Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Academy City Sponsor (Misaka Mikoto)
36 Comments
cicero225  [author] 2 Jun, 2016 @ 12:05am 
After many long months, I have updated this civ for Rising Tides: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=695689996
cicero225  [author] 24 Oct, 2015 @ 8:03pm 
@darkwolf0897 Rising tide or base game? I definitely haven't updated for the expansion, but if the base game is broken too, then that means the patch did something and I have to adjust things.
infblu 24 Oct, 2015 @ 8:06am 
Sponser no longer displays in list.
Mia 20 Sep, 2015 @ 8:50pm 
Quite a lot more fun to play as a science based sponsor considering the starting conditions of BE.
Hostile Alpaca 25 Aug, 2015 @ 12:57pm 
@greyrain

That's not a problem from the mod, it has occured to me multiple times in vanilla.
greyrain 21 Aug, 2015 @ 9:02am 
Going to drop this here in case anyone else finds it helpful. This mod (well any mod really, it's a game bug not the mod's fault) can break the unit panel. If that happens try this workaround (it's been working for me).

Save the game, exit to the main menu, enable mods again and load the save from the mod menu. Everytime I've done it the panel came back.
cicero225  [author] 14 May, 2015 @ 9:39pm 
@Crimson13 Hmm, did you try opening the broken tech tree after starting the game. Everything looks nominal, but opening the tech tree may reveal the issue.
Crimson13 12 May, 2015 @ 12:00pm 
I have the lua, here's the link to download: https://www.dropbox.com/s/sntt8evbwns36nq/Lua.log?dl=0
cicero225  [author] 11 May, 2015 @ 5:03pm 
@Crimson13 IGEditorBE isn't as polished as the one for Civ 5, so it might very well miss the Explorer unit even normally (it is missing some things, though I forget what).

Other than that, I'm unsure why it would create problems with colorful tech web. It might have to do with that Supremacy satellite that still has borked artwork. If it bothers you enough you can enable logging and check the logs: http://forums.civfanatics.com/showthread.php?t=487482 and I can give some feedback based on the logs.

(That link is for Civ 5, but the BE procedure is exactly analogous)
Crimson13 11 May, 2015 @ 1:01am 
Apparently this has problems with the Colorful Tech Web (I believe anyway, I'm going around trying to find out what's causing issues here...). I didn't play as or have in the game but I used the Seeding options, it caused CTW to not work and for an odd reason the Explorer unit wasn't selectable when using IGEditorBE. I could choose in the production city menu as well as purchase it but it didn't show up in the IGE unit menu which was funny.
Psytrin 1 Apr, 2015 @ 11:56am 
I've tried finding as many other game/anime sponsor mods, and none of them feel quite as polished as this one!
cicero225  [author] 22 Mar, 2015 @ 12:50am 
Oh also, I wanted to make the satellite cause the AI to hate you, but I couldn't figure out to do it. Will look into it when I can.
cicero225  [author] 22 Mar, 2015 @ 12:40am 
(continued)
Note: Because of certain flaws in the Firaxis Civilopedia and Tech Tree scripting, I am forced to override the .lua files that handle this (CivilopediaScreen.lua, TechButtonInclude.lua). Eventually, when Firaxis releases the source code, I can take a look at how to fix it more properly, but for now, a kludge is the only way. If you're experiencing problems with other mods, consider deleting these two files (which will mess up a tiny part of the civilopedia and tech tree, not a huge deal)

I still have not gotten updated Supremacy/harmony/purity pictures for Misaka... I may end up putting in placeholders.

I hope to do custom quests, but it would only make sense if I also fixed the Turn 100+ broken quests bug that Firaxis introduced two patches ago. Might take a while.
cicero225  [author] 22 Mar, 2015 @ 12:39am 
(continued)
Harmony Lvl 7: Energy from killed enemy units. Cloning plants gives +2 food, +2 health. Unique National Wonder (Swarm Intelligence) that gives a free Surveillance Web, +1 population, +1 health to all cities.

Purity Lvl 7: Culture from killed enemy units. +20% military unit production, and military units (except siege and air) receive +1 movement points.

Note: The desolator satellite has the same unit flag as the settler, and looks wrong when in orbital view. I'm looking into this, but it's not easy to fix. THe satellite itself works, though, so I hope you can forgive me while I work on it.
cicero225  [author] 22 Mar, 2015 @ 12:39am 
So this is the new version of Misaka that I've been working on. Unfortunately, there's something borky going on with the satellite I tried to add for supremacy, but it does work. It just has the unit flag of a settler =/, and looks the same launched as on the ground =/// . I'll try to fix it, but it's not a simple issue at all.

Changelog:

Implements significant changes to Misaka's ability (listed below)

New Unique Ability: Receives unique benefits for reaching level 7 in an affinity (It's in the Civilopedia).

Specifically:

Supremacy Lvl 7: Academies generate as much energy as they cost. Unique Railgun Launcher building (Ballistics) gives +10 orbital coverage to a city and unique Desolator Satellite (Communications) reduces yields in a 7 hex area by -1 food, -1 production. It's expensive, though.
cicero225  [author] 9 Mar, 2015 @ 12:39am 
Known Bugs:
With Harmony 7, Cloning Plants don't show the extra perks on the tech tree, and don't show the food on the city screen. The gamplay effort works, though.
With Supremacy Lvl 7, Academies give 2 energy instead of just saying 0 maintenance
None of these show up on the tooltips for the Affinities (you can only get them from reading the Misaka Civilopedia Entry)

Unfortunately, this mod triggers a known bug in Beyond Earth, where certain mods will cause the unit panel to break on starting the game. This is Firaxis's fault, and needs to wait for them to fix it. For now, the solution is to exit to main menu and retry the game until it works. Sorry =/
cicero225  [author] 9 Mar, 2015 @ 12:39am 
Good news! The mechanics aspects of the new version for the mod now work fully on internal testing. Just need to add new text and building logos. Current version is:

(All Misaka only)

Purity Lvl 7: +20% for military units, Culture from Kills, +1 moves to all units (Except Planes and Artillery)

Harmony Lvl 7: +33% CS in all cities, Energy from Kills
Cloning Plants give an additional +2 Food, +2 Health
Enables the Radio Noise National Wonder (Swarm Intelligence) with the following description:
"Restarts the Sisters Project. Free Surveillance Web, +1 Population, +1 Health in all cities"

Supremacy Lvl 7: Academies cost 0 energy maintenance.
Enables the Railgun Launcher Building (Ballistics), which gives +10 Orbital launch range
Enables the Orbital Railgun (Communications), a slightly more expensive, more powerful Orbital Laser
Kenshin7 8 Mar, 2015 @ 8:00pm 
I wonder if a certain boy tagged along.
Venusaisha 21 Feb, 2015 @ 5:37am 
nice, thou i think it may be clashing with my other mods in list but not sure.
pubs of england 7 Feb, 2015 @ 10:22am 
YES
Lerrasien 30 Jan, 2015 @ 1:17pm 
It tells me that it's not compatible with my version of the game...? Is there a way to fix this?
TAWWorld 27 Jan, 2015 @ 5:09am 
I luled so hard when I saw it was an anime gurl.
JOBY 26 Jan, 2015 @ 10:11pm 
oh my god..... awesome!!!!!!!!!
R3nko 26 Jan, 2015 @ 9:57am 
Best series of all time + Very great Game = Best Thing in existence :p2aperture:
Antimemer 26 Jan, 2015 @ 1:02am 
Wonderful mod. I also played your Civ 5 mod and that was enjoyable as well nice work on both of them :maeko:
Sasha 25 Jan, 2015 @ 11:03am 
Esper Training is too weak, I never use it. You get a larger bonus from 2 points in the Prosperity tree.

I agree with @Untouchable as far as the orbital coverage. It would be better to have orbital units give a small bonus to science. 5% or similar per orbital unit would balance with how expensive orbital units can be. Or just forget the orbital units and give Misaka a global science bonus.
cicero225  [author] 25 Jan, 2015 @ 11:00am 
@Untouchable Well, I'm somewhat reluctant to give her more science on top of the academy thing, which is why the other bonus is an orbital thing.

That being said, in my testgames, I don't feel like the academy spamming really makes much of a difference. It just seems to be a thing everyone reads and goes OMG OP. Maybe I'm just not noticing? You need full knowledge to even get academies to +4 science...

To be honest, part of the motivation behind the +10 orbital coverage is just to see if I can get any significant mileage out of orbital units. So far, literally the only thing I've ever done with it is to get a forward phasal transporter up during a conquest game. It's just...not that meaningful, but +10 already sounds (and looks huge).

I suppose +1 science per turn per satellite isn't terribly unbalanced. I'm jsut worried about miasma repulsor rush->spam early game, which feels like a really stupid way to play. I'd prefer a different idea.
jupjupy 25 Jan, 2015 @ 9:44am 
Not a bad job, but I'm not a fan of the +10 orbital coverage thing. To be fair, its not very powerful seeing as orbital units themselves are kinda meh, but it feels too far a difference. Would suggest something more science related, like satellites providing science when in orbit, or something like that.

Starting spacecraft is very powerful, but colonists are weak.
DogTooLong 25 Jan, 2015 @ 12:07am 
Weeaboo mod that makes no since with the game because they don't even look like they are from the future and has a bit of an OP perk. It's a no from me
cicero225  [author] 24 Jan, 2015 @ 11:29pm 
@Mr. Sandman Indeed. +10 orbital coverage is thematic and, let's face it, additional orbital coverage feels fairly underpowered. do tell me if you find it game-breaking somehow.
Sandman 24 Jan, 2015 @ 11:16pm 
plus 10 orbital coverage? I haven't found a way to explot orbital play to break the game but if there is one, this is how you'd do it. holy crap
Hotdog 24 Jan, 2015 @ 5:28pm 
good sir i have no idea what you are talking about but this is broken for civbe if this is not as broken as the civ 5 verson then i'm scared.
Toheck 23 Jan, 2015 @ 8:59pm 
Oh, wow. I even have that favorited, but didn't recognize it.... either way, interesting looking civ. More unique than many I've seen.
cicero225  [author] 22 Jan, 2015 @ 5:32pm 
@Toheck Ah, no. That's https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332011197 , which I used heavily as a template/tester (which in turn is based on the Space Pope Civ). As I said, some of my screenshots are not as clean as I'd like.
Toheck 22 Jan, 2015 @ 2:26pm 
I see evidence of another Sponsor in one of your screenshots, but it's not in your list of published mods.... is it a work in progress? Will we ever see it?
cicero225  [author] 21 Jan, 2015 @ 11:09pm 
Note that two of the screenshots are slightly out of date (they have the wrong icon). I'll replace those when I can. It's late...