Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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SMAC Factions Morgan Industries
   
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File Size
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458.301 KB
10 Nov, 2014 @ 3:36am
3 Jun, 2015 @ 12:03am
10 Change Notes ( view )

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SMAC Factions Morgan Industries

In 1 collection by lilgamefreek
Alpha Centauri Mods by Lilgamefreek
22 items
Description
Play as CEO Nwabudike Morgan, leader of Morgan Industries, from Sid Meier's Alpha Centauri.

Trait
Purchase stimulus packages in your cities for bonus yields.
Must research Fabrication before cities grow past 10 population.

Morgan's shrewd business sense give him unrivaled economic flexibility. However, higher standards of living limit growth until advanced fabrication is researched.


Compatibility

his mod makes changes to the ProductionPopup.lua file. This may pose non-critical compaitibility issues with this mod, as losing the changes to these files will simply reorder the stimulus packages in a weird way as well as make them buildable rather than just purchasable (which is no better than the ingame development options).

History
_________________________
initial upload (v1):
- (all values represent standard speed and will adjust accordingly)
- Morgan has access to several stimulus packages. For 200 energy, he can purchase:
- 40 production to a city's current project (including wonders!)
- 10 food for the city's population
- 20 science to research
- 10 culture to social development
- Cities cannot grow past 6 population until the Fabrication technology is researched. Cities will stop at 6 pop 79/80 food until the tech is discovered.
- Morgan suffers from double maintenance to land and sea units.
_________________________
update (v2) Nov 27-14:
- Fixed a bug that caused the production window to launch twice.
- Updated the stimulus packages to improve with time:
- The Culture Package now yields 10 + # of adopted virtues
- The Research Package now yields 20 + # of discovered techs
- The Agriculture Package now yields 10 + # of population in the city
- The Production Package now yields 40 + # of base production from buildings in the city
- Added a new leader intro from the excellent "Journet to Centauri" by Mike Ely. A small preview of an upcoming lore update for all the released factions.
_________________________
update (v3) Dec 8-14:
- Updated ProductionPopup.lua to Fall 2014 patch
_________________________
update (v4) :
- Removed Morgan's Unit maintenance penalty
- Increased the population limit to 10 (was 6). Mechanics are still the same. Players must research fabrication before growing beyond this limit.
- New civilopedia entries for faction and leader
- Leaderscene more specific to the faction
- New loading intros including one from the excellent "Journey to Centauri" by Mike Ely and "GURPS Alpha Centauri" supplement by Jon F. Zeigler
_________________________
update (v5):
- Fixed a city name
- Civilopedia no longer displays dummy entries such as trait buildings
- Re-added missing art assets
_________________________
update (v6):
- Updated to winter patch
_________________________
update (v7):
- Added support for Social Engineering
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Planned future changes: .
- Civilipedia entries for Morgan
- 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
25 Comments
Paul 7 May, 2022 @ 5:25am 
Nooo, its not Morgan Freeman space faction
Somberyeti 27 Nov, 2015 @ 3:00pm 
IS THAT ILLUMANATI ?!?!?!?!
InsideVoices 23 Dec, 2014 @ 3:06pm 
This is a really inventive and challenging way to characterize the Morgans in a game where economy is already OP. Can't wait to use this mod.
lilgamefreek  [author] 22 Dec, 2014 @ 9:31pm 
Well, not if they have strong enough bonuses to compensate. Weaknesses add vulnerabilities to a faction yes, but those disadvantages can be offset by strong advantages.

Take the vanilla sponsors. How does playing as a vanilla sponsor affect your playstyle? You tend to play to their strengths. If you're Franco, you focus on culture. If you're Brasilia, you flex your military might. Your sponsor pick affects your aggressive choices.

How does playing against a vanilla sponsor affect your playstyle? You defend against their strengths. If the ARC is in the game, you might put special priority in defensive ops structures. If the PAC, you might rethink which wonders you pursue. Your opponents affect your defensive choices.
lilgamefreek  [author] 22 Dec, 2014 @ 9:31pm 
But when you play as say the University of Planet (+20% science, enemy spies finish ops in your cities 33% faster), the scenario is quite different.

Picking the faction yourself now affects your defensive as well as offensive choices. You want to invest in science because you pick up momentum much faster, but you also want to invest in covert ops defenses because you are an easy target for others.

Playing against the faction now affects your offensive as well as defensive choices. You have to play a strong science game to keep the University from running away with their large science bonus, but you can invest in covert ops to exploit the University's weakness, even if you have no bonuses to covert ops yourself.
lilgamefreek  [author] 22 Dec, 2014 @ 9:30pm 
It add's strategic depth in a way that is orthogonal to what is already present in the game. Yes the University has a weakness, but they have bonuses that without them would completely eclipse the vanilla factions (imagine a flat +20% science along with a free tech at start alone). Morgan can spend money to buy ANYTHING he wants (techs, virtues, population, wonders), which is an incredibly strong ability. Giving the factions weaknesses is a way to not only give players the chance to try out these very strong abilities, but also increase the situations and options a player encounters throughout the game.
EMBradley 22 Dec, 2014 @ 5:06pm 
Every vanilla sponsor has only bonuses. Thus, by weakening these mod sponsors with negative traits, you put yourself at a disadvantage.
lilgamefreek  [author] 22 Dec, 2014 @ 4:11pm 
Why not? Venice has downsides. India has downsides. Weaknesses add texture to a faction just as much as strengths. I think they compliment one another.

I agree Morgan's strengths are not strong enough to justify his weaknesses, and this will be addressed in the next round of balancing which is coming soon. But I personally find traits that only give bonuses to be boring.
EMBradley 22 Dec, 2014 @ 3:24pm 
You aren't improving the game if the sponsor trait is a negative. Only use that to give bonuses.
Shuriken 7 Dec, 2014 @ 9:23pm 
Have you cosidered making the giving the stimulus package bonus a half life? For example, 20 science on turn 1 of the stimulus, 10 on the 2nd and so on. This 'fade' over time would be morein the spirit of the effectiveness and duration of stimulus packages.

I do like the linear bonus improvement that you made recently. However, I do feel that some kind of scaling with era is necessary to keep Morgan competative.

Alternatively, what about providing a bonus to trade route energy income linked to era?