Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Growing Terrascapes
 
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Jan 9, 2015 @ 12:02pm
Feb 27, 2015 @ 9:21am
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Growing Terrascapes

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In 1 collection by Red Earth
Improvement improvments
6 items
Description
Terrascapes upgrade from 2 food, 2 production, and 2 culture, to 3 yield each after 30 turns. The ecoscaping virtue increases upgrade speed so it should take only 15 turns.

For those of you that didn't play it, in Civilization 4 you built cottages which gave 1 commerce. When you worked them they would gradually upgrade to better improvements giving more commerce. The code existed in Civ 5 and CivBE but wasn't used. In this case the upgrading improvements grow without being worked.

Terrascapes are situational and expensive. Also they are improved by ecoscaping virtue way at the bottom of Posperity. This led to a lot of people never using them or only using them if they make it through all of prosperity, The AI seems to love them to their own detriment. This way you can get the full effect without needing prosperity, while prosperity, which seems intended to allow for faster or later expansion, allows you to build terrascapes without as long a wait for their full value.
For me, 30 turns seems a little short and makes the shortened time from ecoscaping less useful but Beyond Earth games seem to run shorter for most people so longer might make them still not useful.

Issues:
They tooltip for ecoscaping says nothing because they never wrote one for a feature they weren't using and I'm not sure how it add it without possibly disrupting something else so I'm not going to add one yet.

Both terrascapes look the same. I don't know how to graphics so I can't change them. If someone wanted to make an alternate terrascape design I would use it and credit you.
I would rename the original terrascape an "earth reserve" and call the advanced one a terrascape. If possible for the earth reserve image I'd like a smaller area in the centre like the current terrascape image with either a paddock around it or buildings like are around the farms to give the impression that it is still in the process of being planted/growing, while the upgraded terrascape is complete.
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5 Comments
QUASAR Jul 20, 2017 @ 9:24am 
Thankyou for the mod; It seems nice to have more of these important things as time goes along people tend to make things more efficient and learn over time.
kang1741 Jan 29, 2015 @ 10:09pm 
Oh... it's a good idea! i'll apply this after game i playing :)
Red Earth  [author] Jan 11, 2015 @ 11:15am 
@Infectiou I'm pretty sure it already does that since it was already in the code they would have planned for that.
When I was testing it I was confused because it seemed like I was building the upgrade version instead of the base version. Then I realized I had it on quick and had set the upgrade time to 2 turns for testing which was reduced to 1 turn.
Infectiou Jan 11, 2015 @ 10:39am 
The looks like a good solution for the "all or nothing"-problem you have with using terrascapes. I would suggest to adjust the 30 turns depending on the game speed though.
DarkFire Jan 9, 2015 @ 10:09pm 
Thanks, I will give it a try later.