![]() ![]() Spotted by Sea-Dragons, Tac-Jets, Gunboats and any units it attack. Submarine unit that has stealth (no unique art for it sadly atm). Ofc there is subject to changes based on feedback. It's less an addition and more of overhaul mod in my eyes. V.5 is up, it changes quite a lot so I hold it off to force the update on steam users of the mod. Manually install by putting the unpacked folder in:Ĭ:\Users\"User"\Documents\my games\Sid Meier's Civilization Beyond Earth\MODS NSA is now 2 extra spies and start with max rank spies. GTH got forced by patch to 20% (40% if energy) flat bonus for all trade routes instead of extra trade routes. Feedback on that + buildings and wonders usefulness etc. use a mix of quotes from tech unlocks and new silent ones. Planetary Survey required for Trade Vessels, grants 1 expedition and 10% work speed. NSA: 1 extra spy and 20% more espionage caused, increases unhealth by 7%. SW: 2 extra anti-alien hex range in city built, every other city gains normal fence for free. PTC: 4 energy, 2 science, 1 culture and all fighting units gain 7% combat bonus. 80 hexes is enough for the largest map at this point. 30% orbital production and orbital range cover the hole map. Trade specialists generates 1 extra energy and building grants 3 of them. GTH: 2 trade routes, 10% trade bonus with cities connected with capital, 20% bonus gain for trading initiator, 10% to target city. Wonders: Galactic Trade Hub, Space Elevator, National Secrecy Agency, Project Tesla Coil and The Supersonic Wall. ![]() PollutP: +8 health, 6 maintenance (Chemistry) HorticS: + 1 food and production from forest tiles, + 1science and culture in city (Biochemistry) 1 maintenance (Civil Support)ĪrcticZ: +2 science, + 2 culture, 1 science slot, 2 maintenance (Ecology) OasisN: + 1 production from desert tiles, 2 food, 1 production and 2 energy from city, 1 maintenance (Power Systems)īombS: +2 health + 10 city health. 3 maintenance (Mobile Lev)īarrac.: +10 unit xp trained at city, 1 maintenance (Pioneering)ĬoldFL: +4 energy, +1 science. 2Mainteance (Physics)ĪerosC: +2 air units spots in city, can fly units between AC's. NavalY: +1 production, + 1 food from trade routes, 5% food and production gain in city. HydroP: +1 production from tiles connected with rivers (Engineering) B: 15% energy production in city, 1 trader specialist. Nano H: +4 health, 10% food recovered from city growth, 3 maintenance (Unlocked with Nanotechnology)Ĭhild C: +1 production, 10% food recovered from city growth, 10 city hp and 5 city damage. Fixed for patch 12.03.15.īuildings: Autofabricator, Nano Hospital, Children's Creche, Energy Bank, Hydro Plant, Naval Yard, Aerospace Complex, Barracks, Cold Fusion Lab, Covert Ops Center, Oasis Network, Bomb Shelter, Arctic Zone Installation, Horticulture Station and Pollution Processor.ĪutoF: +2 production, 1 maintenance (available from start building/Habitation) Further upgrades and update on tech descriptions to reflect this, will be coming as well. Adds 15 buildings, 5 wonders, 1 tech upgrade from my other mods plus minor tweaks to them.
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