Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Shocky Additions RT
   
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1.471 MB
14 Feb, 2016 @ 2:58pm
22 Feb, 2016 @ 11:37am
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Shocky Additions RT

Description
Adds 19 buildings, 7 wonders, 30+? extra unlocked tech perks as well as a few quests to them. More will come we later versions. It will most likely not work with any major tech or building overhaul since this is 1 of them.

Should work okay with Affinity overhauls and I know it works well with (RT) Social Engineering - A Culture and Virtue Overhaul by lilgamefreek. I added a few old affinity gains into the tech tree as well. Improved orbital resource spawners and updated their description accordingly inspired of Terraforming Orbitals changes by Imendil. I was thinking about doing more with them, but for now they can spawn up to 5 maximum instead of 2. Added Titanium Mine by Red Earth, but included it so it can work properly in RT. Added biowell, dome, manufactor and academy changes as well (also inspired by Red Earth) , starts off weaker, but gain buffs according to surroundings as well later tech improvements.

New wonders, The Unreal Tournament with Mr and Mrs Death pic from Sergey Lesiuk, Department of Precrime (unknown pic origin)
National wonder building, Covert Ops got a matrix'ish number wall splash, because why not.
Old wonders are: Galatic Trade Hub (pic The Mall by Frenic), Project Tesla Coil (pic Thunderstorm by Dan Ransom), Space Elevator, Supersonic Wall and National Secrecy Agency (unknowns) which got changed a bit.

New buildings are: Mantle Scorch Facility, Maritime Lab and Home Service Robots (with chesse quest).
Old buildings are: Energy Bank, Hydro Plant, Naval Yard, Aerospace Complex, Barracks, Cold Fusion Lab, Covert Ops Center, Oasis Network, Bomb Shelter, Arctic Zone Installation, Horticulture Station, Pollution Processor, Autofabricator, Childrens Creche, Hospital and Nano Hospital (they don't stack).

New Techs are mostly, 4 categories:
* Shorter build time on a improvement, excample- 3 turns faster build time on Terrascape (it takes 20 turns without any buffs)
* Improvement buffs, such as - Manufactory grants 1 more production or -50% maintence on roads/magrails
* Building buffs (atm. only Pollution Processor, Hospital and Old Earth Relic)
* Civilian unit buffs, such as expedition, worker and trade + Expedition as seen in plantary survey buff mod

IMPORTANT: The Devs have STILL not fixed the bug that messes up unit action buttons. To prevent this, you have to acvitate all the mods to want, then hit 'Next' and let the game configure the Game Files. Then Hit Esc and let it configure the Game Files a second time. It will then work properly for the Rest of the Session. (Gloriously copy-pasted from Ryika)

Doesn't work with my other building, wonder and tech mods since this is a collection of them pretty much. So it will work with Affinity t1 unit mod.
Vanilla version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=399967523

Thanks to (RT) Modder Resource - Modular Building Quests
by lilgamefreek and to TWManiac for gifting RT.
22 Comments
Venusaisha 30 Jan, 2018 @ 12:42am 
Am testing that what i last said hopefully get results and make collection. So far no problems:Diplomat:
Venusaisha 27 Jan, 2018 @ 3:33am 
ya last one loaded well but had alien remains marvels in water and map was bit buggy slow minor. I am sure there has to be some way to orbital units removal or limitations with this.
(RT) Improved Units (RT) Strategic Resource Balance and Satellite Tweaks i don't think will work ethier. (RT) Improved Victory Conditions , Shocky Additions RT , (RT) Social Engineering - A Culture and Virtue Overhaul may :MooIdea:
Venusaisha 27 Jan, 2018 @ 3:14am 
It will most likely not work with any major tech or building overhaul since this is 1 of them. Awesome loadout or improved loadout tech offer may clash this tried that and got bugged exception. orbital units RT) Scepter Unit mod with (RT) Social Engineering and Shocky Additions RT may work thou cuts mod use down 7 or less. Feels so codex or horizon
Venusaisha 27 Jan, 2018 @ 1:45am 
If anybody still have orbitalproblem:(RT) Scepter Unit mod , thou geting it to work with Awesome loadout is a anythour thing. Thou (RT) Improved Victory Conditions ( with Even more building RT and even more wonders RT and (RT) Improved Tech Web work well alternative of Shocky Additions RT. i don't think (RT) Strategic Resource Balance and Satellite Tweaks will help. (RT). There are many loadouts(some without orbital units) that may allow (RT) Scepter Unit mod so ye can kill orbital units it just matter of test and trail.:Diplomat:
Shocky  [author] 16 Mar, 2016 @ 2:09pm 
For the curious, the error was:
Unhandled Exception
Code: EXCEPTION_ACCESS_VIOLATION
Error reading address 0x0
Which seems to be caused by having to many orbital units in your game = weakness with the game code.
http://forums.civfanatics.com/showthread.php?t=538918
https://steamhost.cn/steamcommunity_com/app/65980/discussions/0/619569341115142737/#p184
Shocky  [author] 16 Mar, 2016 @ 9:40am 
Okay, going to check it out when I got the time later.
Chrisjon 16 Mar, 2016 @ 9:37am 
Hey shocky, im only using this mod, nothing else.
Shocky  [author] 15 Mar, 2016 @ 11:40am 
What other mods do you use? Terraforming Orbitals changes by Imendil for one would most likely not work with this since it does the same. Some other might have changed them as well.
Chrisjon 15 Mar, 2016 @ 9:47am 
I have a crashing issue with this mod at the moment, and i dont know what is causing it, however i suspect it have something to do with the orbital fabricator/weather controller, og something, because all the games i have played with this mod, always ends with crashes when using those.

If you are interested i can throw you a save game i have right now, where it is constantly crashing withing 1-2 turns, just add me on steam.