Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Codex
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Update: 8 Sep, 2017 @ 3:26am

v6 Hotfixes

General

- Martial Law Turns have been halved. It now lasts 1 turn per population if a city is annexed, or 1 turn per 2 population if it's turned into a puppet.
- Al element of Al Falah's Trait was broken with the update of the Empire Manager UI and has now been fixed: They can now properly change to any advanced government as soon as the Empire Manager has been unlocked.

Quests

- Commenwealth: Welcome now grants 10 Commonwealth Credits instead of 5. This gives players a bit more room to trade with the Commonwealth, and allows some wonder-related strategies that otherwise would rely heavily on local resources in the immediate neighborhood to be played much easier.

Technologies

- Cognition: Now also grants +2 Energy in all cities

Units

- Solar Collector: Petroleum Cost reduced to 3 (was 4)

- The first set of Affinity Units is now unlocked earlier:
-> Xeno Swarm: Alien Adaptation (was Biospheres)
-> Battlesuit: Alien Genetics (was Civil Support)
-> CNDR: Collaborative Thought (was Climate Control)

- The three Affinity Satellites have been moved up to the old positions of the first set of Affinity Units and now requires Level 7 in a given Affinity (was 4). This gives more time for the Solar Satellite to be used before it is being replaced.

Update: 2 Sep, 2017 @ 10:29am

Update: 2 Sep, 2017 @ 10:05am

Patch notes for v6 are too long for this description, they can be found here:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/780912351/348293292497734485

Update: 18 Jul, 2017 @ 1:45am

- Disabled the Computing Node for now, as it sometimes causes the game to lock up

Update: 15 Jul, 2017 @ 8:49am

Patch notes for v5 are too long for this description, they can be found here:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/780912351/348293292497734485

Update: 14 Feb, 2017 @ 4:26pm

v4 - Hotfixes

Bugfixes
- Saved Variables will no longer be lost when a save file is loaded

AI
- Changed the way the AI is granted Settlers, Workers, and Scouts. Instead of just getting these units "for free" at predefined intervals the game now checks whether the AI has enough Gold to buy them (calculated via estimation, base price for units is lower, but does not take into account discounts), and if it has, it spawns a new unit, and its Energy is reduced by the cost of the unit. The intervals at which the game checks whether the AI can buy units has been decreased by a lot to make up for the fact that the AI won't always be able to buy those units. This means that instead of getting stuff for free, AIs now make use of the Energy they have. This will have little to no effect on higher difficulties (AIs are producing lots of extra Energy), but it should have a positive effect on lower difficulties. And of course AIs now don't need to "cheat" anymore.
- Added code that now also tries to rushbuy important Affinity-Buildings when they're available for AI Players.

UI
- Changed a few of the ingame texts
- Changed Building Quest Text Choices to clarify that their effects are only active in cities with the building itself.
- Changed Aquatic City Border Growth Tooltip. No longer incorrectly claims that Aquatic Cities gain a Culture Bonus, instead nor referrences the Sonar Net as a way to gain a lot of Tiles quickly.

General
- Changed the Mod Title to 'Codex - A Gameplay Overhaul Mod' (was "Codex"). This is just to make sure that the Codex Mod shows up at the top of the list of all Codex Mods that may be intalled.
- Added a new Advanced Game Option: 'Mutated Aliens'. This makes Aliens a LOT tougher and gives them some extra abilities. Perfekt for players who like to be ravaged by native wildlife, enjoy suffering or just want to have a much(!) harder time defending against aliens. You can look up the special abilities of mutated alien units in the Civilopedia.

Units
- Alien Ripper: Combat increased to 6 (was 5)
- Units that evolve from fully grown Leeches can no longer move on the turn they spawn

Commonwealth
- Finishing a Station Trade Route no longer grants Commonwealth reputation. This is due to limitations in the game that don't allow me to properly include this without the Global Variable System getting bugged.
- Foreign Aid now only applies to players that have less than 75% of the average score of all players instead of to everybody below average score. This should help make Foreign Aid only apply to players that are actually falling behind, instead of - in the worst case scenario - everybody but a single runaway.

Modding
- Added support for the Genesis Corporation to some of the Scripts
- Added support for the Legacy Trait Mod

Update: 4 Feb, 2017 @ 1:52am

Patch notes for v4 are too long for this description, they can be found here:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/780912351/348293292497734485/

Update: 4 Feb, 2017 @ 1:46am


Update: 28 Dec, 2016 @ 4:18am

v3 Hotfixes

General

- Local Trade Route limitations have been practically removed, leaving only the global Trade Capacity system. Using a local system and a global system at the same time was more complicated than it had to be, and it didn't really limit trade routes in the way it was meant to limit them (players could just base their trade units in other cities and still send all of their trade routes towards the capital for exmaple).
- Affinity Decision Epilogues have been fixed
- Leeches are no longer spawned when Gameoption 'Disable Aliens' is active
- Pan Asia's Character Trait now grants the correct Capital Growth and Wonder Production on all levels
- Fixed Support for Modded Sponsors (Sponsor Ultimates)
- Many National Wonders (including those from Quests) could be purchased with Energy, this has been corrected. Quest Buildings that can/must be constructed more than once can still be purchased with Energy, this is intentional
- The World Wonder 'Project Luna' can also no longer be purchased with Energy
- Extra City Strength per Population has been reduced to 0.5 (was 1.0), which makes big cities easier to take without having to decimate large parts of their population, while still maintaining the Ability to bombard cities for a while to make them easier to take.
- Trade Units no longer move through Miasma by default (was causing Trade Units to die and there doesn't seem to be a way to make them immune to Miasma), this Ability is now unique to Harmony.
- Some tooltips have been optimized

Buildings

To reduce some clutter a number of "minor" Buildings that weren't too interesting and didn't really feel like they made an impact have been turned into National Wonders, and their cost/effects have been brought in line with other National Wonders on the same tech level:
- Launch Complex (now +150% Production towards Orbital Units, +5 Orbital Coverage)
- Computing Node (now +25% Production towards Wonders, +8 Science)
- Cloning Plant (now +100% Food, -25% Production and Energy)
- Alloy Foundry (now +6 Production from Titanium, +6 Titanium)

- External Trade Yields from Buildings have been reduced. This is partly because now a single city can host tons of external Trade Routes, and partly because they were already very strong before. National Wonders had their external Yields decreased by ~50%, and other Buildings by around ~25%.
- Autoplants now grant +2 Production for Internal Trade Routes (was +3)
- Automated Engineer now grants +2 Production from Internal Trade Routes (was +3)
- Cloning Plant: Has been changed to provide a large Food Modifier (+100%) at the cost of losing some Production and Energy (-25%)
- Xenomass Desolver: Tooltip corrected; yields +1 Ylurium Crystal, not +2
- Repair Facility: Flavor text removed from tooltip
- Mass Digester: Food-% increased to 15% (was 10%)
- Tridecagon: No longer has any Maintenance cost (and can therefor not be sold and reconstructed to gain additional Progress towards Supremacy)

Many Leaf Technology Buildings with local Resource Requirements have been improved to generate a stronger incentive to grab additional leaf technologies:
- Jewel Forge: Now yields +6 Energy (was +3)
- Chemical Plant: Now yields +6 Science (was +4)
- Fiberarium: Now yields +6 Science (was +2)
- Garden: Now also yields +2 Capital
- Seed Farm: Science and Culture increased to +3 (was +2)
- Tectonic Drill: Now yields +6 Energy (was +4)
- Biosphere: Now has 2 Grower Slots (was 1)
- Chelonia Farm: Now also yields +4 Capital (this is technically a bugfix; the +4 Capital were already there, they just didn't work)
- Smelter: Production from Titanium increased to +4 (was +2)
- Cell Pump: Energy from Petroleum increased to +6 (was +4)
- Reef Generator: Now also generates +2 Progenitor Alloys per Turn


Affinity

- Purity 3 Quest Decision has been changed, new Choice: +5 Building Modules whenever a Building is completed
- Supremacy 8 Quest Decision: Replaced incorrect texts
- Purity Quest 'A Moral Crusade' has been fixed, and should no longer loop back to older objective when the Quest is supposed to be completed
- Harmony 9: Now allows Trade Units to move through Miasma


Units

- Explorers have undergone a rework - yet again! Their defense modifier didn't really work out at all, so it has been removed completely. Their Combat Strength has been increased back to 6 (was 4) to give them some minor defense against an attack or two, however, their main defense is now... Invisibility. Having a unit be invisible that early might feel a bit weird, but I think it can be explained by them being Scout Troops that operate sneakily, not as actual stalth. It mainly works very well mechanically though and restores their Ability to explore the lands without being killed by stray aliens too easily while still maintaining alien-heavy lands as "no go zones". They are still allowed to enter foreign lands, and being spottet does not cause any diplomatic penalty.


Moonbase

- Fixed the Label Text for the Forge. Now says Forge. No longer says Generator. How did this even happen?


Sponsors

- Polystralia: Golden Age Bonus reduced to 200% (was 300%)

Update: 24 Nov, 2016 @ 9:09am