Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Leugi's Caribbean Axis (Sponsor)
63 Comments
gkarjr 24 Dec, 2020 @ 5:30am 
Unfortunately, this sponsor does not appear in the list of Sponsors in the game setup. I assume from the old comments on this page this is due to incompatibility with Rising Tide. :(
NeonNobility 30 Sep, 2019 @ 1:30pm 
Doesn't appear in RT, ripperoni
theignorantsloth 14 Aug, 2019 @ 2:59am 
I'm starting to think this isn't going to be updated for Rising Tide.
Chrisgaming 13 Nov, 2015 @ 10:07pm 
Can i see a higher-res pic of the flag icon thing?
Chrisgaming 29 Oct, 2015 @ 1:59am 
So where is this faction geographically located?
JJOtterBear 9 Oct, 2015 @ 10:33am 
not working as of Rising Tide update
lilgamefreek 2 Jan, 2015 @ 11:50pm 
Hi Luegi. There's a widespread issue causing the game to crash when using sponsor mods, including yours. I've opened up a forum topic of CivFanatics to discuss the issue:

http://forums.civfanatics.com/showthread.php?p=13623871#post13623871
Seedy the Hemp Hog 23 Dec, 2014 @ 1:20pm 
Luegi how do you actually create mods like this, do you use a certain software or is there some website you can do it on? But otherwise I love your mods.
darthbob88 6 Dec, 2014 @ 3:13pm 
Is it just me, or is anybody else having trouble with the "+Affinity Points when you do a thing" sponsors? I took a city with this sponsor, and my dominant affinity didn't budge. I gain a virtue as the Holy See, and dominant affinity didn't change there either. Is this a problem on my end, or is it conflict with one of the other mods I'm using?
Marquis de Táysha 1 Dec, 2014 @ 7:00pm 
Can you make mob sponcer and you will not need to make new colinists because the mod for more colinists you will still need to make UA and cargo if wanted just a thought
Leugi  [author] 26 Nov, 2014 @ 8:16am 
Updated!

- Nerfed the Unique Attribute. Now it only grants Affinity Points rather than a full Affinity Level. The number of points acquired varies from 5 to 15 depending on the conquered city size.
- The Unique Ability bonus from conquer now only happens once per city
- Buffed the Revolutionaries Colonists, increasing its culture yield by 1
- Adapted the lore to better represent the effect of the Great Mistake on the Caribbean Isles, and further increasing the reasoning behind the Caribbean revolutionary movement on the Greater Antilles and Venezuela.

I have left Ideology Books untouched for now. I'm torn whether to nerf them or not. They do grant a whole affinity level and its bonus, but that means your first marines are going to cost more production and that you lose whatever other cargos have to offer to you (like a free Soldier unit or Worker, both of which are very useful when going on conquest spree) [plus, they can be chosen by any sponsor]
Venusaisha 22 Nov, 2014 @ 8:49pm 
i like the other mod better,i agree that this seems op.
Caboose Corsair 20 Nov, 2014 @ 11:01am 
I'm glad you are nerfing this one as in its current state, it is too powerful, especially on Large games. I would suggest changing the bonus to a large chunk of awarded culture per city captured, or better yet, to give you a stackable culture bonus (+15% per turn for 15 turns for each city captured or some such) in order to make this faction not insanely OP.
CraigNotAlfred 20 Nov, 2014 @ 9:51am 
I wonder if gaining culture or science for conquering cities would be a good swap?
TempleOS 18 Nov, 2014 @ 7:37pm 
Sounds good... some people say its too OP... as that is true, i guess i dont know what to say. would you rather have a useless mod where you have to wait (depending how good you are) around 50-200 turns if your bad in order to kill someones capital, which seems useless because if you have it every city its OP and if its just the capital its underpowered extremely... this cant really win!
guys 18 Nov, 2014 @ 5:33pm 
Personally I think the cargo should stay as is for two reasons: Although it is powerful, it isn't restricted to one sponser, anyone can use it. Also, although you start with T2 soldiers, it takes longer to train them, making it a double edged sword that early in the game.

I agree that the UA should (must) be nerfed. 1 affinity per capital is good, but on small maps won't see much use, maybe experience from cities and a bonus for a capital or city previously owned by a different sponser (which is rare seeing it requires a virtue).
Leugi  [author] 18 Nov, 2014 @ 7:27am 
Because of a sudden increase in comments, the last one I made got buried somewhere hehe. So yeah,don't worry everyone, I said before I was going to nerf the UA a bit, and perhaps the cargo too.
zgrssd 18 Nov, 2014 @ 3:26am 
As others said, I think you underestimate just how powerfull those extra affinity levels are.
Civ BE goes for quality over quantity - in cities, population and military units.
Primary affinity level is the biggest measure of military might. T1 Soldier vs T4 Soldier is basic warrior vs. late game infantery. You should never even try to face a faction without a certain Affinity lead.
That it is one level (rather then some XP) also means it does not run into the "not dominant affinity" mechanic that normally limits how much affinity levels you can get.
I too can advise to maybe lower it to "1 level per capital" or "some XP per capital".

Also the "start with one free affinity level" means you always starte with T2 soldiers and are much closer to the T2 Rangers and first unique unit. So you should overthink that one too.
Urban 18 Nov, 2014 @ 12:34am 
does the conquering cities affinity thing count for capturing the same city multiple times? cant see that mentioned anywhere.

and this mod is a bit too OP, too much affinity levels. someone mentioned that you only should get a affinity level when capturing capitals, thats actually not a bad one i guess.
Hotdog 18 Nov, 2014 @ 12:15am 
lol tropico in space
RJ Dork Bard 17 Nov, 2014 @ 9:06pm 
how about gaining points towards an affinty level instead of a affinity level?
KaiserofEire 17 Nov, 2014 @ 4:32pm 
an affinity for every city seems extreme. maybe 1 per capitol?
Bravior 17 Nov, 2014 @ 10:49am 
Being a historian and an individual in love with political ideology, I think this is a very cool idea. However The Revolutionaires, and the Sponsor bonus seem... Overpowered. Affinity being involved would make sense for the style of gameplay you are trying for, perhaps limiting the number of affinity levels you can recieve?

My only other advice as a fan of literacy would be to change "Ideology books" to "Idealogical Texts".
Cowtow 17 Nov, 2014 @ 9:23am 
Please tell me, is she puertorrican?
NightsVA 17 Nov, 2014 @ 8:24am 
Extremly unbalanced, but cool idea.
Turow ☦ 17 Nov, 2014 @ 2:25am 
This is ridiculously overpowered. Someone didn't understand how new civs work-
Dragon 16 Nov, 2014 @ 7:18pm 
I'm not sure about the free level with each city or free level with only a capital idea.

How about a city with a certain population number like 10 and above?

John the Frightened 16 Nov, 2014 @ 7:12pm 
This is ridiculously overpowered, but I'm sure it's fun and allows for some interesting higher difficulty play.
LuddWillsIt 16 Nov, 2014 @ 4:51pm 
SI COMONDANTE!
Maximum Broly! 16 Nov, 2014 @ 12:13pm 
@Citron. Yeah, that sounds more balanced.
Maximum Broly! 16 Nov, 2014 @ 12:13pm 
"It's all work and no play for Sra. Presidente."
Norfei 16 Nov, 2014 @ 8:30am 
Nice work, putting in my favorites for now and will be waiting for those updates mentionned in the comments :) Keep up the good work!
Citron 16 Nov, 2014 @ 4:55am 
looks OP - how about "free affinity when conquering enemy capital"?
Sendos 15 Nov, 2014 @ 11:43pm 
I think a good nerf would be that the UA only applies once on a conquered city and no more.
Mechanical Bull 15 Nov, 2014 @ 7:31pm 
Free affinity, earn an affinity when conquering cities, this will let you steamroll all your neighbors so fast...
Hydra 15 Nov, 2014 @ 3:59pm 
OP as all hell.
The Great Ricktator 15 Nov, 2014 @ 10:55am 
For some reason this mod just makes me think of Tropico ha ha
Leugi  [author] 15 Nov, 2014 @ 10:11am 
@Val: not only explained in the previous posts, but I also said I was going to update it :P
Val 15 Nov, 2014 @ 8:07am 
Lol. This is so obviously broken, except colonists.
+1 affinity at start is imbalanced even if you don't consider picking your caribbean sponsor, because it will make your victory come ~20 turns faster than it is possible with anything else.
+1 affinity with your sponsor ability is absurd. Probably was explained down in the comments why.
Leugi  [author] 15 Nov, 2014 @ 4:52am 
@Lord Mondando: Ok you're right on that one... I'll edit the background a bit then, it actually gave me a new idea on why the revolution starts. Will probably have to put Venezuela in there too, next version will have a lore revision too :D

@lorcogoth: The UA is going to be toned down in the next update (will try doing it soonish). The Cargo might not yet be changed, mostly because one can use a Cargo with any civ if one wants, and Cargos can be rather strong too... Might change it (eventually, not in the next update) to adding 5 progress points to each affinity.
Lorcogoth 15 Nov, 2014 @ 2:23am 
i like it very much but starting with an affinety level is very powerfull esspecially with if you conquer a city bonus
SmedlyButler 15 Nov, 2014 @ 12:59am 
Problem for me is if lore wise we beleive that global warming based flooding was utterly swacking the likes of Europe, Louisana et al. How does the Carrebean not get sent back to the stone age?

Nice graphics and ideas though.
Leugi  [author] 14 Nov, 2014 @ 12:30pm 
Cuba is not the entire Caribbean I know, and I understand it might seem a bit reductionist, but if you check the civilopedia, you'll see that the Caribbean Axis movement in this fiction starts in Cuba (for good or ill), during the Great Mistake it expanded over the rest of the isles (both peacefully and not) and thus united the isles together in the Caribbean Axis, hence (again, not totally for good) the Axis does have a mostly Cuban influence... mind you, if you check the city list there's also some Haitian influence in there.

It may not be fully of your liking, but that's how I personally set it up. Nobody forces you to use this mod, nor forces any modder not to create a different take on the Caribbean.
JEELEN 14 Nov, 2014 @ 11:00am 
@Gel214th: Dude, get real, it's sci-fi.
Hikuran 14 Nov, 2014 @ 9:48am 
Now we have a Che in universe....
gytten1921 14 Nov, 2014 @ 7:18am 
It should be a mix of french, english, dutch and spanish
Gel214th 14 Nov, 2014 @ 5:03am 
Uhh...which part of the "Caribbean" uses terms like Commandante, and the revolutionary movement etc. ? CUBA is not the entire Caribbean. Mod may be fine, and I know this is fiction, but as a "Caribbean" flavoured Sponsor this fails to deliver.
RockinIntoMordor 13 Nov, 2014 @ 6:40pm 
I love her faction progress, it looks really nice how you did it.
I do dislike how overpowered Affinity progress is at the moment, however, I think if you nerfed this to instead earn you "5 Affinity points" or whatever, rather than an entire level, it would be more balanced.
Also, did you make sure that the faction can't just swap the same city with another faction every other turn to milk the bonus?
Looks good overall though.
DefiantMars 12 Nov, 2014 @ 8:39pm 
I like the direction you've gone with the Affinity progression. Will you be updating it in the future?
Leugi  [author] 12 Nov, 2014 @ 4:32pm 
The next version will change a bit the UA, instead of getting an Affinity Level you'll just get affinity points (towards your dominant affinity) so it won't be so strong.