Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Workable Mountains
   
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File Size
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Updated
9.412 KB
5 May, 2015 @ 2:23pm
20 Jun, 2015 @ 5:26am
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Workable Mountains

Description
This (rather small) mod adds 3 new Buildings to the game that add yields to mountain tiles (and give some general bonuses).



DOES CURRENTLY NOT WORK WITH RISING TIDE!









IMPORTANT
Like with so many mods, this mod will not work properly if you just load it after starting the game - it will cause Mountain tiles will have Ice Graphics on them. To prevent that, after activating mods (when the game has completed configuring the game files) you NEED to go back to the mod menu (hit Esc) and let it configure the game files a second time. This is only nessesary the first time you enable mods after launching the game, then it will work for the rest of the session.

Content
This mod adds 3 new Buildings to the game:

Mountain Bunker
- requires: Defense Grid
- +40 City Hitpoints
- +2 Production from Mountains
Has a Building Quest that adds yields to bring this building up to par with other Buildings.

Geothermal Extractor
- requires: Geophysics
- +1 Geothermal (from the building itself, not per Mountain)
- +2 Energy from Mountains
Has a Building Quest that adds yields to bring this building up to par with other Buildings.

Research Station
- requires: Artificial Intelligence
- +2 Science (from the Building itself, not per mountain)
- +2 Science from Mountains

All 3 require a mountain in a 2-tile radius around the city. If you get all 3 techs, mountains yield a total of +2 Energy, +2 Production and +2 Science - so overall they turn a useless tile (in terms of yields) a rather good tile. But of course, the techs need to be researched and the buildings have to be constructed first - so these investments will probably only pay off if you have more than just a few mountains inside of your borders (which is intentional - it's designed to be a choice to be made in every game, not just an "Always get this!"-Option).

Credits
Quite a few people to name here actually. :)

- First of all, I took inspiration from SushiSquid's Workable Mountain mod for Civ 5 (and by inspiration I mean I shamelessly copied his method to allow mountain yields).
- This mod also uses lilgamefreek's Modular Building Choices-mod to allow for compatibility with other mods that add building quests
- And then there's soulthirst (@civfanatics.com), he was the one who had the idea to create this mod for Beyond Earth.

And of course, also a "Thank you!" to everyone who uses my mods. :P
41 Comments
Lerithen 18 Apr, 2018 @ 11:23am 
Nice!
Tuskor 6 Oct, 2016 @ 1:51pm 
Will there be an update for Rising Tide?
[PIGZ]MrTango 21 Jun, 2016 @ 7:31am 
:( no rising tide update
Galgus 22 Jan, 2016 @ 11:28pm 
Hoping for a Rising Tide update for this.
ɌƗȻꝀŦɆɌ 4 Nov, 2015 @ 5:18pm 
if you update, could you also make marvels workable? i thought there would be a benefit to colonizing near one, but i just got 3 useless tiles :P
Raynor 9 Sep, 2015 @ 9:37am 
what mod does it tho?
Ryika  [author] 9 Sep, 2015 @ 9:27am 
@Spartan Jamez: Solution is in the mod description.
@general_james: Don't know of any mod that currently does that.
Raynor 9 Sep, 2015 @ 8:38am 
Does this mod or Ice Begone! Add ice under the mountians? I'm subed to these mods and now I have the ice problem?
general_james 7 Sep, 2015 @ 11:02pm 
Is there a way or a mod to allow units to pass through or end a turn on a mountain or other "impassable"terrain?
Ryika  [author] 25 Aug, 2015 @ 12:19pm 
1.) No, this mod does not allow movement through mountains
2.) The Ai will create the buildings with relatively high priority and will work the tiles if they have yields that it thinks are better than yields on other tiles. It will however not try to get all of the 3 techs for the buildings to get maximum yields, unless it wants to get the techs anyway. (Or in other words: Like most objects that have some synergy, the AI will only make use of them by accident)