STEAM_WORKSHOP creator
Red Earth
23 projects across 2 games, 21.1k downloads in total.
- Projects
- 23
- Games
- 2
- Downloads
- 21.1k
- Last shipped
- 10 y ago
- Fighter RangeIncreases fighter range from 60 to 100. Heavy guns are 90 range so 60 isn't even enough to let you launch before taking fire. At 100 range you can launch without having to close in. Flying slowly through enemy fire to launch fighters at short range seems like a very un-carrier thing to do. Only t...3.7k downloadsupdated 10 y ago
- Alien Genetics - HarmonyThis makes Alien Genetics, which is a leaf tech that enhances biowells and xenomass into a harmony tech instead of a purity tech. The description of biowells specifically mentions that it is good for harmony, and xenomass is harmony's signature resource so why is purity getting the tech to boost...2.8k downloadsupdated 12 y ago
- Battlepod -0 +50Battlepods take up 0 space and add 50 percent space. Also costs a lot more. So battlepods create free space but take up space. That's odd so I just made them take no space and just add space. Then to balance them, if such a thing is even possible, I made them more expensive. They cost 10 times mo...2.0k downloadsupdated 10 y ago
- Advanced DefensesIncreases the equipment space, hit points, weapons, defenses and special equipment of defense structures. I'm sure you're asking "Why is this mod different from all other mods"? And in response I would ask, "Why are you talking like this is a Passover Seder"? But as an answer I'd say it's differe...1.6k downloadsupdated 10 y ago
- Growing TerrascapesTerrascapes upgrade from 2 food, 2 production, and 2 culture, to 3 yield each after 30 turns. The ecoscaping virtue increases upgrade speed so it should take only 15 turns. For those of you that didn't play it, in Civilization 4 you built cottages which gave 1 commerce. When you worked them they...1.6k downloadsupdated 12 y ago
- Domed LifeExtra culture based on dome's location. Domes! They could be better. Focus too much on them like the AI does and you'll be domed for all eternety. They cost too much and take up space where you could put something else. So how do you make them good without making them too good? By having situatio...1.2k downloadsupdated 12 y ago
- Better Health Through SpecialistsSummary: Less unhealth from specialists. Improved Specialists: Grower 4 food Artist 3 cultue Trader 5 energy Engineer 3 production Not summarized: Remember Universal Suffrage from Brave New World? Sure you do! It made specialists generate half as much unhappiness. Well it's back and better than e...979 downloadsupdated 12 y ago
- Shield names = Strength percentageChanges shield names to reflect their function. The default shield names are taken directly from MoO2 so the numbers don't actually reflect what they do. This mod changes that so the number of the shield reflects 1/10 the strength percentage of the base hull that the shield provides as a barrier....751 downloadsupdated 10 y ago
- Bigger Bombs (for fighters)Increases the armor penetration of bombs so heavy fighters and bombers do more damage. Damage against colonies should be unchanged. The change does not appear in the stats of bombs. Most changes to weapons don't display correctly, but I made lasers with 10000 armor penetration and the attack rati...748 downloadsupdated 10 y ago
- Early Health VirtuesMoves the health giving virtues to the beginning of each tree. Except for Prosperity Note: Magnasanti stays at the end of industry, it's profiteering that moves. I haven't tested to see how well this plays yet so I will need feedback on that. Don't even know if it will be an improvement but it wa...712 downloadsupdated 12 y ago
- Good 4 SomethingThe level 4 unique units have a short window of usefullness. Within two levels they're obsolete by the generic soldier unit. Now a higher affinity unit should be better than a lower one, but the UUs need strategic resources and a specific technology. Also they're supposed to be cool. But instead...711 downloadsupdated 12 y ago
- Titanium MineTitanium a little weaker, mines and manufactories a little better. Tectonic scanner is said to be overpowered because it allows instant access to titanium. That's because it is the only strategic resource that doesn't need a special improvement to use it. You can know where oil and geothermal are...661 downloadsupdated 12 y ago
- Battlepod -0 +25Battlepods take up 0 space and add 25 percent space. Also costs more. So battlepods create free space but take up space. That's odd so I just made them take no space and just add space. Then to balance them, if such a thing is even possible, I made them more expensive. They cost 5 times more for...574 downloadsupdated 10 y ago
- Freshwater biowellBiowells are super good right? Maybe too good considering how hard it is to get health. Now they cost a little more unless you plant them next to fresh water from a river or lake. 2 Food 1 Health 3 Maintenance 1 Energy with fresh water 1 Culture for... purity for some reason. If only there was a...539 downloadsupdated 12 y ago
- Shield names = Damage absorptionChanges shield names to reflect their function. The default shield names are taken directly from MoO2 so the numbers don't actually reflect what they do. This mod changes that so the number of the shield is equal to the amount of damage that the shield absorbs. I dropped the roman numerals becaus...515 downloadsupdated 10 y ago
- Missile Rover rebalenceGives the Missile Rover +50% city attack and removes the incremental increases its upgrades get. Note: I am not refering to the city attack bonuses you can choose. Just the innate ones. The Missile Rover line spends about 40% of it's time being obsolete. The level where missile rovers upgrade is...494 downloadsupdated 12 y ago
- Food Focus FixFood focus will not work if you are under -10 health. It will do the opposite and choose tiles without food. Often choosing something else like production focus will yield higher food income. In Civ 5 happiness below 0 is often catastrophic. In Beyond Earth it is not so. In fact if a city is unde...475 downloadsupdated 12 y ago
- Enhanced ECMAdds 25 to the missile avoidance of the three ECM jammers. Changes to missile avoidence: ECM jammer: 25 - 50 Multi-Wave ECM jammer: 50 - 75 Wide Area jammer: 75 -100 Now make like Bob Marley and get jammin.375 downloadsupdated 10 y ago
- Tech path most traveledChanges the amount of affinity points from techs based on what the most commonly gotten techs are. Techs that are far out of your way give the most points, while tech that is right on an affinities path to their victory give the least. Also, leaf techs that only give access to a wonder have extra...241 downloadsupdated 12 y ago
- Non-contiguous academiesMakes it so academies can't be build next to each other. Science gets you everything so if you can spam academies, you will. With this you can't. Also increases the culture bonus from Protogenetics tech and science from Learning Centers virture, because with far fewer academies those bonuses woul...193 downloadsupdated 11 y ago
- High maintenanceThis makes the maintenance of (nearly) every building to be equal to the base yields it provides. 2 food costs 2 energy etc. It also adds 1 energy cost for each 5% multiplier except for growth and health, because it's hard to get either of those very high. So health multipliers are 1 for each 10%...81 downloadsupdated 12 y ago
- Three Times victoryIncreases the requirements for victory. Mostly by three. Three times the energy to activate the beacon and three times the signal pieces to complete the signal for instance. But not three times the wait for the beacon to complete the countdown. That I actually took down to 10 turns. Other require...72 downloadsupdated 11 y ago
- Less building cultureLowers the culture output of buildings. Maybe now there will be a reason for the AI to build domes and terrascapes. Also changed the 'no maintanence' old earth relic option to also add 1 energy, and decreased artist culture to 2. I didn't update the text for artists because I don't care enough. Y...48 downloadsupdated 11 y ago