Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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New Horizons: Virtues (RT)
   
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27 Oct, 2015 @ 7:55pm
9 Nov, 2015 @ 3:21pm
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New Horizons: Virtues (RT)

In 1 collection by Machiavelli
New Horizons
5 items
Description
New Horizons: Virtues is a Rising Tide compatible mod that changes all the Virtues. It includes a new Virtue Health system and new Virtue trees: Security, Expansion, Development and Commerce.

If you're looking for the version of New Horizons that is a total conversion for vanilla Beyond Earth go here.

Download[forums.civfanatics.com] from CivFanatics
Discussion thread[forums.civfanatics.com] on CivFanatics

Virtue Health
No Virtue within the trees provides Health. Instead Health comes from the synergy Virtues. Every depth-based synergy and tier 1 synergy provides Health. Players can follow different paths down various combinations of the Virtue trees without crippling their Health.

Security
Beat back the alien menace and claim the planet as your own with Security! This tree is for colonies that want to control the land, sea and space. In boosts military and orbital units. Ensuring a strong army and strong economy to back them up.

Expansion
Civilize the frontier with Expansion! This tree provides rewards that help young cities develop rapidly and support continuous rapid expansion. With lots of per-city bonuses the larger the colony the larger the rewards. Make your colony stretch from horizon to horizon.

Development
The most successful colonies know that it is people are its most valuable asset. With Development bustling cities will pour untold riches into your coffers and construct wonders that are the envy of the world. With rewards for each new population and surplus Health focusing on continuous population growth is key to achieving success.

Commerce
Specialize and trade between your cities or other stations and colonies. And if you can't get what you want by hook you can try by crook with Covert Ops. As a master of financial trickery you can use Deficit Spending to earn Energy by spending Energy!

Known Issues
None at this time.
18 Comments
Gwazi Magnum 8 Dec, 2016 @ 11:12am 
Please see if you can try to merge this mod with Affinity Yields.
I've tried to do it myself, and it did get *better* other than that the Virtue screen would just give up.
Toadman 24 Dec, 2015 @ 12:02pm 
DId you do the CIv5 Mods too. Loved your work.
Machiavelli  [author] 13 Nov, 2015 @ 6:11am 
Starrynite, does the other mod change the UI file InfoTooltipInclude.lua? This mod does and I suspect the other one does too. If so than which ever mod loads second will clobber (overwrite) the changes made by the first mod. To prevent this you'll need to merge the changes each mod makes to InfoTooltipInclude.lua. This may require some technical skill or it may be very easy. I can take a look into doing it for you.
starrynite120 12 Nov, 2015 @ 9:24pm 
Having a bug with affinity as yields where some of the policies descriptions disappear when hovering over them
Machiavelli  [author] 9 Nov, 2015 @ 4:09pm 
starry, reworking victory conditions is outside of the scope of this specific workshop entry, as its role was to rapidly port as much of pre-Rising Tide to Rising Tide as possible.

However, I am working on a larger more fundamental redesign of New Horizons for Rising Tide that likely will incorporate reworked victory conditions. It is still in early development so I can't promise what will be in it but if you want more information there is a discussion thread [forums.civfanatics.com] and development blog [mechanicsasmetaphor.wordpress.com].
Machiavelli  [author] 9 Nov, 2015 @ 3:43pm 
The issue where people who subscribed to the mod would not see it in the menu (because a file was being placed in the wrong directory) should be fixed in the most recent version (based on my testing that reproduced the issue). Please let me know if anyone sees the issue now.
starrynite120 9 Nov, 2015 @ 7:01am 
Are you planning on reworking victory conditions, Machiavelli?
Machiavelli  [author] 31 Oct, 2015 @ 11:24am 
Something seems to have messed up the build process, I may just delete this workshop entry and reupload the mod.

Sherwood, if you're missing the unit pannel do one of you other mods add promotions or worker/explorer build (aka tile improvement) actions? If so, you may need to double enable all your mods. That means enable, hit back, enable again.
Chico Chico Chico 29 Oct, 2015 @ 9:38pm 
Hmm.. i looked in my mods folder, now the New Horizons Virtue folder is empty, but there's a new folder that's a bunch of numbers and letters, inside it are all the files for your mod. I tested a quick game and in the mod screen, there's the NH virtue mod and it loads normally and works. But the folder itself is empty, so i guess it's loading the files from the folder "5f4ga447dadr etc" (it's like 40 characters).

Super weird! But hey, it's working!
Machiavelli  [author] 29 Oct, 2015 @ 5:52pm 
I've uploaded a new version that should fix the issue with the mod file being put in the wrong location. Please let me know if anyone still encounters this issue. I could not reproduce it on my own machine so I could not verify that this fix worked.