Caves Of Ice - A Terrain Conversion for Civ BE

HandyVac

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Apr 24, 2014
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The shire where the oxen cross the river. UK.
A second entry for my Superbiomes collection. Caves Of Ice makes both graphical and functional changes to transform the planet into a frozen, arctic world.

Spoiler :
widemap_pCb.jpg

New Terrain Features
Glacier (replaces forest): has no yield but is a source of fresh water to adjacent tiles. Costs Energy for workers to remove.

Miasmic Frost (replaces marsh): reduces food, energy and production yields by 1. Costs energy for workers to remove, and spreads miasma into all adjacent tiles when they do so.
Spoiler :
thawactions_2NG.jpg

Sea Ice (replaces ice): Is present in all coastal tiles excepts those containing a resource or adjacent to a river. It is passable but rough terrain for naval units. Embarked units may not enter Sea Ice until Fabrication is researched.
Spoiler :
seaicepassable_k3G.jpg

In addition, all terrain is changed to a terrain type one step colder:
Desert -> Grassland -> Plains -> Tundra -> Snow -> Snow with a glacier on it.

New Orbital Unit
Thermal Mirror: Removes glaciers and miasmic frost from the area of effect. Unlocks at Ballistic Lev and costs Titanium to build.

Modified Buildings
Vivarium: Costs 1 Geothermal. Gives +1 Food from Snow (instead of from desert).

Mass Digester: Costs 1 Petroleum. Gives +1 Production (instead of energy) from Tundra.

Cytonursery: Costs 1 Geothermal. Gives +1 Science from Glaciers and Miasmic Frost (instead of food from marsh).

Water Refinery: Costs 1 Geothermal. Allows tiles with Sea Ice to be worked.


Compatability and Known Issues
Works with all map types and biomes.

If used with a mod that changes terrain graphics, the glacier may look like a forest (but will still function as a glacier).

This mod uses a modified version of "LoadScreen.lua", so will conflict with any other mod which also overrides that file (which is unlikely to be many).

This mod changes worker build actions, and so suffers from the well-known bug that causes the unit action panel to dissapear. To avoid this problem, load the mod, exit back to the mods menu, and then load the mod a second time before starting a new game or loading a savegame.


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I love your complete biome overhauls - can we expect more from you?

If so what is your next planned one? :crazyeye:

I'd love to see a 'toxic waste' biome - turn all the water in to some miasmic slime or some such liquid - make it damage anyone within 1 tile until you research some perk that allows units to filter the air. Could give negative health multipliers to any cities within range of the toxic water (rivers/lakes/oceans) which can eventually turn in to positive multipliers with the right tech.

You could even super-buff the aliens if they were within 1 tile of the slime - add a combat multiplier? (I actually have no idea if this is moddable).

Sorry for the brain dump - I am just bored at work :D
 
Now updated to work with (and require) BERT.

This now specifically changes the Frigid biome, and includes changes to the names and yields of all land terrain types. (Ice Sheet, Permafrost, Tundra and Scrubland, with Meltwater streams, unworkable Crevasses and workable Rocky Outcrops)
 
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