Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

37 ratings
Greatest Cities
 
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0.759 MB
Dec 2, 2015 @ 8:42pm
Dec 3, 2015 @ 2:18pm
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Greatest Cities

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Description
Adds a city ranking system that is displayed in a new Greatest Cities screen (available in the Additional Information pulldown menu).

RANKINGS
Cities are ranked by their relative score in wonders, population, production, energy, science, culture, health and capital (Rising Tide only). A maximum of 10 points can be earned in each category.

COMPETITION
Every 50 Turns (varies by Gamespeed), the city with the current highest score is declared the "World's Greatest City".

REWARDS
The controlling Sponsor receives 10 culture, 10 science and 50 energy for each citizen in the Greatest City. This bonus is multiplied by the number of times in the past that city has won.

COMPATIBILITY
Vanilla and Rising Tide.

IN-GAME HELP
Civilopedia -> Game Concepts -> Cities -> Greatest Cities

TROUBLESHOOTING
Always load from a discrete, named save.

CIV 5 VERSION
Civilization 5 version available here.
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22 Comments
Venusaisha Jan 17, 2018 @ 7:50am 
Specialists help manage cities limitations are to 2 of these type mods at most. Event horizon( codex is anthouer simliar) is not a mod but a collection of mods(stand alone), thus combining other mods with a stand alone mod cllection can break ur game or generate bugs. Stand alone mods already have their Specialists thing. :Diplomat:
Olafr_the_Viking Aug 5, 2017 @ 12:40am 
I am using this mod together with Specialist Groups and Event -horizon 2.2, and that combination bugs out the text in the "specialist group" menu and all specialist group pop-up texts. Any known fixes?
Black Wolf Jul 31, 2016 @ 12:45pm 
Why not adding some random artifacts as reward? ;)
framedarchitecture  [author] Mar 24, 2016 @ 7:14pm 
@mhduval313 If you are winning this every time, you are definitely playing beneath your difficulty level.
Caligula Mar 24, 2016 @ 9:31am 
awsome mod,but it IS kinda tiresome to get huge amouts of energy even when you have 6000 energy. the science and culture are good for speeding up tech and virtues,and i can see why energy could be good(like when you have -40 income),but i think a good idea is to provide small bonuses to theese yeilds,but give larger ones based on the total earned. just a suggestion.
kimhega1 Mar 11, 2016 @ 8:45pm 
good
Tim_ Mar 7, 2016 @ 10:41am 
Tried this mod out, and it's a a really nice concept.

There is one issue though. Imagine you are on turn 24 and you know you have the "greatest" city. You save the game at this point. Then you press the "end turn" button and it becomes turn 25. You are duly rewarded as expected. It is the first time you have had the greatest city, so the rewards are multiplied by 1, so its all good.

However....

Imagine you decide, for whatever reason, to reload turn 24 and do something differently, and continue the game from there. You complete your turn and it becomes turn 25. You are duly rewarded as expected. It is the first time you have had the greatest city, so the rewards should still only be multiplied by 1. However, they are not - they are multiplied by 2! Somehow, the mod "remembers" the time it rewarded you before you reloaded. This feels like a bug. It can be abused by just reloading a lot of times to get the multiplier to rise.
Mighty Matriarch Feb 28, 2016 @ 7:06pm 
Kind of cool
framedarchitecture  [author] Dec 11, 2015 @ 7:33pm 
@juanmgpechavez
no way to use the artifacts found ´cause the menu is inhibited.
Not true. This mod doesn't affect the artifact reward system, nor the artifact popup in any way. This was tested both before release and again just now to disconfirm your report. My conclusion is that this mod is not the source of the issue you describe.
juanmgpechavez Dec 11, 2015 @ 5:56pm 
good mod, here´s the problem when you find and article this mod blcks the entire system. what i meant is that´s no way to use the artifacts found ´cause the menu is inhibited.