Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Awesome Stations (Classic Version)
   
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21 Oct, 2015 @ 12:10pm
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Awesome Stations (Classic Version)

In 1 collection by Ryika
The Ancient Collection
9 items
Description
A Mod that makes Trade with Stations yield more stuff!

This Version only works with the Classic Version of the game.

If you want to play with Rising Tide use this updated Version instead*!
*(This Version here technically also works with Rising Tide, but the Rising Tide Version has been updated with a lot of cool features, so check out that Version if you own the Expansion!)

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Stations are budgeted really badly. While those that provide Science and, to a lesser degree, Culture are somewhat viable, stations that give food, energy and production are usually not really worth using (unless you use very specific virtues).. This mod tries to fix that and make stations a more important thing that should not be ignored anymore. It does so by re-budgeting their yields and introducing 2 more Tiers to make sure players who manage to explore the map and keep their stations alive are rewarded properly.

But let's get at it 1 by 1, starting with a small thing that doesn't really have too much to do with the above mentioned goals:

- The minimum distance of stations to both, cities and outposts has been increased to 7. Two reasons for that: Removing that annoying "Nice, a station landed where I wanted to expand."-situation as much as possible wihile still giving stations enough space to land. And to make it a little harder to connect trade routes with those stations - and to keep them secure.
- 5 new Stations have been added, all with unique yields that are in line with the overhauled yields of the already existing stations.

Now to the bread and butter of this mod:
- All stations had their yields increased. I'm using a "budget" to give somewhat fair yields to all stations, making yields that were already viable before more expensive. On Level 1 that budget is 32 (+- 1-2). Yields cost the following:

Energy -> 3
Food -> 4
Production -> 4
Culture -> 6
Science -> 6

So a station can for example have 8 (8*4 = 32) food on level 1*. Or 2 Food and 4 Culture (2*4 + 4*6 = 32).

(*not really, because:)
Stations with only 1 yield have their yield reduced by roughly 30%. Reason for that is that those Stations can provide a HUGE benefit in that one specific Yield that is needed (for example Food for that new city of yours), while Stations that have mixed yields can't be used that efficiently.

The budget will increase to roughly 48 (so x1,5) on Level 2, 64 (so x2) on Level 3, 80 (so x2.5) on level 5 and 96 (so x3) so giving really powerful stations:

12 Food + 12 Production
12 Food + 8 Culture
12 Food + 16 Energy
etc.

Huge bonuses, eh? Well, keep in mind you can only have 1 trade route per station and that stations need time to grow, so the overall effect is not THAT significant, but certainly strong enough to increase the power of everyone by quite a bit, so be prepared to finish even faster than you normally would. I'm currently working on a balance mod that re-scales and overhauls many of the existing systems to work better with the parts that have already been bundled in "The Awesome Collection" - but of course this mod also works on its own.

Special Thanks to Vice Virtuoso, this mod uses part of his Modular Script Loading-Mod.
6 Comments
Airborne 24 Oct, 2015 @ 7:05pm 
oh oops i do mean the updated version. Anyways that mod maker says to ask other creators to implement his changes in their own mods. well this is awkward.
Ryika  [author] 24 Oct, 2015 @ 4:04pm 
This vesion here should be perfectly compatible, but you probably mean the Rising Tide Version - to which the answer is no, I can't make them compatible, at least not without ripping his code.

You could ask him to implement proper support for custom artifact categories though, in which case the ArtifactsPopup.lua used in my mod would not be needed (and therefor both mos could be made compatible by him referencing my mod in the mod settings to make sure it is load after mine).
Airborne 24 Oct, 2015 @ 3:14pm 
Hey do you think it's possible to make this compatible with this mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=540280130
Ryika  [author] 23 Oct, 2015 @ 4:41am 
cbdeakin 22 Oct, 2015 @ 7:09pm 
Hi, thanks for keeping your mods up to date. Please could you publish another version of the instand building quest mod? I found it really useful.
Crazy_Eyes 21 Oct, 2015 @ 4:18pm 
Thanks:steamhappy: