Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Grow Plants and Plant Resources
33 comentarii
Venusaisha 5 apr. 2018 la 5:19 
intrusive igneous rocks can grow. these are ones created by magma cooling below the surface. The slower magma cools the more time there is for crystals in the rock to grow and expand. this only occurs during the cooling process. once a rock cools it has a fixed size that is only affected by processes such as weathering or plate tectonics. Proper chemicals , heat like magma or tech , coolings tech like fire extinguisher sorts , light LAser GEOdynamics. Science!
-1 Stability Hit 13 iun. 2017 la 22:10 
nicolas.hajjar 14 Jan @ 10:13pm
this mod is very fun, but why can you grow basalt? growing rocks?

f****** magnets
Ryika  [autor] 27 febr. 2017 la 9:27 
Short answer: No, it's not compatible.

Long answer: Combining both mods shouldn't cause any errors, but because Codex changes the strength and position of techs and buildings, and because Resources are a lot stronger in Codex, I wouldn't recommend using both at the same time, because balance will go all over the place.

If you don't care about balance, then you should be good to go. At least I can't see a reason for why they shouldn't work together - haven't tested it myself though.
theshadowscythe 27 febr. 2017 la 8:32 
Any ideas if this will be compatible with the CODEX mod?

Asking for once I finally finish my current series.
76561198162761761 26 febr. 2017 la 20:40 
Ryika could you try to bring back or remake the (Non-human Sponsor: Civilized Aliens By-Alterd-Rushnano)
Ryika  [autor] 14 ian. 2017 la 11:07 
Well, it's the future! They do some science stuff, then rocks start growing. ;)
nicolas.hajjar 14 ian. 2017 la 3:13 
this mod is very fun, but why can you grow basalt? growing rocks?
Semper Fidelis 23 dec. 2016 la 13:43 
Can i grows afinity resources with this mod??
kuhnag75 22 sept. 2016 la 3:39 
Thank you so much for this mods ! And the others too !!! :steamhappy:
Echo Seven 18 aug. 2016 la 0:36 
Thank you! Especially for the tips in your mods about pressing escape, this has prevented so much frustration!
QUASAR 23 apr. 2016 la 10:15 
Thankyou; for the mod.
Jylor the Indominable 23 mart. 2016 la 17:05 
"To both match balance and fun, I think leaf tech related to planting resource should give some affinity. It would made leaf tech more attractive." [destiny_mene]
I really like this idea. Perhaps you could make it so building material plants are more harmony specfic, minerals are more supremacy specific, and food and energy plants are more purity specific. Not necessarily in that order, but hopefully you get my gist.
(Had to use quotation marks and brackets because steam wouldn't let me use the usual quote function. Did they get rid of that?)
jsnider193 21 dec. 2015 la 16:31 
nice mod hope expand on it to include RT resources and some strat ones .. thanx for doing this.
Ryika  [autor] 11 nov. 2015 la 8:04 
Thanks for reporting, should be fixed now!
Trippy 10 nov. 2015 la 3:24 
Great mod Ryika, just a little issue I seem to have is with Basalt as it doesnt come up after the tech as "growable" is that something I'm doing? As I tried a range of hills and no luck
Halus Vockia 9 nov. 2015 la 21:01 
You do amazing work Ryika. Thank you for all the extra content you have created for this game. :Diplomat:
NO EYE 8 nov. 2015 la 6:12 
To both match balance and fun, i think leaf tech related to planting resource should give some affinity. It would made leaf tech more attractive
Ryika  [autor] 8 nov. 2015 la 2:29 
That's a general problem with the game - if you play efficient you just win on turn ~160, there's no time to do anything. I won't balance my mods for that as it would mean these mechanics become completely overpowered for people who take their time. With 200+ turns things should start to pay out, if the later stuff doesn't then I haven't made the bonuses big enough. I'll check the numbers later.
NO EYE 7 nov. 2015 la 23:07 
I tried this mod. In the game, there was no time to raise plants. there are too many technologys to search. also science cost is too high. i think planting should just require biochemistry for all resource.
Knight.R 6 nov. 2015 la 5:42 
Well the thing is while the Orbital fabricator does provide SR's depending on one's luck it can end up being random. The thing is while if one is after firaxite and most of it half the world away surrounded by the AI all either going Harmony or purity (I have yet to seen the AI in my game go down a hybrid affinity which is strange) And im just sitting here with a bunch of OF's over every single city hoping one will produce what i need.

Well to the point i am so relieved that soon i will not have to spend the better part of several hours just to find an ideal location with a close SR that i need. Heck im happy with just two (low quantity) tiles of SR that i need if i dont have to go half-way across the world or somewhere in the middle of the ocean surrounded by Krakens and end up losing the cityafter the 30 turns i spent just to get to get to that spot.

And i only regret not being to offer you a sandwich as a token of my graditude for making all that a thing of the past.
Thank You!
ɌƗȻꝀŦɆɌ 6 nov. 2015 la 2:15 
i could only asume that it's "planted" by causing molten rock to surface by artificial geological proccesses, but, with that tecknology, couldn't we also create artificial sources of geothermal power? or even cause deposits of gold, petroleoum, xenomass, titanium or firaxite to rise from the planets bowels? ;D
Ryika  [autor] 6 nov. 2015 la 1:17 
I guess that will forever be a mistery of Science. All we know is that it has something to do with Geothermal, as the Building that synergizes with planting Basalt requires it as a prereq.
ɌƗȻꝀŦɆɌ 5 nov. 2015 la 22:02 
awesome mod, works really well even on my cluttered setup, but why is basalt "plantable"? isn't it a mineral?
Ryika  [autor] 5 nov. 2015 la 15:49 
No need to apologize, the similarity is rather obvious. About your question: I plan to include strategic resources, yes (I guess that's what you meant?), but I'd probably make it so each tile only generates a small amount of actual Resources (1-3?).

But it'll have to wait until I finished to update my other mods.
Knight.R 5 nov. 2015 la 14:24 
Also i must apologize in how i introduced my concern of the similarities of the "Weather Control" satellite and your mod. I Meant no offense by my question or what you do and simply rushed an imcomplete statement.
Knight.R 5 nov. 2015 la 7:43 
Will a similar thing be done that will work the same as the "Orbital Fabricator"?
Ryika  [autor] 5 nov. 2015 la 4:02 
Petroleum is currently not included, but... in theory, yes.
Knight.R 5 nov. 2015 la 3:48 
So i dont have to gamble with my petrol anymore?
Ryika  [autor] 4 nov. 2015 la 16:06 
The mod also has new buildings/wonders that greatly benefit from localized "chunks" of the same resources, which makes the system a lot more active than the satellite that is basically "wait until it spawns something random and then build an improvement on whatever is spawned".
OOGnome 4 nov. 2015 la 14:37 
The "Weather Control" satelite works, but has random resource placement. This mod adds a much more controllable (and needed) resource placement. Thanks for the mods, Ryika, keep up the good work!
Knight.R 4 nov. 2015 la 13:35 
Cant you just do the same thing with the Weather control satellite?
Storm-rider 4 nov. 2015 la 13:32 
I Have all way been a big fan of your work as a mod ryika please keep at it :D
-Z- 4 nov. 2015 la 12:47 
It sounds awesome. I'm going to try it out!