Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Awesome Loadout
Showing 11-20 of 22 entries
< 1  2  3 >
Update: 21 Jun, 2015 @ 5:00am

- Fixed an Issue that made the Public Lab available even if you didn't choost the Loadout-Option.

Update: 12 Jun, 2015 @ 8:26am

v4
Fixed some typos that had been reported (Thanks!)
New Loadout Options have been added, mostly focused around Specialists!

Colonists:
- Scouting Corps: Explorers gain +2 Movement and +1 Vision Range

Spacecraft:
- Specialists Guild: All Specialists give +1 of the associated Yield.
- Laborers Guild: Growers yield +3 Food and Engineers yield +2 Production, but Scienctists yield -2 Science and Artists yield -2 Culture.
- Research Station: Start with a free Research Station in your capital, a Building that has 3 Scientist Slots.

Cargo:
- Public Lab: Can Build the Public Lab (80 Production), a Building that yields +1 Science and has a Scientist Slot

Also, some minor Balance Changes:
- Pacifists now only give -15% Land Unit Production (was -30%). Drawback felt way too strong since I realized that Civil Units also count as Land Units.
- Hektor has his Melee Combat Strength increased to 18 (was 16).

Update: 13 Apr, 2015 @ 5:00pm

Just a few balance updates that I wanted to do for a while now.

Spacecraft:
- Loan Shark Office: Now reduces energy by 30% instead of 20%. After playing many games with this option I find that having that extra Settler early on is REALLY strong and the 20% did not really make up for this. 30% does feel a lot "better", as it brings some serious energy problems if this option is not made up for by choosing other energy-producing bonuses.
- Titanium Storeroom: Free Titanium down to 3 (from 8). This is only a small nerf as the main benefit is being able to see and work titanium and its HUGE tile yield instantly. Still, being able to sell 8 Titanium yields at least 8 Energy per Turn, a bonus on top that could rival the Fusion Reactor. I found that to be too much.
- Philosophy Hall: Penalty to production down to 10% (from 15%).

Cargo:
- Drone Scout: Cost down to 20 (from 30). (because it dies a lot easier than I originally expected)

Update: 30 Mar, 2015 @ 2:54am

- Fixed Long-Range-Scanner- (Alien Nests weren't shown) and Medicines(Clinic wasn't added)-Loadout.
- Fixed some minor Typos

Update: 18 Mar, 2015 @ 6:03am

- "Can build Alien Unit X"-Loadout options have been fixed.

(For some reason Firaxis seems to have made it impossible to build units tagged as Alien Units in 1.2, so I removed that tag and added a promotion that makes them immune to miasma by default)

Update: 14 Mar, 2015 @ 9:14am

v3

New and edited bonuses:

Colonists
Pioneers: Build Colonist and Explorer units 50% faster (Starship bonus, but down from 100%, because it's hilariously op)
Mercenaries: Cities have +25 Hit Points, Units have + 10% Strength + Range Strength in friendly Territory (Starship bonus, unchanged)
Instructors: Build Workers, Sea- and Land Trade Units 50% faster. (New, not from Starships)

Spacecraft
Supply Module: Begin with 3 Resource Pods near your first City. (Starship bonus, but up from 2)
Electromagnetic Sensor: Reveal Artifacts on Map. No Tech needed to see Geothermal. (Starship bonus, but reveal Geothermal has been added)
Short-Range Scanner Module: Reveal Geothermal has been removed.
Medbay: Maintenance removed. Building will no longer be destroyed if city is conquered.

Cargo
Cryotome: Begin with a free Virtue. (Unchanged)
Xeno Management Begin with an Ultrasonic Emitter Unit (Unit has 3 Movement instead of 1)

Minor:

Some spelling and formating errors have been corrected. If you find more (or bugs in general) feel free to report them in the comment section.

Update: 11 Mar, 2015 @ 6:08pm

- Compatibility-Update for the official 1.2 patch
- Trade Hub Loadout has been removed for now (as Firaxis seems to have removed the ability to add trade routes via buildings)

Update: 4 Mar, 2015 @ 11:22am

- small bugfix (Tamed Wolf Beetle Loadout now works properly)

Update: 24 Feb, 2015 @ 11:45am

- just a small fix: Techs added by this mod (needed to give some of the bonuses) should no longer show up as part of the "give progress for advanced tech"-excavation bonus.

Update: 18 Feb, 2015 @ 7:35am

v2

Pacifists
Buffed to +2 Culture, +2 Science, -30% Land Unit Production (was +2 Culture, +1 Science, -35% Land Unit Production)

Medbay
Maintenance reduced to 2 (was 3) Energy per Turn

5 New Items added:
War Economy (Spacecraft): +20% Production towards land Units, but -10% Production for everything in your Capital.
Surveillance Center (Spacecraft): No intrigue in your capital. Start with 100 Energy.
Energy Network (Spacecraft): Relics, Depots and Clinics cost no maintenance.
Hektor's Doghouse (Spacecraft): Start with a strong, unique Wolf Beetle.
Scripture (Cargo): 8 Points towards all Affinities

Purely negative Items have been removed (can still be activated if you want to use them - see mod description).