Steam Workshop Link
Manual Download Link
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. Free Worker has been replaced by a free Old Earth Relic.
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 is no longer related to traderoutes.
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.
Make all virtue trees interesting
Might is now a viable starter tree, thanks to Culture from kills instead of Outpost capture. Other virtue trees have also been adjusted, see changenotes for details.
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)
- Quest reward balancing (less free affinity levels)
- 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.
The complete changelog is available on Steam. v4 is quite a big amount of changes, so the character limit was reached and I created a discussion for the end of the changelog. Go check it out!
Manual Download Link
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. Free Worker has been replaced by a free Old Earth Relic.
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 is no longer related to traderoutes.
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.
Make all virtue trees interesting
Might is now a viable starter tree, thanks to Culture from kills instead of Outpost capture. Other virtue trees have also been adjusted, see changenotes for details.
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)
- Quest reward balancing (less free affinity levels)
- 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.
The complete changelog is available on Steam. v4 is quite a big amount of changes, so the character limit was reached and I created a discussion for the end of the changelog. Go check it out!