albie_123
Modding In Secret
BeBa - Beyond Balance
Because We're All Experts on Balance After 24 Hours of Gameplay
Steam Workshop Page
Beyond Earth at release is an incredibly fun and enthralling game that has already kept me (and no doubt many others) up all night. The new systems are great, the graphics are incredibly appealing, and the setting is fantastic. But just like every Firaxis game at release, the balance is utterly laughable. Trade routes are immensely overpowered. A handful of strategies are far more viable than any alternative. The available 'choices' are hilariously one-sided. Some leaders are objectively better than others (and with only eight to choose from, that's not too good). Etc., etc., etc. It's early days for sure, and there are plenty of people who are willing to wait for a patch or accept the odd balancing as a 'feature', but when you consider that many of the balance issues were noticed far before release and went unchanged, I have a feeling that - at least for now - it's up to us.
Enter Beyond Balance (or the cute 'BeBa' for short). This is a project in the same vein as Thalassicus' communitas, and like communitas, it's starting small. Right now, only a handful of changes have been made to fix glaring errors in balance, and certain problems such as quest rewards have not been addressed. All changes have been made based off of comments in this forum and my own experiences. Importantly, all changes are up for discussion, alteration or deletion. I believe that a modder should try his or her very best to not get attached to any changes, and so if the vast majority of the userbase feels a change is shoddy, it'll go, end of story.
The goals of this patch, in no particular order, are:
- BALANCE - Creating a game where no single playstyle or system is vastly superior to its alternatives.
- CHOICE - Giving the player a wide option of pathways to follow, creating a unique game each playthrough.
- FUN - Well, duh.
This mod, like any other successful balance patch, will be a collaborative effort, and any and all suggestions are welcome! I'll be keeping an eye to the forums for complaints about either Beyond Earth or this mod in particular, so please do complain away!
Current Changes:
Units:
Spoiler :
Explorers now have 6 Strength.
Planet Carver is now unlocked at Orbital Automation to prevent rushing.
Planet Carver is now unlocked at Orbital Automation to prevent rushing.
Leaders:
Spoiler :
Kozlov - Orbital units last 30% longer, and quantity of Petroleum and Geothermal doubled.
Barre - +10% Food in growing Cities when Healthy, and +2 Food from Plantations.
Rejinaldo - Units have +10% Strength in melee combat and may move after attacking.
Barre - +10% Food in growing Cities when Healthy, and +2 Food from Plantations.
Rejinaldo - Units have +10% Strength in melee combat and may move after attacking.
Trade:
Spoiler :
Trade Depot now only grants a single trade route.
Autoplant Quest now grants extra production instead of a trade route.
Internal Trade Routes have been nerfed by 50%.
+1 Trade Route in the Capital.
Autoplant Quest now grants extra production instead of a trade route.
Internal Trade Routes have been nerfed by 50%.
+1 Trade Route in the Capital.
Seeding Options:
Spoiler :
Artists and Aristocrats health bonus removed.
New colonist added: Medician, +1 Health in each city.
Refugees give 3 Food to each city, up from 2.
New colonist added: Medician, +1 Health in each city.
Refugees give 3 Food to each city, up from 2.
Cities:
Spoiler :
Mass Digesters now give 1 Production and 1 Food on Forests.
Specialists have been buffed.
Specialists have been buffed.
Stations:
Spoiler :
Stations now spawn slightly later.
Stations spawn further away from cities and outposts, but closer to other stations.
Stations have increased combat strength.
Stations spawn further away from cities and outposts, but closer to other stations.
Stations have increased combat strength.
Technology:
Spoiler :
Clear Miasma moved earlier to Ecology.
Miasmic Repulsor moved later to Terraforming.
Array Science Bonus now unlocked at Astrodynamics.
Miasmic Repulsor moved later to Terraforming.
Array Science Bonus now unlocked at Astrodynamics.
Health:
Spoiler :
Pharmalabs gives 3 Health up from 2.
Manufactory costs 1 Health down from 2.
Eudaimonia reduces Unhealthiness by 15% down from 25%.
Magnasanti gives 0.1 Health per building down from 0.2.
Manufactory costs 1 Health down from 2.
Eudaimonia reduces Unhealthiness by 15% down from 25%.
Magnasanti gives 0.1 Health per building down from 0.2.
Aliens and AI:
Spoiler :
Siege Worms less likely to spawn when Aliens are passive.
Aliens are more likely to defend their nests.
The AI’s decision making in terms of unit placement, grand strategy and economics has been improved. This addition comes entirely from the generous contribution of Delnar_Ersike of the CivFanatics forums, and is greatly appreciated. A separate mod of just the AI component will be uploaded to the workshop at a later date.
Aliens are more likely to defend their nests.
The AI’s decision making in terms of unit placement, grand strategy and economics has been improved. This addition comes entirely from the generous contribution of Delnar_Ersike of the CivFanatics forums, and is greatly appreciated. A separate mod of just the AI component will be uploaded to the workshop at a later date.
Misc:
Spoiler :
Affinities now level faster early game and slower late game.
Purity level 1 and 3 perks swapped.
Magrails are now much faster to build.
Purity level 1 and 3 perks swapped.
Magrails are now much faster to build.