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 2 May, 2015 @ 9:45am
Random Events
Alpha Centauri had a broad set of random events that had global impacts. Is there any way such things could be implemented via mod?

The events varied considerably. Some examples from a list compiled over at civfanatics:


- Approaching Perihelion: Alien life activity increases (more native wildlife spawns, more likely to have one appear in fungus, more aggressive)

Biology Lab event (planet blight if no lab, +1 nut in all base radius squares for 10 years if a lab)
Planetblight Notes: Affects Pop/2 radius from infected bases, infection can spread to adjacent bases within range
Effect: destroys all farms and forests within base raduis

Childrens Creche event (if none, extra drone for 5 years; if one, pop boosted to that base's current ability to handle based on current food production)
Pop Boom Note: = pop = excess food/2 . So it does nothing if food excess is 1 or less????

Network Node event (if none, then lose all accumulated research credits - if one, then free tech)
Note: Free tech is random?? If so does it follow mod3 rule? - I.E could only be a tech that is able to be directed

Energy bank event (if none, then all mines in base radius destroyed; if one, then +50 credits)
Notes:

Energy Market Boom/Crash (if have more than 1000 credits, lose 3/4 if more than 500 but less than 1000, and in 4th place or lower, reserves double)

Prometheus Virus (if a research or nanohospital at that base, or if faction owns a *medical* SP (HGP, LV or CI), nothing happens. if not, 1/2 pop is wiped out)
Note: I would assume it is rounded down for pop loss, also: Radius of effect equals half base's population, and can spread to adjacent bases

Bumper crops (+1 nut for 10 years in that base)

Famine (-1 nut per square for 10 years in that base)

Hail Storms - only after turn 76 (all solar collectors in base radius wiped out)
Note: Does this affect echelon mirrors too?

Haze and Clouds (-1 energy per tile in base radius for 10 years).

Heat wave (+1 energy for all tiles in base radius for 10 years)

Industrial Boom (+1 mineral in all tiles in base radius for 10 years)

Industrial Collapse (-1 mineral in all base radius tiles for 10 years)

Sea Beetles (all kelp farms in base radius destroyed)

Tidal Wave (all mining platforms in base radius destroyed)

Volcano erupts (never before turn 75) - all terrain enhancements in volcano radius destroyed, and base populations nearby *severely affected* (whatever that means - Prima doesn't say)
Note: Volcano tiles are identical to those of Mt Planet (+1 energy/ +1mineral)
"Dust clouds will reduce global energy production for next ten years" does that give -1 energy output for all factions in all squares?

Asteroid Strikes base (base is destroyed - never happens to an HQ)
Note: I have heard destruction is greater than just the base square - is it similar to a nuclear/fusion planet buster?
can orbital defense pods/ flechette defense protect against this?
also, "Dust clouds will reduce global energy production for next ten years" does that give -1 energy output for all factions in all squares?


There are 2 others

a 20% chance of Asteroid striking Nessus Prime (all mining stations destroyed
a 20% chance of Solar Storm/Flare (all orbital power sats and defense sats destroyed, but triple energy next turn)

what does 20% mean? another reroll of this event is chosen, and then a 20% chance to occur - (So 1/5th as likely as any other event)


Events not listed by Googlie:

Sunspots
Notes: lasts for ????? years
Effect: No direct communication allowed between factions, other factions will not learn of minor atrocities commited against other factions
(no diplo penalty for nerve staples??)
Cannot call planetary council
Refers to "Spy reports from enemy factions may also be spotty." what does that mean?

Under sunspots, you can commit most atrocities without other factions finding out.
However, atrocities committed directly against another faction will cause them to hate you forever, and
everyone can detect Planet Busters, always.

PERIHELION
Notes: Lasts 20 years
Effects: Wild native lifeforms +1 Lifecycle
Increased eco damage, see Eco Formula (revised), does this increase the change to 'discover wild natives in fungus?

Discovered new resource
Effect: Creates a resource on a square (energy, mineral or nutrient)

Resource peters out
Effect: removes a resource on a square (energy, mineral or nutrient)
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Showing 1-3 of 3 comments
Blueberryies 3 May, 2015 @ 7:48pm 
I loved alpha centuri and prefered the SMAC resources like nutrients and such like to BE.
freeformsage102 4 May, 2015 @ 2:55am 
As cool as this idea is, i'd be really intersted if your behavior could effect the chances of them occuring. militaristic, trade, diplomatic, land interaction, alien interaction, build trends, expansion rates, city choices...
Ariatiki 4 May, 2015 @ 4:06pm 
Well, in SMAC your behaviour (or at least which buildings you chose to build) affected the outcome of the events somewhat, but not their likelyhood. (as far as I can tell, anyway).

That being said, most of the events were pretty rare. Maybe 5-10 over the course of an entire game. And the minor ones that just affect a single city are heavily weighted to being the most common.
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Showing 1-3 of 3 comments
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