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The Alpha Centauri Project

Discussion in 'CivBE - Mod Development' started by Twotons, Nov 6, 2014.

  1. Twotons

    Twotons Chieftain

    Nov 5, 2014

    I know everyone wants it so I'll just put this here to get the ball rolling.

    I made a rough outline of what I feel would be a feasible SMAC inspired mod for BE. There's still quite a bit of stuff to fill in...

    Spoiler :

    Alpha Centauri (working title) is a total conversion mod for Sid Meier's Civilization: Beyond Earth (BE) that draws inspiration from Sid Meier's Alpha Centauri (SMAC). The mod will take the lore and possibly some of the mechanics of SMAC and fuse it with the gameplay of BE.

    Spartan Federation

    Gaia's Stepdaughters

    University of Planet

    Peacekeeping Forces

    Human Hive

    Lord's Believers

    Morgan Industries

    Native Animal Life
    The only creatures that need mentioning on the planet are mindworms and they come in 3 variants:
    Mind Worms
    Land based melee unit

    Isle of the Deep
    Sea based melee unit

    Locusts of Chiron
    Flying melee unit

    Each mindworm variant will come in 3 flavors: young, mature, elder (weakest, strongest)

    Global Resources
    Required for city growth, acquired the same way as in BE

    Required for manufacturing units and base buildings, acquired the same way as in BE

    Currency, acquired the same way as in BE

    Required for border expansion and acquiring virtues, acquired the same way as in BE

    Pollution determines the level of intensity that you're faction is attacked by native life forms. Pollution is acquired from building certain buildings and tile enhancements. It can be reduced by researching technologies, building certain buildings and tile improvements, and gaining affinities.

    Terrain and Features
    Most terrain features from BE will be kept.

    The mod will introduce 1 new tile feature: Xenofungus
    Initially Xenofungus will only provide a defensive bonus to units defending in it but will yield resources as technologies are unlocked. Xenofungus cannot be terraformed until the appropriate technology is unlocked. Bases cannot be built on Xenofungus.

    Terraforming and Enhancements
    Will largely be the same as BE.

    Wishlist include being able to change tile elevation, planting forests that expands into undeveloped tiles, and building enhancements that affect surrounding tiles.

    Unity Pods and Monoliths
    Unity Pods are goodie items that are scattered throughout the map. They behave exactly like BE's Pods.

    Monoliths are structures of unknown origins that can be investigated with explorers to gain benefits such as research or culture. Monoliths are removed once they've been investigated(?)

    The names will be changed to use the original technologies from SMAC, but the benefits will be similar to BE.

    Will largely stay the same with new names and a few tweaks to reflect some of the mod's additions.

    Secret Projects
    Will largely stay the same with new names and a few tweaks to reflect some of the mod's additions.

    It'll probably be renamed or removed altogether.

    Same as Beyond Earth

    Units and Structures
    Will largely stay the same with new names and a few tweaks to reflect some of the mod's additions. Art assets will reflect the designs of the original Alpha Centauri game.

    Unit upgrading will probably happen once a particular technology is researched or a particular amount of tech is researched.

    Orbital Layer
    It'll behave the same way but won't be available until the appropriate tech is researched.

    Spoiler :
    Remade all of the SMAC factions, buildings, and technology icons as vectors. Currently in the process of learning how to mod BE.

    I'm open to suggestions with this mod. I'm more of an artist than a programmer or designer so if you're interested in helping out, just make a post. Not really in any state to get organized just yet.
  2. Twotons

    Twotons Chieftain

    Nov 5, 2014
  3. Carolus Rex

    Carolus Rex Chieftain

    Dec 5, 2013
    Been using your mods for factions a while now and I really like them! As a huge fan of SMAC I really am looking forward to see how your work on this potentially super-awesome mod will progress. One thing I want to suggest right away is to redo the diplomacy in BE to work like it did in SMAC. IMO the SMAC diplomacy system is the best system ever developed in a Sid Meier game.

    Would that be at all possible, you guys think?

    Cheers and thanks for a couple of great mods so far!
  4. alysander

    alysander Chieftain

    Dec 15, 2012
    What s more valuable for me in AC are terrain features/landmarks (can be made as additional resources with special alhorithm of placing):

    Pholus Ridge +1 Energy = can be basic resource (genetic based, can give +health)
    Uranium Flats +1 Energy = can be changed to some Thorium/Uranium resource (atomics)
    Monsoon Jungle +1 Nutrients = (unique forest biome)
    Garland Crater +1 Minerals = (passable crater)
    Mount Planet +1 Energy, +1 Minerals = can be just geothermal resource point
    Freshwater Sea +1 Nutrients = maybe some unique algaes?
    Geothermal Shallows +1 Energy = water geothermal analog?

    would be nice to have tech (~Aquaculture or smth) to build algae farm on hex without resource with additional work or smth.

    also can be good to have some genetic "resources" maybe based on worm's skeleton model for build advanced alien units.
  5. Minor Annoyance

    Minor Annoyance Chieftain

    Jun 27, 2007
    Hamilton, Ontario
    You could use the three future society civics for affinities. Those being eudaimonic, cybernetics, and thought control.
    I think affinities are too interesting a concept to not use.
    Edit: I had already been thinking about this and since you were ready to abandon affinities all together I'll post my ideas. You can't really just use the old ones for the sole reason of the Gaians. The could not not be harmony and you can't have a no choice affinity so something else is needed.
  6. Minor Annoyance

    Minor Annoyance Chieftain

    Jun 27, 2007
    Hamilton, Ontario
    So here's some affinity/Future Society ideas.

    Rejigger supremacy
    Still use Firaxite
    Is supposed to have better efficiency, science, planet and bad police.
    Efficiency translates to more cities so some per city health and/or expansion
    Planet is supposed to be improved ecology which doesn't really exist in this game and use of alien life so it could borrow some of harmony's stuff.
    Police doesn't exactly translate. Could make it hard to control captured cities or get more unhealth from population.
    Keep the old unique units for now

    Thought Control
    Replace harmony
    Keep xenomass as a source of mind control chemicals
    Better police, morale, probe, and bad support
    Police less time to take control of captured cities
    Morale is combat bonuses
    Probe is spying
    Support is unit upkeep
    I wonder if the slavery and draft functions of civ 4 would work? I think I remember seeing them referenced in civ 5 files but weren't used so maybe they were never functional.
    For unique units a unit that is made up of lower class citizens forced into military service. Fast to build but not especially remarkable in combat. Berserker soldiers that have now fear, possibly using the heavy charge ability from BNW. An air unit that does extra damage if it is killed in combat, like a kamikaze unit.

    Replace purity
    Use floatstone because why not?
    Better growth, economy, industry but bad moral
    They're supposed to be pacifists with a very good society so improved culture, and have recruit defectors and coup take less time. Have unit exp be slow to gain.
    Military is hard to do for a pacifist society, but could make capturing (liberating) cities easier, use the harmony units scatter effects, have negative combat modifiers on opponents like Polynesia's UU in civ 5. Mostly defensive units and ranged.

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