Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Codex
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Actualización: 21 JUL 2018 a las 20:09

- Fixed an Error that caused compatibility issues when other Mods in the Codex Modpack are active
- Corrected an Error that made "Resource Generation per turn"-Effects not scale properly on Quick Game Speed

Actualización: 17 JUL 2018 a las 10:45

AI

- The mod now takes into account AI flavors when forcing them to rushbuy buildings or when it moves research to a different technology. This means that AIs now more often choose things that fit their overall preferences and follow a more cohesive game plan. The Script will now also spread building purchases out to different cities, instead of focusing on a random one.

Buildings

- Headquarters: Energy Yield increased to +18 (was +12)
- Old Earth Generator: Energy Yield reduced to +8 (was +10)
- Building Module Factory: Now yields +2 Building Modules (was +1), but production bonus (was +2) was removed. Maintenance reduced to 4 (was 6)
- Basic Infrastructure: Renamed to City Infrastructure, now has a Civilopedia entry
- Eggfarm: Now has a Civilopedia entry
- Chemical Plant: Now has a Civilopedia entry

Empire

- The way Quarantine works has changed. It now reduces energy and diplo capital generated by all cities to 0, and disables benefits from positive health; but the other yield penalties (-25% to Energy/Production/Culture/Science) have been removed. The goal of Quarantine is to allow players to temporarily overextend, or to conquer a few more cities than they normally could, and enable them to work their way out of that situation without being completely ruined by the penalties of high negative health. It is not designed to be a long-term solution, and this implementation should come much closer to achieving the original goal.

Terrain

- Commonwealth Credits: Now has a Civilopedia entry and a Help-text that describes its function
- Building Modules: Now has a Civilopedia entry and a Help-text that describes its function

Actualización: 12 JUL 2018 a las 8:08

General

- Implemented further small balance changes to further refine the overall progress: Early Buildings and technologies have had their costs slightly increased; late-game technologies had their costs slightly reduced; the Affinity Victory technologies have had their costs reduced by a large amount. Building yields were also updated and generally scale up a bit slower than they did before.
- The Biomes-System was removed and replaced with bonus effects that are different based on the planet that you choose. Those are currently very basic, but will be enhanced in the future.
- Basic Income for Building Modules has been increased to 2 (was 1)
- The amount of infested ruins on the map has been decreased
- Outposts now start with lower combat strength

Buildings

- Fixed a bug that caused Global Buildings to generate Improvement Tokens more than once

UI

- The following texts were proof-read, and in many cases expanded or updated, by a native English speaker: Event Descriptions, Quest Descriptions (only those added by this mod) and Diplomatic Reactions
- The building-UI in the city-interface is now a lot more compact
- Hits were removed from the Loading Screen
- Shift+H can now be used to toggle the UI on or off (to take Screenshots for example)
- Outposts and Stations no longer show empty Affinity Bars

Loadout

- 'Instructors' (Colonists) now properly reduce Production required for Worker Units
- 'Colonists' (Colonists) now also reduce Production required for Worker Units
- 'Colonization Module' (Spacecraft) now only reduces Production of Cities for the first 25 Turns (was 40)

Quests

- Affinity Choice Quest now triggers on turn 45 (was 60)

Units

- Reverted the changes to unit costs that were made in the last update. While I do think the system feels better early on, it does unfortunately lead to some problems later on (such as ridiculously cheap units if you don't yet own a unit of that unit type)
- The effect radius of all yield-related satellites has been reduced to 1, and their yields have been increased to make up for the smaller coverage. This change was made to circumvent a crash when too many tiles are affected by orbital units.
- Holomatrix, Paean, Weather Controller: Now only require Level 6 in the associated Affinity (was level 7)
- Deepspace Telescope, Lasercom Satellite, Orbital Former: Now require Level 12 in the associated Affinity
- All Seer: In addition to its normal effect, this satellite now also grants +2 Progress in all three Affinities per turn, Petroleum Cost increased to 6 (was 4)
- Spy Satellite: Effect increased to 6 tiles (was 5), now limited to 1 copy, cost changed to 160 (was 100)
- Comm Relay: Now limited to 1 copy. Cost changed to 160 (was 320)
- Tacnet Hub: Now limited to 1 copy. Combat bonus incresed to 25% (was 20), and Healing increased to 15.
- Aegis: Improvements constructed by this unit now take a few turns to complete (was instantly, which was not intended). The unit Description has been updated to reflect that this unit can construct Purity-Specific Improvements

Actualización: 25 JUN 2018 a las 6:49

General

- Overall progress during the early game has been sped up significantly, but slows down later when players have more cities to manage
- Fixed a scripting error that caused a lot of (harmless, but spammy) log errors when unsupported Sponsors are used with Codex
- Basic City Defense was increased by 2 points
- The starting year has been corrected to 2600 (was 2200) to roughly fit the timeline that Firaxis set out in their prologue series (Great Mistake in 2050, followed by a "Dark Age" of 400 years, leaving ~150 years for the start of the seeding and the journey to the new planet - which is probably still too short, but I think starting in the year "3000" sounds a bit "too SciFi" for the rather low level of technology that players start with)
- Implemented a fix/workaround for the bug that caused improvements to count twice towards the "Construct Improvements"-Quest Objective.

Buildings

- Development Protocol: Now yields +2 Food (was +3 Diplomatic Capital)
- Colonization Protocol: Now yields +2 Production (was +3 Diplomatic Capital)
- Suppression Protocol: Now yields +3 Energy (was +3 Diplomatic Capital)

Diplomacy

- Increasing ones relationship with another player now costs 100 Diplomatic Capital for all levels (was 25-35)
- Diplomatic Reactions happen more often now to give Ideological Differences more influence on the overall relationship of Nations.

Empire

- Improvement Upgrade: Generator 3 now correctly adds +1 Culture to Generators instead of +1 Science.
- Added a new option to the Empire Manager, 'Quarantine', that allows players to give up some of their productivity for a significant increase in health. This option is (intentionally) ineffective if used as a baseline, but enables strategies that allow players to expand much faster and wider than they could before, and can also be used to dodge temporary health drops, such as after a conquering spree.

Events

- Events now only trigger for the player.
- Events trigger slightly more often.

UI

- Some Notification Icons have been recolored to make the important ones easier to identify
- Notifications for Projects that were created by other Civs are no longer shown in the Notification Bar
- If the advanced Game Options to play without Fog and/or Black Mask are active, Players will no longer be spammed with Nest/Resource/Excavation Notifications when a savefile is loaded

Units

- The way unit production costs increase over time has changed: Instead of increasing them based on the number of upgrades a unit has, they now increase by 50% based on the amount of units of that type you already own.
- Siege Worms and Kraken (the normal ones and their mutated counterparts) no longer pillage tiles automatically.

Actualización: 1 JUN 2018 a las 9:25

General

- The amount of Points Required to unlock Affinity Level 10 has been corrected and is now in line with the other Affinity Levels instead of being extremely low
- Killing Leeches no longer counts towards the "Kill Alien Units" Quest Objective

Buildings

- Ultrasonic Fence: Damage reduced to 10 (from 15)

Empire

- Changing the Economic Ideals via the Empire Manager no longer causes Anarchy

Terrain

- Generator: Can now coexist with Forests.

Units

- Ultrasonic Emitter: Damage reduced to 10 (from 15) Can now be constructed for 250 Production, but only if the player does not already own an Ultrasonic Emitter. This change was mainly made to give players an additional tool if they find themselves surrounded by Alien Nests.

Actualización: 14 MAY 2018 a las 6:35

General

- Alien Spawn Rates have been reduced for the first 15 turns of the game, and the game now starts with fewer aquatic aliens
- Aquatic Sponsors now start with 2 Melee Units (Was 1 Melee and 1 Ranged Unit)

Sponsors:

- Chungsu: Base yields from Covert Operations are now only increased by 25/50/75% (was 50/100/150%), and Bonus Yields from Golden Age were reduced to 150% (was 300%)

UI

- The Event Overview has been redone from scratch and now properly shows Event-Descriptions and Effects in am UI that fits the rest of the mod

Units

- Pod Hunter: Movement reduced to 1 (was 2)

Actualización: 6 MAR 2018 a las 10:54

- Fixed a bug where the Empire Manager would grant incorrect Perks to players when a game was loaded which led to display bugs and incorrect bonuses.

Actualización: 8 FEB 2018 a las 12:54

General

- Overall City Combat Strength has been reduced a bit during all parts of the game
- Cities will no longer drop to very low combat strength (8-10) on the turn that they've been conquered

Buildings

- Alien Preserve: No longer grants Science from Chitin/Resilin and no longer requires one of these resources to be present. Instead, it now yields +6 Culture while Aliens are Friendly; and still grants an Alien Artifact on completion.

Actualización: 3 FEB 2018 a las 0:05

- Underground Laboratory: Production cost was fixed (from 101000! ...to 6000 base + 300 per city)

Actualización: 26 ENE 2018 a las 13:12

General
- Most Affinity Quest Projects have had their cost decreased

Affinity
- Supremacy 5/7: Now correctly state that each provides +1 Health per city. These bonuses no longer require Supremacy to be the primary Affinity to make it a stronger choice as secondary affinity.

Buildings
- Building costs now only increase by 5% per city (was 10%)
- The base cost of all buildings that are unlocked in the upper third of the tech tree has been decreased

- Feedsite Hub: Now grants +1 Production from OBSERVR Specialists instead of Science.
- Fixed a bug that made Global Buildings apply its effects twice in the city where the original copy was constructed
- Some Global Buildings were granting incorrect buildings in all cities; this has now been fixed.