Unique Buildings for RT
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.
African Union
Nyumbani Market (Trade Depot): +1 Health; +1 Capital; +1 Food from Internal and Station trade routes.
Wildlife Park (Ultrasonic Fence): 1 Trader Specialist; repel aliens within 3 tiles of this City.
Al Falah
Al Watan Defense (Defense Perimeter): +12 City Defense; +40 City Hitpoints; +1 Culture on Desert terrain.
Equality Syndicate (Cytonursery): +20% Health; +1 Firaxite, Floatstone, Xenomass.
ARC
Planetary Emporium (Thorium Reactor): +1 Capital from Trade Routes; +1 Energy per 2 Citizens.
Real Estate Office (Old Earth Relic): +1 Energy; +1 Capital; +2 Culture; -50% Energy Required to purchase plots in this City.
Brasilia
Aerospatial Academy (Autoplant): 1 Scientist Specialist; +10 Defense; +25% Production when at war; +100% Production for Air and Hovering Units.
Army Hospital (Clinic): +2 Health; +10% Science when at war.
Chungsu
Se Sok O-Gye Academy (Spy Agency): +2 Capital; +2 Science; +3 Covert Agents; All Recruited Covert Agents are automatically Special Agents.
Sub-aquatic Barracks (Repair Facility): +15% Production for Land and Sea Units.
Franco-Iberia
Immigration Bureau (Cloning Plant): +10% Food; +1 Culture per 4 Citizens.
Virtual Salon (Network): +3 Capital; +2% Virtue speed (additive); +2 Culture from Trade Routes.
INTEGR
Austerity Institute (Recycler): +1 Science from Trade Routes; +1 Production on Fiber, Silica, Copper, Fungus, Fruit, and Tubers.
Green Institute (Observatory): +1 Culture; +1 Science on Forests; -25% Culture required to acquire plots in this City.
Kavithan Protectorate
Compassion Shrine (Alien Preserve): +3 Capital; +3 Culture; Work 1 extra tile.
Seeding Temple (Pharmalab): +1 Capital; +1 Health on Fiber, Resilin, Chitin, Fungus, Fruit, Tubers and Xenomass.
North Sea Alliance
Aquaculture Bay (Tidal Turbine): +1 Energy on all Sea Resources.
Sturgeon Naval Academy (Drydock): +1 Science; +1 Production; +50% Production for Naval Units; Naval units anchored in this City fully heal in 1 Turn.
Pan-Asian Cooperative
Hydrolysis Forge (Petrochemical Plant): 1 Engineer Specialist; +1 Energy on Coast terrain.
Mathematical Reconnaissance Institute (Spy Agency): +2 Capital; +1 Science per 2 Citizens; +2 Covert Agents.
Polystralia
Anhydrous Farm (Vivarium): +5% Food; +2 Food and +1 Energy on Desert terrain.
Coastal Redoubt (Rocket Battery): +24 Defense; +10 City Hitpoints; 1 Trader Specialist.
Slavic Federation
Estuary Gate (Water Refinery): +1 Energy and Production on River tiles.
Orbital Factory (Launch Complex): +1 Production; Reveals invisible units within 4 tiles of this City; +4 Orbital Coverage.
Requires Rising Tide Expansion
lilgamefreek for Modder Resource – Modular Building Quests
Navigate to C:UsersUsernameDocumentsMy GamesSid Meier’s Civilization Beyond EarthMODSUnique Buildings for RT (v 1)Database
Delete the SQL file with the name of the building you want to remove.
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilization: Beyond Earth - Rising Tide
Revisions:
Old revisions of this mod are available below. Click the link to download.