Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Awesome Loadout
   
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File Size
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17.865 KB
13 Feb, 2015 @ 12:19pm
6 Sep, 2021 @ 4:31am
22 Change Notes ( view )
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Awesome Loadout

In 1 collection by Ryika
The Awesome Collection
8 items
Description
A complete Loadout Overhaul.

This mod only works with the Rising Tide DLC.

If you don't own Rising Tide, use the Classic Version instead!

Existing Options have been rebalanced and a lot of new options have been introduced.

In total this mod currently has:
- 18 Colonists
- 27 Spacecrafts
- 23 Cargoes

...for a total of 11178 possible combinations! The clear focus is to find a balance between more generic options that support the strategies you want to play and more "out there" options that enable completely new strategies.

Perfect balance can of course not be guaranteed, but I do try to keep options somewhat reasonable. If you find loadout that is just way too strong feel free to leave a comment on the workshop!

Important!
Due to a bug with the game itself you need to return to the mod menu after the game has finished the "Configuring Game Files"-Dialog (simply hit escape) and make the game modify the files a second time, otherwise unit promotions and worker actions will not work properly. That's only required once after launching the game and will then work for the rest of the session.
165 Comments
AdAstraWill 20 Jun @ 5:54pm 
Hey Ryika, just a question, as my brain may be too smooth to comprehend things sometimes;

Regarding the "Important" at the bottom of the mod description, will this fix the apparent bug of the weird promotion issues at the beginning of the game with soldiers and explores etc, where the normal commands do not show up for them etc and its just a bunch of weird icons and the heal icon?

Love the mod by the way, used it every time I played until I couldn't figure out why my units were being weird haha

(re-posted to fix some grammar)
Bumbefly (we/All) 10 Apr @ 10:43pm 
Esc (& closing X) make my games configure a 3rd time so that doesn't work. I need to
1) load a game (any save with intended mods will do),
2) go back to Main Menu
3) load the game with latest auto-save.
Only auto-saves will have mods configured as they should be.
stonez 2 Oct, 2024 @ 12:46pm 
okay so I went to tier 3 and no it is 6 science total. Seems calculation is off regarding the first 2 tiers
stonez 2 Oct, 2024 @ 12:43pm 
Hi, I got a quick question. I am not sure if the specialist bonus from the AU primary ability is scaling correctly. I build the communal laboratory (accessed from the loadout bonus) in the capital and the bonus from the specialist stays on 5 science after going to 'tier2'. I have yet to test with some of the other 'vanilla' buildings. I also got the 'Laborers Guild' from the spacecraft option. So it seems standard, the specialist gives 3 science, now +1 for the AU primary ability and another +1 from LG. After going to tier 2 I'd expect to get 6 science of course. Is this just a conflict between the 2 mods, loadouts and sponsors, or something else?
Fokke456 24 Sep, 2023 @ 1:07pm 
This seems to work with Anchor Ceti 1.15.
harrisgilliam 4 Jul, 2023 @ 8:07pm 
Can you modify your code so that all references to files are lowercase only? You use all combinations of mixtures of all caps, mixed case and lowercase. But the actual filenames are all lowercase. On Windows (and now MacOS by default) this doesn't matter because their OS is case-insensitive but for Linux (and practically every other OS on the planet) it matters. So none of your mods work on Linux unless I go through all your code and everywhere you reference a file convert the names to all lowercase :-(
Daemon Trooper 27 Jan, 2022 @ 9:43am 
Ok, thanks for answering :D
Ryika  [author] 27 Jan, 2022 @ 6:00am 
No, not possible.
Daemon Trooper 27 Jan, 2022 @ 4:18am 
Not possible to have a fix for what's "important" ?
MamylaPuce 13 Jan, 2022 @ 12:29pm 
Ok, thx, i've never upload a mod here on Steam but i will found how ^^ I will credit you ofc and put the link from your mods.