(Idea) Civ6: Beyond Earth Total Conversion

Azem.Ocram

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Sep 15, 2015
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Now that modding tools have been released, this mod is now possible!

I really like districts, tile wonders, and the culture "tech" (well civic) tree. The limitation of a single cultural art style at a time could potentially result in more cohesive looking cities with Affinity Neighborhoods unstacked into the outskirts. If this is a mod, we could start with hybrid affinities fully fleshed out, with unique art for districts (at least the main downtown tile and neighborhoods), affinity tile improvements, and extra units.

I have ideas for replacing, changing, or augmenting every system in Civ6 to fit the theme of CivBERT and SMACX.

There will have to be buildings for generic plus each of the 6 affinities (including hybrids). Neighborhoods will be the only affinity-specific districts so all other districts will have generic (pioneer or Old Earth) buildings and have a choice of building one mutually exclusive (per zone, like stables vs barracks) affinity building (with affinity buildings unlocked by different techs). One example would be the Industrial Zone with an Old Earth Workshop, Pioneer Factory, and Thorium Reactor. The Pioneer Factory could be replaced with (only one) Autoplant (Supremacy), Gene Forge (Purity/Harmony), Biofactory (Harmony), Artisan/Historical Factory (Purity), RoButler Factory (Purity/Supremacy), or Techno-Bio Augmentary (Supremacy/Harmony).

Secret Projects from SMACX will make a come-back as National Wonders (or possibly Wonders built in the City Center)

I even have ideas for adding new terrains and tile features.

Mycelium would be a tile rare on Lush Planets but replace Grasslands on Fungal Planets. Toxic Jungle would be the type of forest and Fungi would be the type of bonus resource for Mycelium.

Tundra Tiles can support Taiga (Boreal Forests) while a new Terrain type called Podzol will host Evergreen Forest, which has no base yield (chopping down Evergreen Forest reduces food and production while building a Xeno Nursery or Logging Camp can improve the forest, while the Biowell can be built on any tile feature without removing it.
 
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Architectural styles below:

Early/Pioneer: white plastic and metal (like existing spacecraft and space stations and near-future sci-fi)
Purity: brown or tan stone (or stone simulant), with red lighting and bronze accents
Harmony: blues and greens, curvy natural/organic shapes
Supremacy: steel grey, yellow lighting, harsh angles
Purity/Harmony: brown and tan stone or gold and bronze, purple lighting/windows, Greco-Roman shapes
Purity/Supremacy: white and silver RayGun Gothic and iBuildings with sky blue lighting
Supremacy/Harmony: purple and red metal, angular and spiky buildings utilizing some curves, magenta lighting

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How neighborhoods should work:
Pioneer Hood: exactly as it does in vanilla
Pioneer Community: must have appeal of at least Average, provides 1 fewer housing but also provides +1 amenity, can have a Hotel built to increase housing by 2

Harmony (and its hybrids) Hood: similar to MBanza, can also overlap with Xenofungus or miasma, can build a Xeno Condo which provides +1 housing, can build a Food Vat, which provides 1 food, provides 2 harmony points per turn or 1/1 if hybrid
Harmony Community: can overlap with forests, Xenofungus, and miasma, provides 2 fewer housing but provides 1 amenity and can have a Xeno-hotel (Eco-Hotel if P/H) that provides 3 housing, provides 2 harmony points per turn or 1/1 if hybrid

Supremacy Hood: can overlap with forests, always provides 5 housing, doesn't care about beauty, can build a Domicile, which provides +1 housing and a VR Hive which proves +2 housing, can also build a Drone workshop, which provides +1 production per turn, provides +2 Supremacy points per turn
Supremacy Community: similar to pioneer neighborhood but can build a VR Hotel which decreases food consumption while increasing housing by 3

Purity Hood: cannot coexist with forest, miasma, or Xenofungus and becomes pillaged if miasma overlaps with it, can build a Museum of Old Earth History to provide +1 culture per turn, can build a Historic Condo providing +1 housing
Purity Community: must have appeal of at least Average, provides 1 fewer housing but also provides 1 amenity, can have a Historic Hotel built to increase housing by 2

Mastery (P/S) Hood: cannot coexist with forest, miasma, or Xenofungus and becomes pillaged if miasma overlaps with it, can build a RoButler Workshop to provide +1 Production and +1 Culture, can build an iCondo to provide +1 housing
Mastery (P/S) Community: cannot coexist with forest, miasma, or Xenofungus and becomes pillaged if miasma overlaps with it, provides 1 less housing but provides 1 amenity, can build a RoButler Hotel to increase housing by 2 and amenities by 1

Upkeep for buildings balanced with the different productivity with P/S being most expensive.
 
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Just wondering, is there art (concept, advertising, or fan) of the wonders? I might be able remake some based off the in-game art and the blueprints in the wonder screen but it would be easier (and far more faithful) if I could find posters or whatnot.

I have already made (likely too high quality) art for Purity, Supremacy, P/S and P/H buildings for use in Cities: Skylines (though they are untextured).
 
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