Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Update: 8 Mar, 2016 @ 2:42pm

v7:
ARC:
- Reduced Covert Ops Bonus Speed from 20/30/40% to 15/20/30%.

Bugfixes:
- Fixed Brasilia's Trait; it now works properly (did not give diplomatic capital from kills) and the description has been updated with the correct text.

Update: 18 Nov, 2015 @ 3:44pm

v6:
Pan-Asia
- Perk has been changed. The Civilization no longer starts with a free wonder (to reduce frustration when playing against them). They instead gain +3 Capital per Wonder as a secondary bonus
- Scaling of the primary bonus has been changed from 33/66/100% growth in Capital to 25/50/125% to encourage leveling the bonus.

Bugfixes:
- Descriptions of the Perks for Pan Asia and Chungsu were incorrect and have been fixed (bonuses were already working as intended).

Update: 8 Nov, 2015 @ 4:04am

- Removed Debug-Messages that would spam the Logs

Update: 8 Nov, 2015 @ 3:33am

- Updated for Rising Tide. No Changelog, current Features are visible on the Mod-Page.

Update: 25 Aug, 2015 @ 5:11am

- Fixed Franco Iberias Unique Building

Update: 21 Aug, 2015 @ 1:43am

v5

- The unique building system has been overhauled. Unique Buildings no longer override basic Buildings, but instead create a new building for each Civ.
- All unique Buildings are now located on (Affinity-Neutral) Ring 2 Techs, their strength has been adjusted accordingly.
- If a unique Building of another Civilization is captured, it is replaced by your unique building (or destroyed).

Update: 19 Aug, 2015 @ 2:26am

v4

All Civilizations now have a Unique Building (with the exception of Pan-Asia, they still have a unique Wonder)!
These Buildings don't have Building quests (for now, but unique Buildings generally have higher yields than the normal versions.

Some also have unique Effects:

ARC:
CentralIntelligence Agency - Replaces the Spy Agency - gain 4 Spies instead of 3.

Pan-Asia:
Bio Sphere - still a unique WONDER, is now stronger to make up for the fact that other factions got unique buildings (further information below)

Franco-Iberia:
Museum - Replaces the Alien Preserve - no unique Effect, but has small %-Modifiers for Culture and Science.

Slavic Federation:
Space Agency - Replaces the Launch Facility - +4 Orbital Coverage instead of 3, and has some base yields that should make it strong enough to be worth building in most cases

Polystralia:
Trade Estate - Replaces the Thorium Reactor - Yields +2 Energy from External and Station Trade Routes.

Kavithan Protectorate:
Spiritual Site - Replaces the Pharma Lab - Gives some additional Yields to Affinity Resources

Brasilia:
Military-Industrial Complex - Replaces the Repair Facility - Yields Production on top of the %-Modifier for Unit-Production.

African Union:
The Peoples Library - Replaces the Laboratory - yields additional Science based on Population Size

I changed the way new Texts are implemented. Changes should now show up in all languages (but they're still English-Only).

Some balance changes:
The new Buildings have some Impact on the overall balance and I will probably make some adjustments once I've played a lot more with them.

But for now only a few minor adjustments:
- Pan Asia only receives 10% Growth in Capital (down from 25%).
This is mainly a balance-change for other food bonuses, not a general "nerf". By adding other Growth-Bonuses, Pan-Asia could almost grow infinitely, which was not intended. Normal Strategies should still have about the same amount of food and the Bio Sphere now yields additional Food to make up for that. Only lategame-growth should really be slower.

- Franco-Iberia now only receives 50% of defeated opponents as Culture
This is a direct nerf. Not much else to say. :p The overall Culture when played aggressively was just too strong. I'm planning to give them a new trait once Rising Tide is released to focus more on their peaceful nature and shift the "Aggressive Culture"-Sponsor to someone else.

Update: 17 Aug, 2015 @ 2:15am

v4:
All Civilizations now have a Unique Building (with the exception of Pan-Asia, they still have a unique Wonder)!
These Buildings don't have Building quests (for now, but unique Buildings generally have higher yields than the normal versions.

Some also have unique Effects:

ARC:
CentralIntelligence Agency - Replaces the Spy Agency - gain 4 Spies instead of 3.

Pan-Asia:
Bio Sphere - still a unique WONDER, is now stronger to make up for the fact that other factions got unique buildings (further information below)

Franco-Iberia:
Museum - Replaces the Alien Preserve - no unique Effect, but has small %-Modifiers for Culture and Science.

Slavic Federation:
Space Agency - Replaces the Launch Facility - +4 Orbital Coverage instead of 3, and has some base yields that should make it strong enough to be worth building in most cases

Polystralia:
Trade Estate - Replaces the Thorium Reactor - Yields +2 Energy from External and Station Trade Routes.

Kavithan Protectorate:
Spiritual Site - Replaces the Pharma Lab - Gives some additional Yields to Affinity Resources

Brasilia:
Military-Industrial Complex - Replaces the Repair Facility - Yields Production on top of the %-Modifier for Unit-Production.

African Union:
The Peoples Library - Replaces the Laboratory - yields additional Science based on Population Size

I changed the way new Texts are implemented. Changes should now show up in all languages (but they're still English-Only).

Some balance changes:
The new Buildings have some Impact on the overall balance and I will probably make some adjustments once I've played a lot more with them.

But for now only a few minor adjustments:
- Pan Asia only receives 10% Growth in Capital (down from 25%).
This is mainly a balance-change for other food bonuses, not a general "nerf". By adding other Growth-Bonuses, Pan-Asia could almost grow infinitely, which was not intended. Normal Strategies should still have about the same amount of food and the Bio Sphere now yields additional Food to make up for that. Only lategame-growth should really be slower.

- Franco-Iberia now only receives 50% of defeated opponents as Culture
This is a direct nerf. Not much else to say. :p The overall Culture when played aggressively was just too strong. I'm planning to give them a new trait once Rising Tide is released to focus more on their peaceful nature and shift the "Aggressive Culture"-Sponsor to someone else.

Update: 15 Jun, 2015 @ 9:03am

v3:
Only some minor changes.

- Tuned down Polystralias Energy Bonus: 10% Energy per City (down from 15%), +2 flat Energy is still the same
Simply for balance reasons, it felt just a 'tiny bit' too strong to me.

- Changed Kavithan Protectorates Bonus: 15% Worker Speed have been removed, Settlers now have +2 Movement and ignore Terrain
This change was mainly made to push the sponsor in a more specialized direction, just as the other sponsors are. "Expand fast and take up land".

I also adjusted the texts that are shown when choosing sponsors so they no longer clip when mods that add more sponsors are active (Was caused by the scrollbar reducing space available inside the textbox).

Update: 9 Feb, 2015 @ 5:52am

- Overhauled the Pan Asian Cooperative. Removed the Per-City-Bonuses, now focuses even more on going Tall and on their Capital. Added a Unique Wonder.
- Tuned down the Kavithan Protectorate quite a bit. Not happy with that Sponsor at the moment, I'll probably change them in a later Version.
- Some Texts have been changed to better describe what is going on or to match similar effects that are used in the game.
- Renamed the Mod because of... reasons!