This is the base game version of New Horizons For Rising Tide use Echoes of Earth ------------------ New Horizons completely changes every Virtue, Military Unit, Colonist, Cargo, Spacecraft, Tile Improvement, Terrain and Resource yields and more! New Horizons is more than a mere "balance patch" that tries tweak a few things around the edges while keeping the body the same. With a holistic eye New Horizons makes changes that combine to be more than the sum of their parts. Old heuristics will need to be replaced, new strategies will need to be learned, get ready to experience a new Beyond Earth. Features: Completely new pre-game choices (Colonists, Cargo, Spacecraft) Completely new Virtues Completely replaces every Military unit Completely changes every ring 1 and 2 technology and building Changes to tile Improvements Changes to Terrain yields Changes to expeditions Changes to the orbital layer and orbital units Changes to city strength and scaling Other smaller changes Double enable this mod for correct behavior This mod adds Promotions and Worker tile construction actions. Unless you enable all the mods you want to play with twice the unit panel in the lower left corner will not render correctly. To do this enable all the mods want to play with, but instead of setting up or loading a game instead click back to see your list of enabled mods again. Then click accept a second time and proceed to start your game as normal. Download locations: Workshop page CivFanatics Colonists, Cargo, Spacecraft Ring 1 technologies and buildings Early game buildings either provide one-time bonuses to get your economy humming or are highly dependent on the local terrain and resources. The land you have access to will influence what techs and buildings you want to prioritize. Military Units Overview Alien units outclass human units during the early game. Military units don't scale in strength or cost as much -- making timing attacks weaker and it is easier to hold off foes that are slightly higher on the Affinity level. For basic units, their pre-Affinity level 4 upgrades do not increase their combat strength or production cost at all. Marine Cheap to build, Marines require no strategic resources and have the most efficient production to combat strength ratio. Some upgrades will let them heal faster, making them most effective at protecting vulnerable ranged units. Rangers Unable to damage cities but effective at killing other units. They also cost no strategic resources to build. Armor (Requires Titanium) Fast but unable to gain defensive bonuses Armor is best used on offense or flanking hostile ranged units. Artillery (Requires Titanium) Not as mobile or effective against units as Rangers but is able to damage cities. It also heals adjacent enemies. Affinity Units Each Affinity has a unique tactical style. Advanced affinity units come online sooner and fill unique battlefield roles. Each ultimate affinity unit has the ability to attack twice per turn, making them deceptively more effective than their combat strength alone implies. Virtues One major change to the Virtue trees is that no Virtue within the trees provides Health. Instead Health comes from the synergy Virtues. Every depth-based synergy Virtues provides Health as does the all the level 1 synergy Virtues. Players can combine various Virtues and experiment with different paths through the Virtue trees without gimping their Health. Column 1 Column 2 Column 3 Column 4 Column 5 Security Expansion Development Commerce Depth bonuses Security: focus on military strength and orbital development. While this tree contains many Virtues that provide a military edge it includes just as many Virtues that support a strong economy. It includes bonuses for Arrays and Nodes. Expansion: focuses on settling a large number of cities and exploiting large swaths of land. It includes bonuses for Biowells, Terrascapes and Domes. Development: focuses on growth and leveraging high population cities. It rewards Wonder spammers, Culture generation and keeping lots of positive Health. It includes bonuses for Manufactories and Academies. Commerce: focuses on trade routes, covert ops and specialists. It encourages fostering positive relations with stations and trading with other major colonies. Tile Improvements: Many improvements now have restrictions on them that make it harder to coat every hex with the same improvement. Farms can only be built next to rivers, manufactories and academies compete for limited flat ground. Arrays and Domes can only be built on hills. Biowells require forests, marshes or floodplains. Manufactories: +3 Prod, -3 Maint Academies: +3 Sci, -1 Maint, -1 Unhealth Domes (req Hill): +2 Energy Arrays (req Hill): +1 Orbital Coverage, -2 Maint Biowells (req Forest, Marsh, Flood Plain): +2 Food, +1 Health, -2 Maint Resource yields Many resources have had their yields tweaked slightly. The biggest changes have been to the affinity resources which now provide: Xenomass Well: +3 Food, +2 Health, -2 Maint Floatstone Quary: +3 Culture, -2 Maint Fraxite Mine: +3 Science, -2 Maint Ramifications Overview Food and Health vs Science Various parts of New Horizon emphasis a trade off between growth and Health vs raw Science. Everyone requires Science in Beyond Earth, the question becomes how to get it? Growth and Health, to maximize the science each population automatically provides, or a smaller population working Academies, building Science buildings? Production economy vs Energy economy In Beyond Earth energy is much weaker than other yields and is often only good for paying maintenance or activating the beacon. New Horizon will try to make it possible to create an energy based economy that purchases the majority of its units and buildings. The current changes are not yet enough for this to be true, but they are laying the groundwork for later versions of the mod which will reward energy generation. Expeditions: It requires 2 expedition charges to salvage a location. You'll need to acquire a source of additional expeditions before you can start salvaging what your explorers uncover. Currently extra expeditions can be acquired from the Lab quest, Supremacy 1 and the opening Virtue in Security. Future development Making a Rising Tide version. Changelogs Spoiler : V 15 - 9/21/2015 (Added missing text) Added some missing text strings for orbital units. V 14 - 9/20/2015 (Affinity Rising) Replaced all 2nd ring technologies and buildings Moved around Affinity Units Reduced city strength and the strength of defensive buildings Cities can only hold 1 Aircraft (Command Centers allow 2 more Aircraft) Older versions: Spoiler : V 13 - 8/26/2015 (Gifts of Old Earth) Spoiler : Replaced all pre-game choices (Colonists, Cargo, Spacecraft). Artillery and Armor no longer require Titanium, but Repair Facilities do. Artillery and Boats now more resilient to city attacks. Carriers require Titanium. V 12 - 6/20/2015 (The early years) Spoiler : Complete redone ring 1 technologies (~20 techs). Complete redone all ring 1 buildings (~20 buildings). Altered buildings have quest rewards in their tooltip. V 11 - 5/31/2015 (minor bug fixes) Spoiler : Fixed bug with Applied Aesthetics being broken during the Fraxis Wonder patch. Fixed some UI bugs related to the Affinity discounts not showing correctly. V 10 - 5/24/2015 (minor bug fixes) Spoiler : Changed the scaling of station combat strength. It now starts at 10 base + 5 per tier. Changed the scaling of outpost combat strength. It now starts at 6 base + 0.5 per hex in boarders. V 9 - 5/17/2015 (minor bug fixes) Spoiler : Fixed bug with unit upgrades for Affinity unique units. Fixed bug that would cause the game to freeze in the mid to late game during AI player's turns. V 8 - 5/14/2015 (minor bug fixes) Spoiler : Fixed a bug where Lev Tanks and Lev Destroyers would cost Xenomass instead of Floatstone. V 7 - 5/14/2015 (XCOM update -- aka military update) Spoiler : Changes to every military unit and upgrade Changes to alien units Changes to resource requirements for orbital units Changes to city strength, scaling and defensive buildings Added tutorial messages that pop up on game start V 6 - 2/27/2015 (minor bug fixes) Spoiler : Fixed bug causing players to be given the effects of Deficit Spending, Arbitrage, Orbital Prospecting (and a few others) when they adopted their first Virtue. V 5 - 2/26/2015 (minor bug fixes) Spoiler : Titanium mines now are called "Titanium mines" instead of "mines". Replaced development's synergy health because the old version was not stacking correctly. Replaced the last synergy bonus for first-level-breath. V 4 - 2/8/2015 (minor bug fixes) Spoiler : Fixed visual bug that was causing Copper, Silica and Gold to disapear after being improved. Added Titanium mine. Most non-resource improvements (except Terrascapes) can now be built in hexes with Miasma. V 3 - 1/31/2015 (Terraforming update) Spoiler : Fixed bug where Magrails were taking 10 times as many turns to build as intended (my 0 key was sticky) Fixed off by one error that was causing builds to take 1 turn less than intended (farms taking 6 turns instead of 7, Xenomass wells taking 9 turns instead of 10) Changed Terrascape. It now provides +3 F, +1 P, -2 Maint and unlocks at Ecology. Changed Terrascape boosting Virtue in Expansion to: +2 Prod from Terrascapes. Changed Domes. They now override the base terrain yields but provide +2 E, +2 Cul. V 2 - 1/23/2015 (Planet fall) Spoiler : Initial public release of New Horizons.