Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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SMAX Factions The Cybernetic Consciousness
 
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0.478 MB
Jan 25, 2015 @ 10:41pm
Jun 3, 2015 @ 12:17am
4 Change Notes ( view )

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SMAX Factions The Cybernetic Consciousness

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In 1 collection by lilgamefreek
Alpha Centauri Mods by Lilgamefreek
18 items
Description
Play as Aki Zeta-Five, leader of the Cybernetic Consciousness, from Sid Meier's Alpha Centauri: Alien Crossfire.

Trait
Razing cities assimilates them into your empire, relocating population and acquiring research progress.
+5% science, production, health, and unit strength
-10% food and culture

By rejecting emotion and practicing pure rationality, the faction is superbly efficient at matters of research and production, but suffers in the realm of love and culture. They are also excellent at repurposing conquered cities with grim efficiency.


History
_________________________
initial upload (v1):
- Each turn a city a razed, one other city in the empire gains a population and the consciousness earns +20% progress in some unresearched tech of their enemy.
- All cities generate +5% science, production, and health
- All Cities generate -5% food, culture, and energy
- Units have +5% strength
_________________________
update (v2):
- Changed penalty from -5% food, culture and energy to -10% food and culture.
_________________________
update (v3):
- Updated to winter patch
_________________________
update (v4):
- Added support for Social Engineering
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Planned future changes: .
- Implement trait as an invisible building rather than the current, very visible building.
- Balance changes as more factions are developed and feedback is received.

Known Issues

There's a serious issue that affects many sponsor mods with custom leaderscenes. The mods can cause the game to crash to desktop when used in conjunction with the default civs. A current fix is to play the game with the leaderscenes set to minimum. In the meantime, modders are investigating a proper fix. You can do your part by notifying Firaxis of this widespread issue.

Credits

Art, Design - adapted from Sid Meier's Alpha Centauri
Lore - adapted from "GURPS Alpha Centauri" supplement by Jon F. Zeigler
Code - utility functions by JFD
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41 Comments
Kerovanka Feb 22 @ 3:59pm 
pleaseupdate mod for RT
Elayeth Feb 2, 2016 @ 1:14am 
My favourite faction by far. I very much look forward to RT compatibility (hopefully you still plan on doing that) Nonetheless, a fantastic mod and I love the unity mod collection you created and packaged together, if only to add more variety to my opponents as I crush them with cold, cyborg logic :P
Archaon the Neverchosen Nov 7, 2015 @ 8:10pm 
Thanks for replying! Do take your time, it seems like many mod authors are either going at the update slowly or not at all, so I'm glad to hear that it'll be done eventually.
lilgamefreek  [author] Nov 6, 2015 @ 12:14pm 
This does not work for RT. I will be updating each leader for RT as I go along, but it will take much time. I can't say when I will get to the Cybernetic Consciousness.
Archaon the Neverchosen Nov 5, 2015 @ 9:45am 
Anyone know if this works with Rising Tide?
trueman56 May 26, 2015 @ 11:00pm 
I loved the Cybernetic Consciousness mod! It makes razing cities a more viable option. It was a good reincarnation of Cybernetic Consciousness from Alpha Centauri.

I noticed that no progress towards achievements is possible when using this mod.
lilgamefreek  [author] Apr 28, 2015 @ 11:34am 
To clarify the trait a little, they have a passive bonus and penalty at all times. The changes are quite small but sweep across their whole state to reflect how their devotion to rationalism affects all parts of their society, not just academia. The razing bonus is a turn by turn bonus. Each turn a city gets razed for, they get a ~10% progress to some undiscovered tech their opponent has and 1 population to one of their cities (the population is cycled between all the cities in their possession that aren't being raised, so they don't all wind up in the same place). This happens at the start of each turn for each city being raised.
Sozin Apr 28, 2015 @ 7:07am 
As for the mod it self. I think I finally understand at least one use of it. Though I have to ask you to word their traits better. Cause I get the impression that they gain those bonuses every time they raze a city and that it may perma stack. Not sure if this is the case considering I normally win a peaceful victory most of the time. Also I feel like they have a supremacy feel to them. Going to see how that goes over later
Sozin Apr 28, 2015 @ 6:38am 
No I was only using this sponser but I found out it was cause I had kept too many mods on at once. I had to turn them off then reactivate them 1 at a time. The glich got so bad I could not see the stats for energy and other stats. Warnig to those of anyone keeping too many mods turn them off if your not using them. For file your about to start.
lilgamefreek  [author] Apr 27, 2015 @ 11:29pm 
Sorry for the unresponsiveness. I've been pretty swamped. I am making note of things and will hopefully have time to really investigate your feedback soon. I doubt this particular faction would have an affect on explorers, but if you're using the Unity Project as a whole, it might be a result of the Pirates.