Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Missile Rover rebalence
   
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Tags: Units, Gameplay
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2 Mar, 2015 @ 2:15pm
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Missile Rover rebalence

Description
Gives the Missile Rover +50% city attack and removes the incremental increases its upgrades get. Note: I am not refering to the city attack bonuses you can choose. Just the innate ones.

The Missile Rover line spends about 40% of it's time being obsolete. The level where missile rovers upgrade is 2 after the ranger line. When the are at the same tier then rangers are better at killing units and siege units are better for cities. During the two levels where rangers are ahead, they are better at both and siege units have no role. So by my math, rangers have 140% usefulness and siege has 60%. This is why many don't build them until they can hover or if they need orbitals shot down.
The missile rover line gets a combined 50% bonus to city attack in innate bonuses for it's upgrades. This mod moves that 50% to base missile rover unit at the beginning rather than spread over the three upgrades. This way when the tiers are uneven, which is 40% of the time, the siege units won't be totally outclassed by the other ranged unit. They'll slightly edge out the more advanced unit in attack power against cities, but when you take into account the need to set up and the later tier unit having higher base strength to help with defense they still might not be the best unit for the job. However they should be good enough for you to build them in the first place and not feel like they're taking up space and energy that could be used by a different ranged unit.

What I would like is to have the innate city attack bonus apply to defense against city strikes too, to make it more capable of a long siege but no less vulnerable to unit counter attacks. But that isn't possible as it is now.

IMPORTANT NOTE! There is a bug in the game where any mod that alters promotions (like this one) will disrupt the unit interface. To fix this, load this mod (and any others you want), then return to the main menu and then load up the mods again.
7 Comments
ProfessorPicke 28 Jul, 2016 @ 7:30pm 
For supremacy, the lines between man and machine are blurry. They basically are machines.
zArkham4269 6 Mar, 2015 @ 9:44am 
If anything, you would think that Purity would use robots/drones and Supramcy would focus more on biological enhanced troops. Indeed I feel there should be a fourth Affinity and that would be Synergy. Supramcy would focus more on biological upgrades (KHAAAAN!) while Synergy would focus more on Cybernetics.

Purity would want to use robots to keep the all important baseline humans safe.

Also, from a symbolic stand-point, 4 is always better (Earth, Air, Fire, Water sort of thing) You get the more mechanical affinities (Purity & Synergy) along with the more biological ones (Harmony & Supremacy) each with their own focus.
Red Earth  [author] 5 Mar, 2015 @ 11:34am 
@zArkham4269 As for missile rovers, one could classify some units as heavier targets in need of more firepower. The top tier UUs for example, and have the missile rovers gain strength against them.
Or perhaps something where the missile rovers damage doesn't drop as fast when it is below the targets strength. Allowing it to maintain more consistant damage even when out gunned. They would be the natural choice for defending against more advanced units. Maybe the pre-patch Battlesuits wouldn't have had to come down in strength so much if there was a counter to their high strength that wasn't also a level 6 unit.
Red Earth  [author] 5 Mar, 2015 @ 11:02am 
@zArkham4269 It is hard to predict the future of technology. :foresee: Look at old sci-fi. Always tons of spaceships, no internet.
The generic units seem to follow the clasic military unit types. The unique units got with a futuristic direction although more in flavor than function, given that we don't know for sure what function they will have in the future.
Supremacy does the all drone, all the time route. Purity showing an aversion to AI has classical sci-fi one man armies via mech suits and the super strong, super light materials in hover vehicles. Harmony using miasma is more in keeping with what we'd expect biowarfare to look like. While the units with the extra strength alone perk fit the one man (unit) army role better than purity.
If population itself was a resourse for the military then the difference between fielding robots, humans, or non-human organisms would be a factor.
zArkham4269 4 Mar, 2015 @ 12:16pm 
Obviously one of the issues is we are currently moving away from a lot of weapon systems which use to be surpreme. Jet give way to drones, tanks to heavy infantry support vehicles and the like. Sci-Fi tends to go with super dense materials paired up with something akin to contra-gravity to bring tanks, jets and the like back.

But really, at the beginning, we're looking very much of an infantry based world. Of course the biggest issue I see is people are probably the most strategic asset of Planet. You'd expect more emphasis on drones, robots and Bolos/Ogres.
Red Earth  [author] 4 Mar, 2015 @ 12:01pm 
@zArkham4269 That is an interesting thought. In historical civ it made gameplay sense to keep the siege line of units especially since in vanilla there were no moddern ranged units and when they were introduced they were short range and more defensive.
Beyond Earth seems like an oportunity to break that since it doesn't start with catapults. And as has been noticed by just about everyone, the other ranged units work just fine against cities. So perhaps artillery should find a new role rather than try and fit the old one.
zArkham4269 4 Mar, 2015 @ 7:23am 
It's kind of funny how games continue to make missiles the equivalent of catapults. Missile Rovers should be better at attacking tanks and it should be infantry which should have bonuses vs. modern cities.

That being said, this is a good use of fixing something I've been noticing a lot lately.