Resource Pod Overhaul (+ Game Speed Scaling)

Ryika

Lazy Wannabe Artista
Joined
Aug 30, 2013
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Resource Pod Overhaul
A tiny mod. But probably useful!

Like most of my mods this one is... let's say it's 'compact'. ;) It overhauls the bonuses that players get when opening Resource Pods - the following bonuses can now be found (on Standard Speed):

50-100 Energy (was 40-60)
Energy is in general the least valuable resource, thus the amount has been increased.

20-25 Science (was 20% of currently researched tech)
Completely reworked and no longer depends on the technology you're currently researching. Mainly to fix the fact that a player can swap to a very expensive tech before opening a Pod (or just find that odd Resource Pod at the edge of the world while researching Nanorobotics...) and get an disproportionate bonus. Not sure why Firaxis even chose to use that awkward method, but this one seems to work just fine.

15-20 Culture (was 15-25)
Just a tiny nerf. 25 felt a tad too much.

Free Damaged Solar Collector (was Solar Collector)
This is actually the main reason I wanted to create this mod - the free Solar Collector is just WAY stronger than all the other bonuses. In a growing city the original satellite can easily give you 300-400 extra gold - so I added a new Satellite (that can't be built, just be found in Resource Pods): Damaged Solar Collector. It's the same as the normal Solar Collector, but it only lasts for 25 turns. Depending on the moment you use it it will still give you around 150 or so gold, which I think is fine. After all, it's the only bonus that basically come with a delay, so it can be a BIT stronger.

As I said, all these numbers will now scale with game speed. 2/3 for Fast, twice as much for Epic and three times as much on Marathon.

Special Thanks to Vice Virtuoso, this mod uses a part of his Modular Script Loading-Mod.

And here's another link to the actual mod in case you missed it in the title.
 
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