Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Unique Buildings for RT
   
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Nov 23, 2015 @ 12:40pm
Nov 30, 2015 @ 8:00pm
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Unique Buildings for RT

Description
Adds two unique buildings for each Sponsor. Unique buildings replace basic buildings, can only be built by their Sponsor, and are usually more powerful and cheaper than their basic building. Each unique building includes a new quest that reflects its Sponsor's lore.


UNIQUE BUILDINGS

African Union
Nyumbani Market (Trade Depot): +1 Health; +1 Capital; +1 Food from Internal and Station trade routes.
Wildlife Park (Ultrasonic Fence): 1 Trader Specialist; repel aliens within 3 tiles of this City.

Al Falah
Al Watan Defense (Defense Perimeter): +12 City Defense; +40 City Hitpoints; +1 Culture on Desert terrain.
Equality Syndicate (Cytonursery): +20% Health; +1 Firaxite, Floatstone, Xenomass.

ARC
Planetary Emporium (Thorium Reactor): +1 Capital from Trade Routes; +1 Energy per 2 Citizens.
Real Estate Office (Old Earth Relic): +1 Energy; +1 Capital; +2 Culture; -50% Energy Required to purchase plots in this City.

Brasilia
Aerospatial Academy (Autoplant): 1 Scientist Specialist; +10 Defense; +25% Production when at war; +100% Production for Air and Hovering Units.
Army Hospital (Clinic): +2 Health; +10% Science when at war.

Chungsu
Se Sok O-Gye Academy (Spy Agency): +2 Capital; +2 Science; +3 Covert Agents; All Recruited Covert Agents are automatically Special Agents.
Sub-aquatic Barracks (Repair Facility): +15% Production for Land and Sea Units.

Franco-Iberia
Immigration Bureau (Cloning Plant): +10% Food; +1 Culture per 4 Citizens.
Virtual Salon (Network): +3 Capital; +2% Virtue speed (additive); +2 Culture from Trade Routes.

INTEGR
Austerity Institute (Recycler): +1 Science from Trade Routes; +1 Production on Fiber, Silica, Copper, Fungus, Fruit, and Tubers.
Green Institute (Observatory): +1 Culture; +1 Science on Forests; -25% Culture required to acquire plots in this City.

Kavithan Protectorate
Compassion Shrine (Alien Preserve): +3 Capital; +3 Culture; Work 1 extra tile.
Seeding Temple (Pharmalab): +1 Capital; +1 Health on Fiber, Resilin, Chitin, Fungus, Fruit, Tubers and Xenomass.

North Sea Alliance
Aquaculture Bay (Tidal Turbine): +1 Energy on all Sea Resources.
Sturgeon Naval Academy (Drydock): +1 Science; +1 Production; +50% Production for Naval Units; Naval units anchored in this City fully heal in 1 Turn.

Pan-Asian Cooperative
Hydrolysis Forge (Petrochemical Plant): 1 Engineer Specialist; +1 Energy on Coast terrain.
Mathematical Reconnaissance Institute (Spy Agency): +2 Capital; +1 Science per 2 Citizens; +2 Covert Agents.

Polystralia
Anhydrous Farm (Vivarium): +5% Food; +2 Food and +1 Energy on Desert terrain.
Coastal Redoubt (Rocket Battery): +24 Defense; +10 City Hitpoints; 1 Trader Specialist.

Slavic Federation
Estuary Gate (Water Refinery): +1 Energy and Production on River tiles.
Orbital Factory (Launch Complex): +1 Production; Reveals invisible units within 4 tiles of this City; +4 Orbital Coverage.


COMPATIBILITY
Requires Rising Tide Expansion

CREDITS
lilgamefreek for Modder Resource - Modular Building Quests

REMOVING BUILDINGS
Navigate to C:\Users\Username\Documents\My Games\Sid Meier's Civilization Beyond Earth\MODS\Unique Buildings for RT (v 1)\Database
Delete the SQL file with the name of the building you want to remove.
22 Comments
gkarjr Dec 19, 2016 @ 8:31am 
A while back I contacted FA about the quest issue and he's gone back to mainly playing Civ V but said I should feel free to work on it if I wanted to. So I've worked up a new version that fixes this issue: Unique Buildings for RT Updated Quests .

Feel free to suggest any tweaks to how buildings or quests work.
Mr. Rainger Feb 28, 2016 @ 2:34pm 
Awesome but quest issues
Kali Feb 3, 2016 @ 4:02pm 
I think the Al Falah Al Watan defense should yield culture from tundra as well, due to tundra being very similar and practically a counter-part to desert, at least BE wise.
yskz Jan 21, 2016 @ 11:47pm 
Thouroughly enjoying the mod, but like other people said, the unique buildings don't count as their original when they're required for quests. Is it possible to write the new buildings so that they're treated as the original buildings?
cspoja Jan 21, 2016 @ 3:03pm 
I think the Al Watan Defense's quest rewards are switched. When I chose the no city intrigue option I still had covert operations in my cities but when I choose the other quest reward I don't get any intrigue in my cities. Regardless, really enjoying all your mods, thank you for all the extra content and hard work you've put into them.
kalveni Dec 21, 2015 @ 4:25pm 
The compassion shrine isn't completing the Occupational Hazard quest, which requires the alien preserve, the building the shrine relpaces
framedarchitecture  [author] Dec 13, 2015 @ 2:48am 
@manannin You can delete any of the individual buildings you don't like.
manannin Dec 13, 2015 @ 2:20am 
The Estuary Gate is a nice idea, but it does in effect make it pointless to expand on water; couldn't you make it replace another building?
Telruna Dec 13, 2015 @ 1:37am 
Great! Can't wait to try this mod.
LtMoonbeam Dec 12, 2015 @ 2:19pm 
loving the mod but Chungsu's unique Spy Agency does not count as one for any quest asking for it to be built