Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Awesome Loadout
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Update: 6 Sep, 2021 @ 4:31am

v8
Added 2 new Spacecraft Loadouts:
- Cultural Goods: +35% Yields from International Trade Routes, but -25% Yields from Internal Trade Routes
- Scientific Goods: +50% Yields froM Station Trade Routes

Fixes/Updates:
- Affinity gained from the 3 Cargo Options reduced to 10 (from 11). Still enough to immediately unlock the first level of Affinity
- Weapons Factory (previously "Weapon Factory"): Production of Military Units increased to 40% (was 30%)
- Ultrasonic Manipulation (previously "Ultrasonic Research"): Ultrasonic Fences now also yield +1 Capital
- Renamed a few other Loadouts to sound less... silly.

Update: 8 Jul, 2020 @ 2:09am

Update: 8 Jul, 2020 @ 2:02am

Update: 8 Jul, 2020 @ 1:58am

v7
- Changed the Mod Description to warn players that they need to enable the mod twice
- Veterans Colonist: Price Reduction for Soldiers and Rangers has been increased to 25% (was 15%)
- Mutants Colonist: Renamed to Healthcare Workers

Update: 28 Feb, 2016 @ 3:40am

- Fixed a bug that caused the custom Promotions used in this mod to not work properly

Update: 20 Feb, 2016 @ 4:42pm

- Updated to add Loadout focused around things added in Rising Tide
- Now requires Rising Tide

Update: 14 Oct, 2015 @ 10:13am

- Fixed some Typos added in the last Version.

Update: 14 Oct, 2015 @ 10:02am

- Fixed a bug where ruins could yield tech progress towards hidden technologies added by this mod

Update: 11 Oct, 2015 @ 9:49am

- Fixed Fertile Farms Spaceship Loadout

Update: 10 Oct, 2015 @ 6:38pm

v5
- Completely re-created from scratch, because the original version of this mod was very unpolished
- All Loadout-Menus have been sorted by the different Subcategories available
- Some Loadout Options have been removed (For Example Hektor, the Wolf Beetle - may he rest in peace. The actual Usage of these just wasn't that great - I plan on creating more interesting, actually useful Alien Options later)
- New Options have been added, but those are mostly "duplicates" of existing options (you can now for example start with ANY one of the techs that you could normally research immediately, which should support some interesting Slingshot-Strategies)
- Currently, this mod does not make use of the new Systems added in Rising Tide. I plan to change that as soon as I'm done fixing all my mods. Expect Diplomatic Capital, Artifacts and other Stuff to play a role in the next bigger Update!