Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Update: 24 Nov, 2016 @ 8:59am

Update: 19 Nov, 2016 @ 6:01am

Update: 18 Nov, 2016 @ 10:36am

Affinity
- Affinities have been reworked. Many bonuses have been lowered or removed, as a replacement players will now be rewarded with a Quest Decision for every level they gain in their primary Affinity between level 3 and 15. Those Quest Decisions hold reasonably strong bonuses that synergize with the general goals of the Affinities (and some penalties), but at the same time giver players more control about how they want to specialize their empire. Is your Harmony Empire more focused on constructing Wonders or Growing a huge Capital? Does your Purity Empire Specialize in Golden Ages or Trade Routes? The new Affinity Decisions allow players to go down a lot of different paths instead of laying out a path for them

General
- Difficulty Levels have been rebalanced. Lower difficulties are a LOT easier now, and overall the difficulties should scale in a more reasonable way. New players, and people who just want an easy game should now have an easier time. Higher difficulties remain mostly unchanged.
- Roads and Magrails have been changed back to having a construction time
- Ectogenesis Pod: The way this wonder is implemented has been changed. Its food bonus is now applied to the Basic Infrastructure instead of granting a dummy-building - the Ectogenesis Warehouse - to apply the bonus, and the Ectogenesis Warehouse has been removed from the game. This change is purely cosmetic/performance-related, the bonus (0.5 Food per Population) has not been changed

Buildings
- Disassembler: No longer has a maintenance cost (and can therefor not be sold and reconstructed to gain additional Progenitor Alloys and Ylurium Crystals - woops. :p)
- Microbial Mine: Progenitor Alloy and Ylurium Crystal gains have been reduced to 50/50 (was 100/50 (although it said 100/100))
- Old Earth Reactor: Energy Yield decreased from 8 to 6
- Particle Turbine: Commonwealth Credits generated reduced to 1 (was 2)
- Old Earth Simulator: Now requires 2 Floatstone
- Borehole: Now requires 2 Floatstone
- Terra Vault: Now requires 1 Floatstone
(Reasoning: Purity has the Ability to generate lots of extra Float Stone by constructing Gaian Wells, but there was nothing in the Purity Victory itself that required the Player to actually use these Resources so the incentive to use the resource generation capacity was low. Now moderate investment into resource generation is required.)

Events
- A new Event has been added (Gift of the Commonwealth), granting Commonwealth Credits and Reducing Commonwealth Prices when triggered

Diplomacy
- Maximum Number of Diplomatic Agreements has been reversed to default (5), was 4

Commonwealth
- Commenwealth Credits required to buy Resources have been increased to 3 (was 2) for Strategic Resources and 6 (was 4) for Affinity Resources. In earlier Versions Players would almost always have more Commenwealth Credits than they required even without actively investing, these changes make actively generating new resources (mainly by using Station Trade Routes or buying Shares) more important for Players who want to buy a lot of Resources

UI
- Debug-, Dummy- and other "behind the scenes"-buildings are no longer visible in the Civilopedia.
- The Trade Route System seems to confuse a lot of people. While I like the system the way it is and do not intend to change it, I expanded the description of the Trade Depot to contain a short explanation about Trade Capacity and how it is generated that will hopefully make the system easier to understand to newer players
- Buttons of features that have not been unlocked yet now show the name of the feature as greyed out text instead of just reading "locked"

AI
- AI Construction Flavors have been adjusted slightly. Bigger focus has been put on Production and Trade Routes.
- AIs will now almost always level up their Character Trait first (to unlock Golden Ages) before unlocking other Diplomatic Policies or asking for Diplomatic Deals

Bugfixes
- Fixed a coding Error that allowed Agents to die under certain conditions even though they were meant to be invincible
- Some yields had been updated without th

Update: 27 Oct, 2016 @ 11:38am

- Fixed a bug that caused Basic Infrastructure to not be correctly added to cities that were conquered. Infrastructure will now always be added at the beginning of the next turn.
- 'The Beating Society'-Quest: Improvement required for the Harmony-Part of the Quest has been changed from Dome to Biowell.
- Fixed 2 bugs that caused Steal Science I + II to generate scripting errors.
- Corrected an Error that made the Outpost Quest trigger for India when it shouldn't.

Update: 26 Oct, 2016 @ 10:49am

- Fixed a bug that made the AIs Golden Age Counter not go down when they trigger one. AIs now can no longer trigger more Golden Ages than they're supposed to.
- Golden Age Exponent has been slightly increased from 1.1 to 1.15 (meaning that later Golden ages become more expensive a big quicker, while early Golden Ages are nearly unchanged.)
- Total number of Artifacts available has been doubled to prevent scenarios where players run out of artifacts. Those artifacts are copies of the original Artifacts and the Recolors that come with this mod.

Update: 25 Oct, 2016 @ 8:12am

- Version Number has been corrected
- A tech filter for buildings that grant progress towards Golden Ages has been added
- Affinity Overview in the top bar can now be minimized by right-clicking it (useful mostly for smaller resolutions)
- Some minor tooltip fixes (adding/removing empty lines)

Update: 20 Oct, 2016 @ 10:02am

New Feature: Golden Ages!
Golden Ages can be used to increase a Sponsor's Performance for a limited time. Every Sponsor has a unique Type of Golden Age with a unique bonus. Some progress towards the next Golden Age is being made automatically every turn (a flat value, not tied to health as it was in Civ 5), but Players can construct certain buildings to increase the progress. Golden Ages do not trigger automatically, instead, Players can trigger them manually as soon as they have maxed out their Character Trait. This allows strategic use of many of the effects.

Golden Age Points per Turn have been added to the following Buildings:
- Recovery Center: +1
- Restaurant: +1
- Flux: +1
- Cultural Matrix: +2
- Old Earth Simulator: +2
- Deep Memory: +5

Golden Ages only work with Standard Civs, not Civs from other Mods. AIs will use Golden ages as well.

Balance Changes:
- Health Bonuses from tier 3 virtue synergies have been reduced
- Tech Costs for lategame-technologies have been increased a bit to make up for the powercreep created by the addition of Golden Ages
- Production Cost of Victory Wonders has been increased by a bit more than 100%. This still allows them to be finished rather quickly if the City is well-prepared to construct big projects (~8-10 turns) - that's intentional, because at that point in the game there isn't much else going on anymore anyway. It does however a better job at rewarding Players who have actually made an Effort to prepare a City for that final project, because badly prepared cities will now have some trouble finishing it in a short timeframe.
- Harmony 7: Quest Choice has been changed from +2 Science from Academies to +1 Science and +1 Culture.

Bugfixes:
- Selling and buying Commonwealth Resources now works properly
- Old Earth Simulater was missing an Affinity Prereq, now requires Purity 10.
- Outpost Quest now triggers properly for everybody but Kavithan Protectoriate (who would not be able to complete it)
- Dummy Technologies should no longer show up in the Peace-Negotiations-UI.
- African Union now correctly gains +1 Health per City instead of +2.

Update: 17 Oct, 2016 @ 4:34pm

- Chungsu's Modifier towards Covert Operation Rewards now correctly works with the Steal Research I, Steal Research II and Propaganda Campaign Covert Ops
- Propaganda Campaign now scales over time
- Hostile Alien Color has been altered slightly to distinguish them better from the African Union
- Affinity Texts (in Affinity Wheel and Affinity Popup) have been reformated for better overview and easier reading
- Effects that reduce Chance of losing Population from attacks have been increased, maximum amount of protection is now 75% (with a 40% base chance; leaving a 10% chance per attack if all three buildings are built)
- Added a second Tier of the Propaganda Campaign Covert Op
- CovertOps UI has been adjusted slightly, and the Window to Choose Covert Operations has been enlarged
- DiploSystem now properly supports Custom Civs from other mods. Note that this does not mean other Civilization-Mods mods _will_ work with this mod, some will, others won't. Custom Leaders will also use standard fallback texts for Diplomatic Reactions.
- Cashing in Commonwealth Credits now properly removes Commonwealth Credits instead of granting them.
- The 'Buy Shares'-Button now actually buys shares instead of triggering the Selling-Functionality
- 'Buy Shares'-price has been changed to the average value of the resource buying price, instead of twice that, minimum price has been reduced to 700 (from 1000)
- Quests 'Point of no return' and 'The lonely Revolution' had their Building Requirement changed from Neurolab to Cel Cradle, because Neurolab requires a source of local Firaxite.
- Faraday Gyre has been changed to spawn Alien Skeletons instead of Progenitor Ruins.
- 'Steal Science I' has been corrected to have a duration of 30 turns (from 20)

Update: 15 Oct, 2016 @ 12:02pm

- Fixed a bug that caused Aquatic Aliens to spawn too frequent on certain maps. They still spawn more frequent than land Aliens, and the Oceans are meant to be a more hostile place, but the ridiculous spawn rates some people have experienced should be gone now.
- Added an advanced game option to increase the base spawn rate for those who like being overrun :p

Update: 15 Oct, 2016 @ 8:37am

- Added some missing texts in the Virtue Overview
- Fixed incorrect text in a Diplomatic Trait
- Debug Mode is now hidden as it's supposed to be