Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Experience Worlds Beyond Earth
Game modifications, scenarios, interface, and so much more. Explore the modding world of Beyond Earth, and when you're ready, download the SDK to create and upload your own.
Ariatiki 20 Jul, 2015 @ 9:20pm
Claiming individual tiles as a unit action
Another special ability I've been considering for a one-city challenge: Having a faction whose special ability is that its explorers can perform an action ("establish research camp") that takes 10 turns and costs an expedition module, and claims the tile permanently for the faction.

Does anyone know if something like this would be possible?
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Showing 1-6 of 6 comments
highfivingbears 21 Jul, 2015 @ 4:08pm 
It could be like the Citadel thing from Civ V,just a tile radius of nothing except the tile it's on
Ariatiki 25 Jul, 2015 @ 1:58pm 
Hmm... Or along the lines of the great person action that could claim a few tiles.
highfivingbears 25 Jul, 2015 @ 2:01pm 
Originally posted by Ariatiki:
Hmm... Or along the lines of the great person action that could claim a few tiles.
Or it could just be a simple improvement,with borrowed code from Civ V or something....
Ariatiki 25 Jul, 2015 @ 2:04pm 
Yeah, that's what I'm hoping. But it kind of sounds like something that's getting into LUA code, and that's a bit beyond me for the moment. Reusing current features in different ways? Great. Creating new features with lua? Not so much.
You could also trade stations which can be placed anywhere and can claim land (but not land a tile away from enemies to stop citadel pushing or anything close to it) in order to control strategic trade locations and is a jumping off point for trade routes so that routes that pass through the trading post get an increased range. The use of them could be a further diplomatic incentive and money maker as you could say certain people could use your trading post to extend the range of their trade post in return for something and charge them to use it or let them use it free for your allies or to gain more in a deal. These trade routes could have other uses such as a base for aircraft in order to transport them across greater distances than their range allows or to be a forward command base where you can deploy aircraft from. Perhaps these bases could be created and a limited number of basic buildings could be made their determining a speciality for example a marina allows navel trade routes to be extended further. Patrol vehicle park allows more land o be claimed and a greater line of site to be established, a larger airfield allows more aircraft to be housed, land trade route refuelling stations could be created to extend land route ranges, a repairing station dry dock and hospitals allow their respective units to be healed faster. Defences give the base a small attack and give units stationed there a defensive bonus. Maybe you can have an aircraft control and landing control team which allows aircraft to enter and leave for another base in the same turn and/or attack twice from it. You could have a hunting lodge which allows the base to take advantage of certain resources and get a small amount of food or a make it a mining town which lets certain tile improvements be made or maybe some kind of training centre which lets basic units be trained there and maybe a specialist unit like a alien tracker which can see if a unit has passed through a tile in the last two turns and the direction it was moving in. The possibilities are endless.
highfivingbears 7 Aug, 2015 @ 1:17pm 
Actually,I can't believe I haven't thought of this before,but just use the script in making a colony,where it gradually grows,but just eliminate the territory part of it gradually growing.
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