Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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3.031 KB
1 Jan, 2015 @ 6:23am
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Advanced Loadout

Description
Additional colonist, spaceship, and cargo options during setup.

You are heading to a new planet, you may know how much land mass or water you'll encounter, but that's all you know about your destination, so prepare accordingly...

Colonists
Physicians: -10% negative health bonus
Bio-engineers: +1 health and +1 science in every city
Traders: +1 food, +1 energy, +1 culture in every city

Spaceship
Descent Cartography: +3 visibility around landing site and reveals Geothermal once you've landed
Manoeuvring Jets: +2 manoeuvring when selecting a landing site

Cargo
Fortification: begin with +5 city defense and +10 city hit points
Compact Recycler: begin with +1 production, and +1 titanium once it has been researched
Survey Equipment: begin with Planetary Survey technology, allowing units to cross deep water
Solar Collector: begin with the Solar Collector orbital unit



Note: Care was taken to make this mod compatible with the Enhanced Loadout mod by Klienzach for even more options! A big thank you to Klienzach as his mod made this mod possible
Popular Discussions View All (3)
4
28 Mar, 2016 @ 11:15am
Language Localisation
Lanock
0
5 Jan, 2015 @ 7:31am
Loadout Suggestions
Lanock
0
5 Jan, 2015 @ 3:14am
Balance Improvements
Lanock
22 Comments
uffdude7874 11 Dec, 2020 @ 8:52pm 
Hello, I am trying to make my own custom loadouts for this game and I can't find any resources at all on how to do it. If anyone has any help to offer it would be greatly appreciated.
Lanock  [author] 28 Dec, 2015 @ 5:26pm 
"+2 maneuving" does not increase the map area revealed but does allow a greater number of hexes in which you may land your city in. They are slightly different to Retrograde thrusters, so try them both out to see which you prefer :)
Alyfox 28 Dec, 2015 @ 4:27pm 
What is "+2 maneuvering when selecting a landing site" exactly? Like how the retrograde thrusters work? Or something else?
The_Shawshank 24 Aug, 2015 @ 12:45am 
@Lanock maybe re-term negative health as disease :P can we have a mod just for that?
terror.and.love 28 Feb, 2015 @ 1:55pm 
I appreciate the variety in starting options. Nice mod
Stålhelm 19 Jan, 2015 @ 10:46am 
I was reaaaally tierd when i read it but thanks for clearing it up :OhNoBlue:
Lanock  [author] 19 Jan, 2015 @ 2:00am 
yeah +10% negative health is a penalty, so -10% negative health is a bonus, but no matter what way you write it is sounds odd. maybe "negative health reduced by 10%" would be better?
AtomicTomato 18 Jan, 2015 @ 7:41pm 
@Dongo pongo, technically it's a -10% negative "unhealth" bonus.
Stålhelm 18 Jan, 2015 @ 11:00am 
Why would i want -10% negative health bonus :S
isiarca 18 Jan, 2015 @ 5:43am 
@Veklim, no-one "invented" it; English, like most languages, just kind of happened by accident. Also, it's so widely spoken in the US because a lot of British people went and founded the country, so any supposed birthright to the language is shared. Just saying.
¯\_(ツ)_/¯ Not to mention all the words English has outright stolen from other tongues, particularly those of nearby peoples. Like, half the frickin' thing is just bits of Latin with different grammar, for example. And yeah, @DarkAlkaiser, pretty much every human language is a total mess, with hilarious consequences for spelling. :D Though I've heard that English is sillier than most, come to think of it. On an unrelated note, this mod is quite nice.