Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Open Sea
   
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3.765 MB
Aug 1, 2020 @ 4:23am
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Open Sea

Description
“Most of our systems are gone, debris chain reaction is out of control and rapidly expanding. Multiple satellites are down, and they keep on falling. Telecommunication systems are dead, expect a communication blackout at any moment.” -Houston in the film "Gravity"




Will the thousands of Space debris orbiting the planet be enough of a Celestial Omen to stop your conquest of the stars? As part of the Modder Pass V Celestial Omen, take part in the problem of orbit pollution with this brand-new Satellites Units mod.




Features
  • 9 New Units to orbit earth
  • 6 Special Actions for different satellites
  • 2 Promotions trees for satellites
  • Satellite Fuel management
  • New Game Mechanic, Space Junk




Game Mechanic : Space Junk
During your Science victory, Space Debris is a new mechanic you will have to survey. As each time someone complete a Space Project, each time a Satellite unit is damaged or each time a Satellite unit is destroyed, Space Debris are added. There is 5 different level of Space Pollution, each new level will decrease Space Projects production and increase the chances each turn for Satellites Units to be hit by a debris.




Satellites Unique Abilities
All Satellites units have the capacity to ignore all terrains and pass through other civs borders. The main movement restraint of Satellites is their orbit. When a new Satellite is created, it’s first moves will determine the path it will follow. As such, each turn the satellite will teleport to a new tile and orbit around the globe.
All Satellites units also have a Lifespan and Fuel Charges. Once the lifespan of the satellite reach 0, it dies. This lifespan can be extended using Fuel Charges, but Fuel Charges can also be used to regains many movement points.




New Units



Telecommunication Satellite
“The unit for Cultural and Diplomatic victory, gives +3 influence point for envoys and gives Rockbands gold for the tourism they generate. It’s special action is to remove 70 loyalty to a city and grant a permanent -5 loyalty per turn to it, while also giving to the city owner Culture”



Military Satellite
“A perfect addition for your military campaigns, the Military Satellite has a great sight range of 9 tiles and gives to all units in an 8 tiles hexagon radius +5 combat strength. It’s special is to launch an Urgent Military Operation, which boost the combat strength and movement cost of your fast units like Helicopters, Aircrafts and SpecOps”


Weather Satellite
“The unit to make your city grow and help your neighbors, the Weather Sat gives food to the nearest city of it with its special action. And if it’s done above another civilization city, you also gain diplomatic favors”


GPS Satellite
“If you want to speed up your units, try the GPS Satellite, which grants to all units in an 8 tiles hexagon radius +1 movement point”


Rods of God
“In case a Nuclear Submarine isn’t enough for you, the Rods of God is an excellent siege unit, with its range of 15 and bombard of 110, it can also carry your nukes all around the globe.”



Orbital Laser
“To get rid of those pesky orbital debris and other enemy satellites, the Orbital Laser is the perfect weapon, able to delete satellites with its +17 combat strength against Satellites, and then remove their debris with its special action Remove Space Junk.”



Lagrange Laser
“Direct upgrade of the Orbital Laser, the Lagrange Laser is a replacement over the Vanilla project. They speed up your Exoplanet Expedition but if they are destroyed they stop helping it. This mean that now your perfect Science Victory can be stopped if those satellites are dead.”


Space Station
“Space Stations are a huge investment, but if you promote them, you can help your whole empire to develop. Space Stations have their own promotions tree that grants empire wide bonuses. Just try to keep it alive…”



Space Shuttle
“If your satellites are damaged, out of fuel and about to re-enter the atmosphere, the Space Shuttle is here for you. Its special action is to repair and refuel adjacent satellites units. Its second special action is to promote adjacent satellites units. Both actions take up your Space Shuttle fuel, which it hasn’t a lot of and it’s lifespan is quite short, at only 5 turns. So takeoff, make your repair, and land back.”




Warning !!!
Dead mod, was propably bugged since day one, tried multiple time to fix it, and manage to do it
Check the redone version here : https://steamcommunity.com/sharedfiles/filedetails/?id=2484276935&searchtext=


Have you ever be in a situation where AI denounce you meaning you can't ask him "Open borders" to let your poor boat go outside ? Because with this mod, it wil never happen again.
Now, boat don't care anymore about borders and can pass througth everybody borders. It should work with every vanilla and DLC boat and unique boat.
Also, AI seems to be unable to use this mod feature so it is really usefull only to you.

How to use the mod ?
When the mod is active, your boat can pass in other nation territory but still can lead to a Surprise War if you move them. To avoid this, move only on unseen or undiscovered tile. It is only when you move a unit in a seen tile that the "Surprise War" event will occure.

Compability : This mod should be able to work with any mod that don't massively change the code of boat.
This mod will not work with boat added by other mods.
6 Comments
choijanggyu Dec 8, 2020 @ 3:15am 
@ferentas

This mod only can make units cross border not stop in the border.
So you should click not in other civ's border.
ferentas Oct 26, 2020 @ 7:51am 
DEAD MOD!!!
dissatisfieduser Aug 9, 2020 @ 7:42am 
Perhaps another way to go about this would be to limit border expansion into water tiles and extend those limits with civics. So you would need be limited to any water tile adjacent to a land tile at the start, two tiles from land with Exploration/Mercantilism, three with Colonialism, four Cold War, and no limit with Globalisation.
dissatisfieduser Aug 9, 2020 @ 7:19am 
If you wanted to take this concept further, this mod should also separate land and sea borders. This would mean that land borders become closed with Early Empire while sea borders close at a later civic, probably with Cold War or Rapid Deployment to mirror the timing of the first UNCLOS convention, which continues to legally define maritime borders. From a game design angle, this may be too late so an earlier civic whilst still maintaining historical plausibility would be Nationalism or Colonialism. Honestly, I don't expect a separation of borders between land and sea to work with how Civ6 was programmed but, hey, a guy can dream.
SpatialX  [author] Aug 4, 2020 @ 5:55am 
I don't know what you mean by END in someone else's waters. Still, as long as you don't SEE the destination tile, even if it is in a border, there will be no problem. Also there is no problem to make your boat "pass that turn" or "sleep".
But i think the best way to find a answer to your question is to test the mod by yourself.
The Big Red Cheese Aug 4, 2020 @ 12:16am 
Wait, so this makes it so you can move THROUGH someone else's waters, but not END in someone else's waters?