[Mod] Resource Missions (Updated)

This mod (available on Nexus) adds Shipyard Missions that award resources.

Version 2.0:

The updated mod eliminates duplicates--Stardock added missions for Hyper Silicates, Harmony Crystals, and Aurorus Arboretum, and so I removed these from the mod.

Also, the update increases some costs to balance the modded missions with the missions included by Stardock.

These missions are especially handy if you are playing on smaller or sparser maps where acquiring all of the resources may be challenging.

The 12 new missions become available upon researching the following 3 techs, which are available in the Colonization tech branch.

"Scientific Resource Expeditions"

  • "Promethion Prospecting"
  • "Precursor Expedition"
  • "Elerium Search"
  • "Antimatter Search"

"Mineral Expeditions"

  • "Monsatium Search"
  • "Xanthium Search"
  • "Durantium Search"
  • "Thulium Search"

"Biomaterials Expeditions"

  • "Finding Lost Snugglers"
  • "Techapod Hunt"
  • "Artocarpus Search"
  • "Epimetheus Pollen Retrieval"

As always, feedback, criticism, suggestions, questions, etc., are always welcome.

Enjoy!

81,685 views 22 replies
Reply #1 Top

I'm definitely installing this.

Reply #2 Top

Thanks, Publius! Hope you like it!

Reply #3 Top

Grabbed that, looks good! Thanks

Reply #4 Top

Hope you enjoy, Franco! Thanks!

Reply #5 Top

Thanks again for this mod.  I now have 22 planets and not a single Epimethius Pollen!  Your mod is my only access to it.

Reply #6 Top

Exactly why I made this and the Resource Anomalies.

I have one more resource-related mod up my sleeve that I'll probably tie into this one, but I'm going to update anomalies first with some balance and other improvements (just about done testing those).

Thanks for the feedback!

Reply #7 Top

I was excited when I saw this mod.  Unfortunately, I discovered that prereq tech needed to access your techs isn't available to research for my robotic custom race. 

Reply #8 Top

Quoting Moser_Alchemist, reply 7

I was excited when I saw this mod.  Unfortunately, I discovered that prereq tech needed to access your techs isn't available to research for my robotic custom race. 

So is your prerequisite tech a completely new tech you created?

The prerequisites are the standard first tier manufacturing, research, and planetary improvement techs (with the exception being the power tech line for Synthetic Life). Does your tech tree not include any of these?

Since it sounds like that isn't the case, you could easily modify this to fit your mod by simply adding an <Option> value with your tech name directly after the existing <Option>.

Example:

<Prerequ>
  <Techs>
    <Option>PlanetaryImprovement</Option>
    <Option>PowerTech</Option>
    <Option>YourTechName</Option>
  </Techs>
</Prerequ>

If you just add the <Option> line to each of the three techs in the SoL_ResourceTechDefs.xml, you should have access to the Missions.

Hope that helps. Let me know if I can further help you get this implemented into your custom civ.

Reply #9 Top

My custom race is synthetic which means it uses the alternate power tech line.  I didn't create any new techs. I'm in the middle of long, fun game so it'll be awhile before I can add those lines.  Thanks for the quick response and help.

Reply #10 Top

Hmmm. If using the synthetic tech tree from Crusade, this should be working. I'll look at it and make sure there isn't a problem in the mod. I had tested with Yor and it worked, but I'll double check to make sure everything is still okay.

Reply #11 Top

So I fired up a game as Yor, and the mod is working for me--though it seems the Yor tech tree has changed a bit since I created the mod.

Not sure what might be the problem. Are you using a custom modded tech tree?

Reply #12 Top

The only other mod I have is Advanced Terraforming, which should not conflict with your mod.  My race's only difference from the Yor is the traits.  I have Discreet and Adaptable while the Yor has Cybernetic and Adaptable.  Both races are synthetic with no changes to the tech tree by me.  Since I had Mods enabled already, because of the other mod,  adding your mod before a new game, should have been all I needed to do.  <shrugs>

Reply #13 Top

Well... I'm at a loss.

Don't take this the wrong way, but did you unzip and place the mod into the Crusade folder?

The mod folder is different: instead of My Games\GalCiv3 it is in My Games\GC3Crusade.

Reply #14 Top

Its in the right folder.  The other mod, Advanced Terraforming, works perfectly from Crusade mod folder.  After I finish my current game,  I'll look at with fresh eyes.  Thanks for your work. 

Reply #15 Top

For what it's worth, I'm using both this mod and the Advanced Terraforming mod (my version updated for Crusade) without any problems.

Reply #16 Top

I finally figured out the problem .  After I merged your files into the Adanced Terraforming game and text folders,  your techs showed up correctly. 

Reply #17 Top

Interesting.

Well, I'm glad you got it figured out! I hope you enjoy it!

Reply #18 Top

This is an extremely helpful mod on smaller maps. The last Large galaxy i played without the mod, there was absolutely zero Durantium anywhere, and only one antimatter. It basically crippled colonial development and ships designs for the entire galaxy.

Reply #19 Top

Quoting leiavoia, reply 18

This is an extremely helpful mod on smaller maps. The last Large galaxy i played without the mod, there was absolutely zero Durantium anywhere, and only one antimatter. It basically crippled colonial development and ships designs for the entire galaxy.

I agree. That's precisely why I made the mod. I believe that since much of Crusade hinges on these resources, there has to be some guaranteed means to get them. I think forcing all the resources into a small map isn't the answer--but making them available through missions and technology is viable.

Once I get through June (very busy with work), I hope to update this mod with some additional methods for getting resources. Two possibilities are (1) tech capstones that award resources and (2) improvements that can be built on planets that provide these resources.

Anyway, glad you're enjoying the mod, and thanks so much for the feedback!

Reply #20 Top

If anyone is interested, I updated this mod to reflect the addition of three missions by Stardock.

Reply #21 Top

I have been using the version before this update in all of my games except for a few special cases.  I consider it mandatory to use, so I just downloaded the new version and will use it in my next game.

Many thanks for this.

Reply #22 Top

Seems like a great mod. I prefer smaller maps with fewer resources. Can' wait to try the mod on my next game. Does anyone know if the AI actually uses shipyard missions, either the base missions or the missions added by this mod?