Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

BeBa - Beyond Balance
179 Comments
Khaezhan 3 Mar, 2016 @ 3:51am 
Si no cambias franco-iberia no "balanceas" sponsors.
Amom 27 Aug, 2015 @ 1:10pm 
Russeru, llevas razón y es una pena. :(


Russeru 23 Jan, 2015 @ 9:22am 
This mod seems to be discontinued since the patch addressed a lot of the balance issues that were fixed by this mod. Hasn't been updated since October.
DeadMarine1980 10 Jan, 2015 @ 11:36am 
My problem with this mod, is the lvling up of Affenity. From my two play throughs thus far it feels like it is more sluggish in the begining to gain points in Affenity, but then speeds up late game. And I think it does that because the mod takes away affenity quests and a lot of them are in Early game. It kinda does the opposite on what is advertized. Now my oppenion alone really ammounts for nothing, but have any of you guys made the same observation as me?
Legacy 1 Jan, 2015 @ 8:34am 
Is this post patch compatible?
Disgusting Frog Man 2 Dec, 2014 @ 6:00pm 
Every time i try to play with the mod, it messes with my unit command. It tells me that i can air sweep with a worker. Basic commands are missing too. Not sure what to do. Balanced sponsers are good though!
ruffeeh 26 Nov, 2014 @ 9:37am 
Expect a fix within 24 hours, along with ayyyy lmao.
Swashbuckler07 26 Nov, 2014 @ 9:09am 
Great mod, but you made the aliens docile and useless. Zero threat from aliens. I'm seriously exterminating them on apollo and they aren't even fighting back.
Kiddrangon 24 Nov, 2014 @ 7:15pm 
Great mod. Would this mod make it where I can't lauch or make any Satellite Units?

I wasn't able to make any until after I saved and restarted and used the Ingame Editor to make one...

I was only using this mod at the time so I wanted to ask.
Raynor 19 Nov, 2014 @ 12:14pm 
Is this mod compatable with Tweaks and Changes mod? After I play for about 50 turns I saved the game and quit. When I came back the unit UI was messed up. For example the all my units would have the Tacjet buttons but I cant click them And the tacjet would have the Workers buttons.
master-of-orion 17 Nov, 2014 @ 1:28pm 
All in all the mod's pretty neat (good changes: trade routes and stations), but it made my second playthrough too easy (first one was vanilla). REASONS: 1. aliens were passive 2. I don't really get the part about affities ("affinities are more balanced and level up faster early-on, then slower late-game"). I'm not sure how it was supposed to work… And perhaps at this point the mod doesn't change the affinities stuff at all?? I don't know. All it did (or at least seemed to do) was make the other factions less willing to choose techs that give them affinity points, so when I was Purity lvl 9 they had 2-3 points in their affinities (unlike in the previous playthrough). Oh, and I guess the mod also made them more willing to embrace more than one affinity (which also happened during the vanilla playthrough, but to a much smaller extent). So when I was, say, Purity 10, a few other factions were like 3/1/1 or 3/2/2. (Of course, this was the only balancing mod I used)
Killjoy 13 Nov, 2014 @ 8:16am 
You should've called it "Balancing Beyond Earth" because then we can called it BaBe.
UnderKingDuck 11 Nov, 2014 @ 5:58pm 
Looking forward to the next update. :D
Xyth 9 Nov, 2014 @ 5:38pm 
AI_TACTICAL_ALIEN_PRIORITY_DEFEND_NEST is set to 35 in your mod. The default setting is 20. I set it back to 20 and it seems fine now.
blep  [author] 9 Nov, 2014 @ 3:38pm 
It appears there is a problem with the aliens.
Expect a fix within 24 hours, along with some other changes.
Xyth 9 Nov, 2014 @ 3:28pm 
As John Summers said, this mod makes aliens passive when near the nests and they will not defend thier nests.
Captain Moodaq 7 Nov, 2014 @ 4:36am 
Does thise mod compatible with the Agressive wildlife an agressive planet mod?
Lord Of the flies 6 Nov, 2014 @ 4:53pm 
hey, i am having trouble with the aliens. they seem to ignore me completely, they dont protect their nests when this mod is active, i just keep clearing their nests? no other mods were used when i tested this. could this be a strange bug of some kind.
blep  [author] 6 Nov, 2014 @ 4:31pm 
@msm16hood

That's not the mod. This mod makes no changes to covert ops at this point.
msm16hood 6 Nov, 2014 @ 12:17pm 
Has anyone had the problem where the computer randomly has coup's in your cities even when the intrigue is zero? I have had my capitol stolen twice totally randomly, it really make the mod unplayable.
CoolRanch®Doritos®LocosTaco$2.19 5 Nov, 2014 @ 7:01pm 
@[UFKM] truppp

that is actually a vanilla game feature. You can find the info for it in your military overview
CryptoBait 5 Nov, 2014 @ 5:52pm 
@[UFKM] truppp

That sounds awful. Find out so I can begin to download this! =)
[UFKM]truppp 5 Nov, 2014 @ 9:29am 
I like this mod very much, but while playing I got a red exclamation mark near my health indicator (While on +10 health). The description says that my colony can support a limited number of units, and I'm over that limit by 4, and thus get -40% production. Is this some kind of unlisted mod feature, or a game base feature I'm unaware of? o.O How do I offset this? Any info and tips or a simple link to such would be appreciated.
UnderKingDuck 5 Nov, 2014 @ 5:57am 
Also without the mod if I go within two hexs of a nest they would attack me. In BeBa I can go right next to the nest, stay there for as long as I like, and they will never attack me.
Oriellien 4 Nov, 2014 @ 8:19pm 
@Teiel: It seems to happen with more frequency with this mod. I've played a few games mod and unmodded, and with the mod, I find nests with no aliens anywhere near. Unmodded, I would find empty nests, but aliens still within a few tiles.
Teiel 4 Nov, 2014 @ 5:31pm 
@KoH_David It's not the mod. I haven't used this mod yet, and the aliens would do that before. The aliens will just randomly leave their nests unguarded, which makes no sense to me but that's another mod for another time. As for them not attacking it, I think it just depends on how you've reacted to the the aliens (if you attack them, even if it is in response to an attack, they seem to treat you more as hostiles).
UnderKingDuck 4 Nov, 2014 @ 11:13am 
idk if it's the mod, but from what I can recall with the very little time I played with the base game the aliens are suppose to attack you when you are near their nest. Though when im playing my games they leave the nest right open 96% of the time and don't even attack me when I get too close.

Also seeing that this is a balance mod we won't see any new gameplay features added to it correct? Because I for one would like to see a few areas in BE to be expanded or given more life so to speak.

Looking forward for the health update though! :D
Hajee 4 Nov, 2014 @ 9:50am 
Nice mod!!, I have been working on one my self, trying to get a Tach to reval the Map. would know how to insert a new line to a Tech for the RevalMap arugement. I can use on main game files, but when I try on a mod I can get the Icon to show up on the tech tree, but it never shows to map...
Sarc 2 Nov, 2014 @ 10:32pm 
@:Albie_123

Can you upload your mod at civfantic ?
Corporal Jones 2 Nov, 2014 @ 3:41am 
AI dont seem to be expanding much. Is this due to this mod? Playing this on Vostock btw, not sure if thats causing it.
blep  [author] 1 Nov, 2014 @ 4:28pm 
The changes to factions that this mod makes would be overridden, but apart from that they are perfectly compatible. Can't promise balance, though.
zArkham4269 1 Nov, 2014 @ 9:59am 
How does this mod work with other mods which affect factons? For example would JFD's new mod which most of the base factions override this mod?
Lover of Natalie 1 Nov, 2014 @ 7:41am 
reasonable balance. GOOD WORK!
Thank you, i really enjoyed your mod.
Gwydion62 1 Nov, 2014 @ 2:44am 
Seems I solved the problem - I loaded this mod as the last of all - now I can see the right command buttons... :-)
Gwydion62 1 Nov, 2014 @ 2:40am 
Well, hat a lot of different commandbuttons for the unit and if I pushed one it crashed - now I have no button at all for the worker - can't build something...
Bickdalls 31 Oct, 2014 @ 7:45pm 
Not complain, just tell, a station once spawn on other contient and plans to occupy ARC's land
Divan 31 Oct, 2014 @ 1:39pm 
Круто
Joker 31 Oct, 2014 @ 1:59am 
Thanks for this mod!
requiemfang 30 Oct, 2014 @ 5:30pm 
Gwydion62 are you using the mod that removes the lvl and exp cap? That mod also causes the UI for units as well. If you are all you need to do is save your game, exit to menu and go to the mods page. Turn said mod off and then on again and start your game up and it'll solve it. If it is still happening then I don't have a clue.
Tanaka 30 Oct, 2014 @ 4:40pm 
Darn your right I thought I had figured it out it seems to be random. And sometimes I do not get the satellite as a unit when i pick from start
LegTheFish 30 Oct, 2014 @ 2:11pm 
Nope i don't use unit color mod dude and still get it. Think game just not loading mods properly. restarting game some times fixes it.
Tanaka 30 Oct, 2014 @ 1:22pm 
ive discovered that the unit button bug comes from the unit color mod!
LegTheFish 30 Oct, 2014 @ 1:17pm 
@Gwydion62 i also have that bug and dont use this mod. Unlimtedxp/ xpcap remover/ infoaddict/ colored web tree is what i use but i've ruled out all these mods i think its a base game issue. Sometimes if you just reload map it fixes it self.
ugrr 30 Oct, 2014 @ 12:57pm 
Ur specialists to op even with out perk from green virtue tree. it makes less important where to settle city, just build mass digesters first and all other specialists buildings next. i think city placement should be more dependent on terran, while specialists just an option for development.
But i like ur idea to add additional yield type to them. i think it should be 2 main and 1 additional yields per specialist.
Pillow 30 Oct, 2014 @ 11:46am 
Thanks for all your work on the mod, enjoying it very much.
blep  [author] 30 Oct, 2014 @ 7:53am 
@Gwydion62

What do you mean exactly?
Gwydion62 30 Oct, 2014 @ 7:38am 
still a problem with units! Have a lot of buttons for the worker!
ugrr 30 Oct, 2014 @ 7:18am 
buff petroleum wells and petrochemical plant plz. both underpowered. wells are avoided because health lose, and plant just to weak if u havent got 2+ petroleum wells, but they are already avoided
Seed5050 30 Oct, 2014 @ 5:08am 
best mod .thanks
UnderKingDuck 29 Oct, 2014 @ 7:13pm 
YAY I can play BE again :D