Beyond Stars (RT)

Beyond Stars (RT) 23.2

Changes v7.3:


- Minor tweaks.
Changes v7.1:


- The artifact bonus which increases embarked defense has now a 4X effect (was 2X), to give the same strength as non-embarked, like in Civ VI.

- Leaders' reaction points for like/dislike army size were increased by 3 times, to +30/-30, to make wars more logical.
Changes v7 (Hybrid Affinity Overhaul):


- Changes are in mod's main description.
Changes v6.2:


- Exhausted resource penalty is now -20% (was -50%), to help with the alliance and the agreement.
Changes v6.1:


- Ranged units gain experience at the same rate as melee units.
Changes v6:


- AI fights smarter.

- More affinity bonuses added:


Purity Lvl 14: 15% wonder production.

Purity Lvl 17: 8 Floatstone.

Harmony Lvl 14: 10 HP heal in miasma.

Harmony Lvl 17: 8 Xenomass.

Supremacy Lvl 14: 2 spies.

Supremacy Lvl 17: 8 Firaxite.

Harmony/ Purity Lvl 14: 20% units strength.

Purity/ Supremacy Lvl 14: 50% more experience from combat.

Harmony/ Supremacy Lvl 14: 2 more experience levels allowed.


- Beacon requires Orbital automation tech (the one which gives the telescope) as you always get a progenitor ruin and AI usually gets none.

- All important wonders cost geothermal, to make this resource useful.

- Biomes are more impactful on alien behaviour.

- Drone, Makara and Hydrocoral have increased strength.

- Colossal aliens don't dissapear.

- Stations won't get abandoned.

- All orbitals give 10% yield to city in range.

- Chance for free affinity/affinity points from expeditions halved to prevent abuse against AI.

- Specialists give 3 yield instead of 2.

- Colonists have 3 movement.

- Marvel tiles give serious yield.
Changes v5.2:


- Swapped a few intems in the tech tree, to make every technology useful.

- Workers now have 3 movement, to help managing large empires.
Changes v5.1:


- The production cost in aquatic cities for hover units is now normal (was -50%) to take the pressure from the land cities where you can't build a clinic because you were constantly pumping military units the whole game.

- Victory wonders requires 18 affinity. This will make the game a bit longer.

- Orbital units only cost petroleum to make them more used.
Changes v5:


- Medium and high tier buildings' affinity prerequests changed from 2/ 5/ 8 to 4/ 8/ 12, to prevent production buildings spam in the middle game.
Changes v4.9:


- Respect and Fear relationship levels tuned for every sponsor, to make each one unique.
Changes v4.8:


- AI Declare war probability increased progressively for difficulties above normal.
Changes v4.7:


- Minor tweaks.
Changes v4.6:


- Minor tweaks
Changes v4.5:

- Affinity units' innate abilities increased with around 50% to make all units useful the entire game.
Changes v4.4:

Starting options tuned to make them more equitable.


- Colonists: 2 food/ 3 production/ 4 science/ 5 culture/ 6 energy.

- Spacecraft: Planet fall range and sight range increased to 3/4; Fusion reactor startup energy increased to 350.
Changes v4.3:


- Minor tweaks.
Changes v4.2:


- Unit cost and unit upgrade cost tuned, to make them consistent. The units which cost no resources, at tier 1 and 2, are cheaper to buld after an upgrade, you can rise an army more quickly.
Changes v4.1:


- Immortal moved to Alien genetics, it was too early on tech.

- Aegis moved to Civil support, it was too late.
Changes v.4:


- The units with later chosen upgrades are 20% more powerful (melee Soldier at 8 affinity instead of 6/6) to give a reason for waiting, in the spirit of game. Also their perks are the most powerful. A later melee Soldier can reach 60 strength, the same as an early upgraded Battlesuit.

- The later affinity upgrades are available at 2 affinity points after the hybrid upgrades (previous example).

- The default maximum strength (upgraded early) for the units which requires no resources is around 50. Strategic resource units start at around 60.

- The pure Affinity units, which requires strategic resources, have the tier1/ tier2 default strength around 25/60, 40/80, 55/100, 90/120, for the 4 type of units. Titan, Angel, Lev Destroyer can reach 145 strength if upgraded later.

- The Hybrid units, which are 3 for every combination of affinities, have the tier1/ tier2 default strength around 25/60, 40/80, 70/100. The ultimate unit is only 100 because they are support units, and cheaper than the pure affinity ultimate units. The role of hybrid units, in the spirit of game, is to be available sooner and to be weaker. Golem, Throne, Aquilon can still reach 120 if upgraded later.
Changes v3.4:


- Culture tuned (see the main page description).

- Building quests tuned.
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