Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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SMAX Factions The Nautilus Pirates
 
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0.526 MB
Feb 28, 2015 @ 3:46am
Jun 3, 2015 @ 12:25am
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SMAX Factions The Nautilus Pirates

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In 1 collection by lilgamefreek
Alpha Centauri Mods by Lilgamefreek
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Description
Play as Captain Ulrik Svensgaard, leader of the Nautilus Pirates, from Sid Meier's Alpha Centauri: Alien Crossfire.

Trait
Trains Adventurers rather than Explorers. Adventurers are better than Explorers in nearly every way and can be upgraded by going on daring adventures.
Begins with Planetary Survey tech.
Armies will disband completely if the treasury ever runs out.

The faction attracts adventurers and daredevils from across the planet, seeking out fortune and glory. When neither are plentiful, Pirate armies quickly lose willingness to fight.


History
_________________________
initial upload (v1):
- The Nautilus Pirates train adventurers rather than explorers. Adventurers differ from explorers by:
- Having increased combat-strength, movement, and expedition modules
- Move through territories even without open borders
- +300% bonus against other explorer units
- No move cost to pillage. Chance to capture enemy units on kill.
- Additionally, adventurers continue to receive upgrades by performing various actions. Some examples are embarking or clearing alien nests. Adventurers can earn a total of 4 upgrades, but there are more than 4 adventures to complete, each with their own upgrade. Some are harder to complete than others.
- The Pirates begin the game with Planetary Survey, allowing them to embark immediately.
- If the Pirates ever deplete their energy reserves and additionally have 0 gold income at the same time, their entire military will disband. Civilian, orbital, and trade units are not lost.
_________________________
update(v2):
- Updated to winter patch
_________________________
update (v3):
- Added support for Social Engineering
_________________________
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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22 Comments
zbynekn Jun 10 @ 4:36am 
.
TWManiac Feb 7, 2016 @ 8:49am 
Is this RT compatible?
lilgamefreek  [author] Mar 11, 2015 @ 11:37pm 
I do know. It served as a great tool in making and testing my own.
JEELEN Mar 10, 2015 @ 12:56am 
@lilgamefreek I know I was just pointing out the obvious. You know that there's an Ocean Cities mod for CiV?
lilgamefreek  [author] Mar 7, 2015 @ 9:57pm 
I have already stated several times my reasons for not including sea colonies. It is not an untested game element but at the moment does not integrate itself seamlessly with the rest of the game. It may be released at a later date when I am happier with it, but it will certainly be its own independent mod at that point in time.
JEELEN Mar 7, 2015 @ 3:17am 
Hm. Nautilus 'Pirates' with no sea cities...

@Known isssues: Firaxis doesn't care.
lilgamefreek  [author] Mar 3, 2015 @ 12:07pm 
Is the bug consistent with this behaviour?
http://forums.civfanatics.com/showthread.php?t=540319
This seems to be similar to what you and a previous user have described, but I'd like to be sure.

On sea-colonies, it's not that it's impossible to add them. It's a matter of sea-colonies should be there own mod. Making the Pirates a faction that relies on sea-colonies brings about a wide spectrum of problems. How well will the AI (for all factions) perform? How do you balance such a large feature? What do you do about users who only want one component and not the other? If I ever go about tackling sea-colonies, I will likely add in additional files that patch the Pirates to better interact with it. It's a better approach than making what are two separate mods co-dependent on one another.
zArkham4269 Mar 3, 2015 @ 11:30am 
How different is BE from Civ V given how there is a Civ V mod which allows for ocean cities?

Also a potential problem. Encountered a bug I've seen only once before. I noticed something odd when I sent a spy to Safe Haven: it was listed as if travelling to a foreign city. After that, the covert ops panel went blank. In previous occurances of this bug, it would resolve itself (for a bit) when a mission was over and the spy ready to take on a new mission. So far it hasn't resolved itself.
Reverend Noob Mar 3, 2015 @ 7:43am 
Love the work you're doing and what you've done so far, really got me back into Beyond Earth this has :D
Robo-Pig Mar 2, 2015 @ 5:42am 
Alright, I see.