Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

76 ratings
Explorer 2.0
   
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970.000 B
7 Feb, 2016 @ 6:18pm
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Explorer 2.0

Description
This mod upgrades the Explorers in the game to Explorer 2.0.

Explorer 2.0's will received 3 additional movement and start with 6 expedition modules.

This is compatible with both Vanilla Beyond Earth and Rising Tide.

NOTE: This is not necessarily an advantage, as all explorers in the game are affected, whether or not you own them or another civ does.

So it is a level playing field, just playing field 2.0!
23 Comments
peter.huebner 10 Dec, 2024 @ 7:35am 
playing on linux (Mint 22), this mod simply gets ignored. no additional movement nor modules.
tikks 1 Aug, 2019 @ 4:43pm 
@Leonardo: You can regain modules by simply entering the city as the explorer.
Leonardo 23 Feb, 2019 @ 12:35pm 
@kingchris20: You can ignore my "it is gamebreaking" comment, because I take it back. In my current game (decided to start a new game as weird things happen), I thought having 6 expedition modules would be enough, but I was completely mistaken and just before I decided to start over my explorer only had one expedition module left and I've no idea how to restore those expedition modules, unless using the IGE mod to remove the old then spawn a new Explorer.

So. Have you consider to add an option to restore expedition modules for the explorer in-game?
kingchris20  [author] 21 Feb, 2019 @ 8:26pm 
I never really played much of Beyond Earth, so I wouldn't know much about how gamebreaking it is or isn't. Someone requested it, I knew how to do it, so I did it. At least its not just the player that benefits from it, but the AI as well.
Leonardo 18 Feb, 2019 @ 8:50am 
I think it's somewhat gamebreaking or even cheating to start with 6 modules for an explorer.

It would be more immersive if the player needs to back to a city, not a colony, with an explorer that doesn't have any modules left to use, just to refill the modules. So, in order to do that it requires a repair facility building to restore used expedition modules.

Also, any modules that's used for a quest should be automatically added once the quest is updated. I only mention this, becasue in my current game I got a quest that requires two expedition modules and I've already used one module.

The first module I used was for the alien skeleton object. Which I think is wrong instead the player need to use the monitoring feature the explorere has for let say 3-5 turns, at least when looking at the animation for an explorer.

Lastly, so I don't forget to say this. Thanks for sharing a good mod. :)
TexasTony 17 May, 2016 @ 11:36am 
You know what would be awesome. If this unit could hover, so it could move both on water and land with out having a penlty. Espically with Rising Tide and archipelago settings..
Aetharan 9 May, 2016 @ 12:06am 
Got an issue with that mod, when the game begins, I can't interact with any of my units, I can only move them
QUASAR 23 Apr, 2016 @ 10:00am 
Thankyou the explorer was sometimes too annoying to use in the beginning.
skillearner123 30 Mar, 2016 @ 2:31am 
nice mod, really changes start up game :steamhappy:
Crimson_Nomad 27 Mar, 2016 @ 7:29am 
You could just download a sponsor mod (i.e. Global Sedition or Metal Gear Solid) and poke around in the mod's XML files and delete the sponsor text files. But I don't know how to remove the box outline