Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Unique Buildings for RT Updated Quests
   
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22 Jun, 2016 @ 3:50am
20 Feb, 2017 @ 5:52am
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Unique Buildings for RT Updated Quests

Description
Adds two unique buildings for each Sponsor. Unique buildings replace basic buildings, can only be built by their Sponsor, and are usually more powerful and cheaper than their basic building. Each unique building includes a new quest that reflects its Sponsor's lore.

Note that this is an update to the original Unique Buildings for RT.

UNIQUE BUILDINGS and their CUSTOM DECISION QUESTS
What's a Decision Quest (DQ)? Some time after you build a building the game will offer you a decision (called a "quest" in-game) regarding that building. All of these Sponsor-specific buildings have decision quests unrelated to the buildings they replace.

African Union
Nyumbani Market (Trade Depot): +1 Health; +1 Capital; +1 Food from Internal and Station trade routes.
  • DQ: Each trade route provides +1 Energy /or/ +1 Culture. Either way, each market now requires 1 Energy maintenance.
Wildlife Park (Ultrasonic Fence): 1 Trader Specialist; repel aliens within 3 tiles of this City.
  • DQ: Explorers immune to aliens /or/ +20 Combat mod vs aliens for all units.

Al Falah
Al Watan Defense (Defense Perimeter): +12 City Defense; +40 City Hitpoints; +1 Culture on Desert terrain.
  • DQ: Each Al Watan Defense provides +20% City Strike Damage /or/ Makes its city immune to Covert Operations.
Equality Syndicate (Cytonursery): +20% Health; +1 Firaxite, Floatstone, Xenomass.
  • DQ: Each syndicate provides +1 Science /or/ +1 Health.

ARC
Planetary Emporium (Thorium Reactor): +1 Capital from Trade Routes; +1 Energy per 2 Citizens.
  • DQ: +3 Sight for agents in foreign cities /or/ Agents recruited at 1 rank higher.
Real Estate Office (Old Earth Relic): +1 Energy; +1 Capital; +2 Culture; -50% Energy Required to purchase plots in this City.
  • DQ: Each office reduces Energy maintenance for city improvements by 20% /or/ provides +2 Capital and costs 1 Energy.

Brasilia
Aerospatial Academy (Autoplant): 1 Scientist Specialist; +10 Defense; +25% Production when at war; +100% Production for Air and Hovering Units.
  • DQ: Orbital Coverage on and next to Floatstone /or/ Garrisoned unit = +10% city science.
Army Hospital (Clinic): +2 Health; +10% Science when at war.
  • DQ: +1 Health for Titanium, Resilin, and Minerals /or/ Soldiers, Rangers auto heal +3 every turn.

Chungsu
Se Sok O-Gye Academy (Spy Agency): +2 Capital; +2 Science; +3 Covert Agents; All Recruited Covert Agents are automatically Special Agents.
  • DQ: Aquatic Cities 33% more combat strength /or/ Covert Ops 33% faster.
Sub-aquatic Barracks (Repair Facility): +15% Production for Land and Sea Units.
  • DQ: Double embarked defense for core land units /or/ Barracks provide -40% production to move Aquatic City.

Franco-Iberia
Immigration Bureau (Cloning Plant): +10% Food; +1 Culture per 4 Citizens.
  • DQ: Immediately gain +1 Population in every city /or/ Each bureau provides +2 Science.
Virtual Salon (Network): +3 Capital; +2% Virtue speed (additive); +2 Culture from Trade Routes.
  • DQ: Each salon reduces Energy maintenance for city buildings by 20% /or/ Provides +5% City Science.

INTEGR
Austerity Institute (Recycler): +1 Science from Trade Routes; +1 Production on Fiber, Silica, Copper, Fungus, Fruit, and Tubers.
  • DQ: Each institute provides +2 Energy /or/ +2 Capital.
Green Institute (Observatory): +1 Culture; +1 Science on Forests; -25% Culture required to acquire plots in this City.
  • DQ: Free Virtue and each institute has 0 energy maintenance /or/ Free Tech and each institute has 2 energy maintenance.

Kavithan Protectorate
Compassion Shrine (Alien Preserve): +3 Capital; +3 Culture; Work 1 extra tile.
  • DQ: Hostile units 3 attrition /or/ +5 Food per city when healthy.
Seeding Temple (Pharmalab): +1 Capital; +1 Health on Fiber, Resilin, Chitin, Fungus, Fruit, Tubers and Xenomass.
  • DQ: Immediately gain +1 Population in every city /or/ Each temple provides +3 Capital.

North Sea Alliance
Aquaculture Bay (Tidal Turbine): +1 Energy on all Sea Resources.
  • DQ: +1 Production on Vents, Shells, Minerals /or/ +1 Food on Eggs, Plankton, Chelonia.
Sturgeon Naval Academy (Drydock): +1 Science; +1 Production; +50% Production for Naval Units; Naval units anchored in this City fully heal in 1 Turn.
  • DQ: +1 Science on Shells, Eggs, Plankton, Chelonia /or/ +2 Strength for Submarines.

Pan-Asian Cooperative
Hydrolysis Forge (Petrochemical Plant): 1 Engineer Specialist; +1 Energy on Coast terrain.
  • DQ: Each forge provides +30% Production for Naval Units /or/ One-time: 1200 energy.
Mathematical Reconnaissance Institute (Spy Agency): +2 Capital; +1 Science per 2 Citizens; +3 Covert Agents.
  • DQ: Techs with units cost -33% science /or/ Culture buildings cost -33% production.

Polystralia
Anhydrous Farm (Vivarium): +5% Food; +2 Food and +1 Energy on Desert terrain.
  • DQ: +10% Pop Growth in Capital /or/ Each Anhydrous Farm provides +2 Energy.
Coastal Redoubt (Rocket Battery): +24 Defense; +10 City Hitpoints; 1 Trader Specialist.
  • DQ: +1 Energy for every trade route /or/ Trade units +10 Combat Defense.

Slavic Federation
Estuary Gate (Water Refinery): +1 Energy and Production on River tiles.
  • DQ: Each gate provides +1 Science /or/ +1 Health.
Orbital Factory (Launch Complex): +1 Production; Reveals invisible units within 4 tiles of this City; +4 Orbital Coverage.
  • DQ: Allow Orbital overlap by 1 tile /or/ -1 Intrigue per turn in all cities.

== Buildings for Custom Sponsors ==

Nuevos Aires Coalition
Steakhouse (Vivarium): +2 Food per Chitin, Resilin. (Updated Quests: 3)
  • DQ: +1 Culture /or/ +1 Production
Andean Preserve (Alien Preserve): +2 Energy, +2 Capital, +4 Culture (Requires nearby Mountain Tile) (Updated Quests: 3)
  • DQ: +1 Science /or/ +1 Health


ACTION QUESTS
What's an Action Quest (AQ)? These are the quests that appear throughout the game that require you to take some action. Note that not all Unique Buildings have an AQ and that some sponsors (Franco-Iberia and North Sea Alliance) have no updated AQs whatsoever.

The following quests have been updated so that each Unique Building acts the same as the base-game building it replaces: The Beating Heart Society, Charged!, The Death Problem, The Dendrite Frontier, For Your Eyes Only, Familiar Exotics: Chapter 2, The Genius of Olivia Ross, Good Neighbors, Know Thyself, Occupational Hazard, Radio Silence, Return To Sender, Solid State Citizen, The Sounds of Harvest, Startographer, Stepan Vs. The New World, The Subset Curse, and "Vanishers".


COMPATIBILITY
Requires Rising Tide Expansion

CREDITS
FramedArchitecture for the first version of this mod and this description page.
lilgamefreek for Modder Resource - Modular Building Quests
5 Comments
Draco9711 13 Aug, 2021 @ 6:09pm 
Is compatible with National Wonders. AWESOME!
Draco9711 11 Jul, 2021 @ 4:07pm 
I'm testing this with National Wonders in a game right now. I'll let the class know if they are compatible. ARC's Relic is replaced, so I'll have the results soon. :AmericanReclamationCorporation::AffinityHarmony::AffinitySupremacy:
Lord Hador 17 Nov, 2017 @ 8:46am 
I love this work, It is a solid change I think.

I like the concept, exeot that some of the building (Al Falah, Slavs and Polystralia) add bonuses to very specififc terrain types/conditions (River/dessert) Adding a bonus to their main strength would likely be better (+10% civic development, +1 Yelds on trade, +10 Yields when in effect of friendly satelite would likely be better choices.

All special agents to Chingusu is to strong, but increased spy growth would be more balanced IMO.
The Indomitable Human Spirit 29 Mar, 2017 @ 4:32pm 
Seema kinda unbalenced...
a few of these kinda seem OP.
A lot of them are fine though.
framedarchitecture 22 Dec, 2016 @ 7:58am 
Thanks for updating the mod! I'll try to get your changes into the first posting here on Steam in the next few weeks.