puzzled when I tested the mod it did not change anything even after a restart. Is the terrafroming event immediate, or does it take a certain number of turns? The Sattelites seem to last only one turn.
Frag Jacker  [author] Jul 17, 2016 @ 9:15am 
@cbdeakin: I am currently not developing mods for Civ:BE anymore due to other obligations. Feel free to adapt the mod as you see fit! Just a tiny credit would be nice ;-)
cbdeakin Jul 17, 2016 @ 5:12am 
Frag Jacker - This mod sounds great. Is there any chance you could make it work with Rising Tide? Or, would you give the mod community permission to adapt your mod?
lnchbx5 Jan 13, 2016 @ 9:48pm 
@Greywolf Thats a game issue, not the mod. It has been a bug since the game release when there re too many satillites or were too many. Not exactly sure on the exact cause, but deleting some of your other ones or destroying AI satillites tends to help.