Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

28 ratings
Shocky Additions RT
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.471 MB
14 Feb, 2016 @ 2:58pm
22 Feb, 2016 @ 11:37am
3 Change Notes ( view )

Subscribe to download
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
choncohua 4 Mar, 2016 @ 11:24pm 
sebe interresante:steamhappy:
-AKEVA-BANSHEE- 24 Feb, 2016 @ 10:18am 
Okay Thanks:steamhappy:
Shocky  [author] 24 Feb, 2016 @ 4:25am 
Yes, I use it to test this mod. Only mod that doesn't work with the editor as far as I know is the Culture and Virtue overhaul mod. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=451875031
-AKEVA-BANSHEE- 23 Feb, 2016 @ 10:30pm 
Is this compatible with ingame editor mod?
Shocky  [author] 22 Feb, 2016 @ 11:49am 
New version is up, with new wonder, spy building quest and few new tech additions as well.

BTW: Spies don't get the bonuses applied right away, you need to let them complete current missions or send them on mission and cancel once before they get benefits. The survival and intrigue caused benefits are applied by multiplying with other perks and abilities.
DarkFire 20 Feb, 2016 @ 8:18pm 
Thanks for the info. I actually played them together and they are working fine. Thanks again...!
Shocky  [author] 19 Feb, 2016 @ 6:58am 
Btw I do plan to add new buildings and wonders their seperate mods, but I 'm slacking a little bit for now :P
Shocky  [author] 19 Feb, 2016 @ 6:55am 
Well I think technically they should work together as long as both mods just adds to a tech with adding perk or whatever lines. Except Pioneering and Planetary Survey (start techs) since I gave them an updated discription and if the mods you use do the same, well they will most likely cause a crash since they both directly change same thing.
DarkFire 18 Feb, 2016 @ 9:24pm 
Gonna try it and see what happens with the other mods I regularly use.
DarkFire 18 Feb, 2016 @ 9:21pm 
Your mods are awesome! Is it possible to use the newest buildings and wonders without the new techs? I use a couple other mods that modify the tech tree and I don't know if they are compatiable? Thanks for the hard work!