Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Euphotic Stimulator
19 Comments
☆The 45th Flying Pyros☆ 12 May, 2017 @ 11:27am 
Does this work with Rising Tide? And, is there a limit for how many algae spawn? (There should be if there isn't).
rockhounddiva 29 Sep, 2015 @ 9:41am 
can you make a satelite that can make each of the resources?
BlackViper 22 Mar, 2015 @ 12:54pm 
Hello, could you please give us an external download link?
My Dog is a Honey Badger 3 Dec, 2014 @ 4:04pm 
Really love the mod. I've noticed one issue with the mod. Later in the game when you get +orbit buffs the Euphotic Stimulator stays in orbit for a long time, and seems to take much longer to generate algae. I'm not sure if it's designed to avoid this problem, but the terraforming mod uses satellites that only last one turn. It's obviously kind of broken since you can make anything, but to balance it out it only works on one tile.
BLÀde 17 Nov, 2014 @ 8:02pm 
the ai is as dumb as ever i've seen them deploy these in the middle of deserts!
Imbris  [author] 8 Nov, 2014 @ 4:11am 
Now works correctly with the Biofuel Plant. There is a minor issue with the Biofuel Plant tooltip displaying Algae twice, but I hope to resolve this.
Peregrine 7 Nov, 2014 @ 10:02pm 
Its a nice idea, but is just too OP.
To be honest, a better solution already exists in the vanilla game.
The weather controler satelite spawns algea and coral allong with producing food, but does so very slowly and has spawn limits.
MalignantCookie 7 Nov, 2014 @ 7:34pm 
Found an odd bug. Although the new algae pools will add their yields and will take improvements just fine. The biofuel plant will not add the energy bonus to newly created pools. I think the game isn't being "told" the algae spawns. The pools just kinda appear whitout any sort of notification.
Venusaisha 5 Nov, 2014 @ 7:25pm 
thou it be useful, thou little op right now. so instead taking more then 10 turns of more to spawn resources. u can spawn 1 resource, in less time, say 10 turns before deorbit. deoribt penalty could be included for spawning a resource faster.
Venusaisha 5 Nov, 2014 @ 7:19pm 
like in game i sent alot weather satelites(no mod included), it takes too long to spawn resources. so like Nocolourtv say, spawn 1 under the sat, but a bit balance but bit faster then normal weather sat. note that if player has anthouer sat differnet over city and u want to spawn a weather sat nearby it restricted from placment nearby.
Nocolourtv 5 Nov, 2014 @ 3:38pm 
+mrawesome

isnt that just a weather satelite? XD minus the oil. its a fossil fuel, you cant just make it.
this is an interesting mod, but with certain buildings, this would be highly OP. imagine, improved from barges, giving +2 food, the the water refinery giving +1 production, and +1 energy per algae. it would be a whopping 4, 1, 1 tile. imagine how many around a city? to balance this, please reduce the number it spawns around on water. please. i still luv this mod's idea, even if the weather satelite already does this. great alternative
Imbris  [author] 5 Nov, 2014 @ 8:52am 
Some initial testing isn't showing me the same fault, I'm afraid :( I launched satellites over mixed land/water and only land, with no problems. Any other info you can share that might help menarrow it down?
GameBrett 4 Nov, 2014 @ 9:34pm 
Just thought you should know right after I launched the Stimulator it crashed on me. :-( I loaded it up and what happened was I had one square that was on land and im guessing the game got confused
Imbris  [author] 4 Nov, 2014 @ 2:49pm 
As the Weather Controller and Orbital Fabricator satellites already produce a variety of resources each, I felt a more specialised unit was in order!
cosmic 4 Nov, 2014 @ 2:45pm 
V Great idea. Either make resource specific satellites, or give it a random chance of spawning that water tile resource, that would be really cool and useful.
Theotherguy 4 Nov, 2014 @ 2:09pm 
great idea, but i think it could benefit from including both coral and oil under what it produces, since both are also of value to island cities, primarily oil for its production value.
Imbris  [author] 4 Nov, 2014 @ 11:48am 
Now resolved, reverted a bad edit. It should now work as intended :)
M3ND4C17Y 4 Nov, 2014 @ 10:59am 
This device wasn't available in my game, despite having it enabled as a mod, researching terraforming and creating a new game to try it out. Does it require a particular affinity level or something?
Malfeas 4 Nov, 2014 @ 8:59am 
Kelp farms ftw :orb: