Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Nov 6, 2014 @ 4:22am
Nov 16, 2014 @ 4:48am
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Description
Keeping a "Not broken, don't fix it" attitude, this mod aims to tweak some numbers a bit to:

- Make all units worth building

Soldier units can now compete with Cavalry units. Soldiers gain increased strength in rough terrain and Cavalry no longer gains terrain defense bonuses and can't fortify.
The power progression curve between unit levels has been flattened a bit, to make higher level less steamroll capable.

- Make ignoring aliens harder

Ultrasonic Fences now require a much later tech (Human Idealism). To compensate, Gunboats are now available at Planetary Survey, so that you have something to defend your early sea trade routes with.

- Make all building quest choices competitive

No more no-brainers. In general the inferior choices will be brought up to par with the better choices. Exceptionally strong choices are also nerfed.

- Make all buildings worth building

Some tweaks to the ressource requirements. Only minor tweaks to base yields (before quests) if necessary.

- Make Health mean something

You no longer can ignore health, as the penalties for being low on health will now be more crippling when you go really low. However, you will be rewarded a bit more for getting very high health levels.

- Make all loadout choices interesting

Again, no more no-brainers. Artists and Aristocrats have been nerfed. Brasilia gets a bonus to ranged units as well. The fusion reactor yields more energy. African Union gets more growth when healthy.

- Make CovertOps more interesting

The cheesy Coup d'Etat rush is now a lot more difficult, since this operation now requires 3 in each affinity levels. Affinity specific options are unlocked earlier and require less intrigue. The Surveillance web only makes immune to Coup d'Etat.

- Make Specialists worth using

Specialists get increased yields to compensate for the absence of great people and make them less bad compared to regular tiles.

Make all Wonders worth building

Most Wonders got additional effects added to them to be more interesting, while trying to stick to the lore included in the pedia.

Make Geothermal Energy useful

All Wonders now require 1 or 2 Geothermal Energy, depending on how powerful they are. This should make Wonderwhoring harder and gives a good reason to go to war.

Make Traderoutes more balanced

The Autoplant quest now increases trade route yield by 25% instead of adding a trade route, which reduces the overall traderoute yield and the number of traderoutes you need to manage. It also gets an interesting alternative, boosting mines and quarries instead.

Make all tiles & improvements worth using

No improvements need quests, wonders or virtues to be viable they're now all competive with only techs and buildings. Hills are no longer inferior tiles. Resource tiles have been made more equal in power but still different from eachother.

Known Issues:

- As with many mods, there's currently a bug, pending official Firaxis fix, which glitches out the unit action UI if the promotions database is tinkered with. If you encounter this bug: Once you start a game with this mod, save, quit to the Main Menu, reenable the mod(s) and load your game. That should fix it. You may need to do this every time you boot up CivBE.
- The Coup d'Etat operation is only displayed at 3 in supremacy in the top left corner tooltip. That's just a display issue, in practice it does require level 3 in all affinities to unlock.
- The Might virtue "Liberation Army" has been changed by v4 to grant culture from (any) kills. The effect doesn't display in the tooltip, which is why the name was changed. Again, it's just a display issue, it works fine.
- The box of Planetary Survey in the Techweb has increased in width (but doesn't overlap with anything).

Planned features for upcoming versions:

- Station rebalancing
- Victory condition rebalancing (mostly delaying them all and make none of them rushable)
- Iteration on existing features based on feedback
- Better Diplomacy and AI (maybe, no promises)
- French and German localization (low priority)

Any and all feedback is wanted!

While the mod has multiplayer enabled, the game client hasn't unlocked mod usage in multiplayer yet, so I couldn't test it for multiplayer compatibility.
Popular Discussions View All (1)
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Nov 15, 2014 @ 7:43pm
V4 changenotes (character limit was reached)
Sean K.
30 Comments
Sean K.  [author] Aug 14, 2015 @ 11:14pm 
@Dalek Zero: Good point, but the mod is obsolete anyway. I don't know when I'll make an update for the latest version.
Dalek Zero Aug 14, 2015 @ 4:51pm 
I can understand pushing back Ultrasonic Fence a bit as getting all but out the gate could make things easy as hell trade wise, but jesus man, where it is now makes it really all but pointless. By the time you can actually get the tech you should have such an army that it is a point waste of time to make even to sheild your trade units. TLDR: Sure you can't rush it, but now there really is no point in it.
Sean K.  [author] Jan 30, 2015 @ 8:58am 
A little update here: I currently have some RL stuff that has to take priority, but I definitely plan to make a new version of my mod once things settle down a bit.Thank you for your patience.
Scarpi Jan 6, 2015 @ 1:19am 
How do you change the wonders so they need geo resources? Can i change it in one of the folders or do I have to create a mod? Never made a mod before btw, so I kinda hope it's not too complicated =)
Sean K.  [author] Nov 27, 2014 @ 6:24am 
FYI: Developement on v5 will only start once the official patch is out, so that v5 will be compatible. Until then, keep the feedback coming!
JeffFraser Nov 18, 2014 @ 3:00pm 
Makes sense. Totally forgot about the +15 HP.
Sean K.  [author] Nov 18, 2014 @ 3:08am 
@omniclast: I considered making it that, but it also gives city HP, and it would make it a "boring" improvement if it was just a culture copy of the academy. You can increase the culture yield with the Memetwork wonder if you want.
JeffFraser Nov 17, 2014 @ 7:11pm 
Liking a lot of these changes. One I'd like to see is dome buffed to +3 culture (and back to 2 maintenance) so that they're on par with base academies.
Sean K.  [author] Nov 16, 2014 @ 5:02pm 
@Chadr: Believe me, I would love to, but I don't know how to do that. Should another modder do this, however, it should be compatible with this mod, as this kind of stuff is in very different files than the ones I am manipulating.
Chad.89 Nov 16, 2014 @ 3:32pm 
I have an issue with guarding the stations that I trade with, there is no option for diplomacy concerning stations (i.e. city states) as there was in the previous civ. now to protect my trade interests I have to declare war and be declared a warmongerer, making future diplomacy unrealistic. Not sure if this is something that you can mod but if so, please do.