Sid Meier's Civilization®: Beyond Earth™ mods
Sid Meier's Civilization®: Beyond Earth™ buildings mods
Everything filed under buildings by its own author, ordered by how much it is used.
AllGameplay240Units111Sponsors103Buildings101Improvements86Leaders85Technologies50Terrain48Wonders45Fictional44UI43Resources42aliens41Upgrades35Interface33Art33Component28TradeRoutes27Orbital25Quests23Policies21Virtues21MapScripts14Maps14Espionage12Historic10
101 buildings mods
- Shocky Additions RTby ShockyAdds 19 buildings, 7 wonders, 30+? extra unlocked tech perks as well as a few quests to them. More will come we later versions. It will most likely not work with any major tech or building overhaul since this is 1 of them. Should work okay with Affinity overhauls and I know it works well with (RT...2.3k downloadsupdated 11 y ago
- Global Sedition Recon Unitsby syrkresGlobal Sedition Recon adds Recon units to Global Sedition New Technology (Applied Sciences) which has: Building - Ames Laboratory(Materials Sciences) Unit - Recon Flyer Unit - Helicarrier - Flyin Aircraft Carrier Unit - Stealth Bomber Special Thanks to Paweu's Mod: "More Units Mod" which helped m...2.1k downloadsupdated 11 y ago
- Mo' Buildings <CLASSIC>by otto------------------------------------------------------------------------------------------------------------------------------ Thank you all for reaching 1k subs! ------------------------------------------------------------------------------------------------------------------------------ A long...2.0k downloadsupdated 11 y ago
- Druidryby Hex: Live Laugh LoveAdds the Druidry technology which gives you some more early game options when it comes to buildings. Also allows you to gain a free technology through the Xeno-Oak wonder which no other wonder does in the game. Comes with new unique military units and some interesting buildings to give you a dece...2.0k downloadsupdated 11 y ago
- Global Sedition Coreby syrkresCore information for Global Sedition Faction/Sponsor. Global Sedition known for thier Spies and Advance Technology, which they mostly steal and improve upon. Currently Contains: - Leader(Ulysses) - Personality(Spy focused) - Colors(Red/White) - NEW Spacecraft (Thrusters/Scanners) - 20 spy names,...1.7k downloadsupdated 11 y ago
- Biothermal Power Plantby DazThe Biothermal Power Plant is a custom building for "Civilization - Beyond Earth". It provides +3 Energy for the city in which it is build and can be found under Ecology. Informations Languages English German Details Comprehensive Civilopedia entries in supported languages Custom Icons Installati...1.7k downloadsupdated 12 y ago
- 1 Wonder per Cityby RyikaAllows only one Wonder per City. Compatibility Game Version Compatible? Classic ✔ Rising Tide ✔ The Awesome Collection ✔ The Ancient Collection ✔ Codex ✔ This mod limits the number of wonders a city can have to 1. This change is meant to facilitate a different approach to wonders: Instead of cons...1.7k downloadsupdated 6 y ago
- Additional Buildings and Wondersby Joko¡¡¡¡¡ WARNING THIS IS A BETA MOD THAT IS STILL IN DEVELOPMENT !!!!! This is a "beta" of my on-going mod to add over 83 new buildings and 83 new wonders. Because i been way too busy lately it may take me longer than expected to finish it, but as for now there are over 40 new buildings and 40 new w...1.6k downloadsupdated 12 y ago
- Tidal Balance - Rising Tide Balance Modby BrduA mod that attempts to tweak some of the more glaring balance issues in Rising Tide. Rising Tide is a game of internal trade routes and city spam, and a lot of other aspects of the game get left by the wayside, which I think is a shame. The aim of this mod is to make victory a matter of successfu...1.6k downloadsupdated 11 y ago
- Better Numbersby Sean K.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. T...1.5k downloadsupdated 12 y ago
- Distinction - Affinity Buildings Overhaulby GalgusI started work on this mod because I felt that the affinities felt bland and almost interchangeable mechanically. The central philosophy of this mod is that by giving affinities pronounced and different strengths, they will distinct and make the game more enjoyable with a different choice in affi...1.5k downloadsupdated 6 y ago
- United Federations of Belgiumby TogisWith the Great Mistake the Nord Sea came runing on the heads of the 12 partially federated states of Belgium. Flooded, the survivors of many different linguistic groups came together to build a new floating survivalist country. United once again, in search for a new place to split into plenty pol...1.5k downloadsupdated 12 y ago
- MiasmicPowerModby rcons74This is a very basic mod designed to simply provide a strong boost in the early game. It allows for a new building and wonder to be unlocked with the Alien Lifeforms tech that provides massive energy, culture, and production. DISCLAIMER: This mod is not meant to be balanced in single player mode,...1.4k downloadsupdated 12 y ago
- Mo' Stuff: Buildingsby ottoMo' Buildings for Civilization VI is out NOW! ------------------------------------------------------------------------------------------------------------------------------ Warning, this mod using buildings from its predecessors 'Mo Buildings' and 'Rising Dawn" please disable those mods if you ar...1.4k downloadsupdated 11 y ago
- Unique Buildings for RT Updated Questsby gkarjrAdds two unique buildings for each Sponsor. Unique buildings replace basic buildings, can only be built by their Sponsor, and are usually more powerful and cheaper than their basic building. Each unique building includes a new quest that reflects its Sponsor's lore. Note that this is an update to...1.4k downloadsupdated 10 y ago
- Global Sedition Miscellaneousby syrkresCustom Module for Global Sedition play, but not required for GS flavor. Lumbermill - Based off of Joko Biowell Prototype.(Improvement) - Allows a worker to Improve Forest +1 Food, +1 Production - Gains Improvement from Ecology +1 Food - Gains Improvement from Robotics +1 Production - Gains Improv...1.4k downloadsupdated 11 y ago
- Tweaks and Changesby Lord AzazelDescription -Units Strength has been rebalanced (that meant to eliminate 'one shot' kill);-Changed few Affinites-Embarking is now avaible from start;-New building added Maintenance Facility;-New wonder added Great Sonic Fence;-Leaders are now less chatty;-Leaders behaviour changed so they will be...1.3k downloadsupdated 12 y ago
- Aquatic Cities Begone!by RyikaDisables aquatic Cities and changes some mechanics that were designed around the idea of having Aquatic Cities. Don't misinterpret my intentions here - I LOVE aquatic Cities. I really do. However, they change the flow of the game quite a bit. Not being bound to land makes the game play out so ver...1.3k downloadsupdated 11 y ago
- Move Capitalby framedarchitectureMove the Capital to any of your cities. FEATURES Move your capital as often as you like. Increases in cost with each owned city. Results in 2 turns of Anarchy. AI will use this feature. COMPATIBILITY Vanilla and Rising Tide. CIV 5 VERSION Civilization 5 version available here.1.3k downloadsupdated 11 y ago
- Extra Buildings (Autofabricator, Children's Crèche and Nano Hospital)by ShockyAdds a few buildings like the turtorial youtube buildning Autofabricator and some from Alpha Centauri, such as Children's Crèche and Nano Hospital. Check out screenshots for effects and location in tech tree. Pretty simple teaser mod, so its possible I will include this content in a later mod of...1.3k downloadsupdated 12 y ago
- Teleportation Buildingby Joko(Need a new game in order to work, does not work with old saved games) V1- Teleportation Station Special Building - Can be built only once per nation, when built it will give you a free Orbital Teleportation Pad. This Orbital unit work as a teleporter inside your borders, it last 10 turns in orbi...1.2k downloadsupdated 12 y ago
- +2 Trade Routes From Pioneering Tech - Trade Depot v2by MarauderSimple mod. The tech that unlocks trade routes, Pioneering allows the building called Trade Depot. I have used this mod to edit that building to allow double the amount of trade routes 2 now equals 4. Because this will offer additional income, I have tried to balance it somewhat by increasing int...1.2k downloadsupdated 12 y ago
- MagRailHubby bernd-das-brotAllows a MagRailHub to be build in the capital once Fabrication is researched. It adds a +20% prod modifier. This is a compensation for the capital missing the Magrail-production-bonus. Works with the Winter Patch!1.2k downloadsupdated 12 y ago
- Balance of Trade [RT]by MachiavelliBalance of Trade contains radical changes to the trade routes mechanics. Trade Routes no longer provide scaling yield that can easy get into the high teens. Trade Routes provide a much more consistent and smaller yield that is more proportional to their production cost and similarly costed buildi...1.1k downloadsupdated 11 y ago
- Crawler Global Wonder production bonus + Cheaper costby cbdeakinThis mod does 2 things: 1. The Crawler now confers a 25% Wonder production bonus to ALL cities 2. Reduces the production cost of the Crawler by 50% Note - The building production bonus still only applies to the city where the Crawler was built. Version 2 changelog: Wonder bonus now applies to all...1.0k downloadsupdated 11 y ago
- Hybrid Affinity Buildingsby NBeaumontCurrent Version: 2.0 Adds new buildings to provide bonuses for being well leveled in several affinities. Only works with Rising Tide due to the Drone Nexus giving out free tile workers. Adds 6* buildings with two for each hybrid affinity. These are the first 3 added: Biofoundry: Provides +3 Produ...1.0k downloadsupdated 10 y ago
- SBHM's National Identity Projectby The Rogue PotatoDo you think the existing Sponsor bonuses are too irrelevant? Think that choosing a faction doesn't impact your game that much aside from colour? Then this is the mod for you. Even if you don't think those things, you should probably still try the mod. This mod adds 16 unique buildings which can...996 downloadsupdated 11 y ago
- Unique Buildings for Vanillaby framedarchitectureThis mod adds two unique buildings for each Sponsor. Unique buildings replace basic buildings, can only be built by their Sponsor, and are usually more powerful and cheaper than their basic building. Each unique building includes a new quest that reflects its Sponsor's lore. UNIQUE BUILDINGS Afri...971 downloadsupdated 11 y ago
- AI Starts with Ultrasonic Fenceby thecrazyscotsmanThis mod is designed to be used with other mods that significantly increase the difficulty of the aliens. I've noticed that when I increase alien difficulty, many AI die out very quickly. This mod simply gives every AI that lands after you a starting Ultrasonic Fence. It does not work if you disa...941 downloadsupdated 12 y ago
- The Wonder Of Mountainsby mart164** A new game will be required for the mod to take effect ** Adds a new wonder to the game - Holoextractor, which can be found under (Tactical Robotics) in the Tech Web. Bonuses: Adds +1 food and +3 production to mountain tiles. Wonder Requirements: 3 Petroleum. A Mountain must be within 2 square...899 downloadsupdated 11 y ago
- Artifacts Overhualby GalgusOverhauls the artifacts rewards, gaurantees that non-satellite expeditions grant artifacts while there are still any to grant, and removes artifact spawns from Resource Pods and Alien Nests. Also allows Sunken Vehicles to spawn OId Earth Artifacts with text changed to match: every expedition type...884 downloadsupdated 6 y ago
- Autoplant Trade Routeby Chuck FinleyThis is a really simple mod. It does nothing other then change Autoplants back to the way they used to be by adding one additional trade route to a city. Because I hate the patch that changed them Future changes: Updating the tooltip to reflect the new trade route.865 downloadsupdated 12 y ago
- Stronger HQby SneedBuffs the capital Headquarters wonder to provide 25 defense (up from 6) and an extra 100 city HP. This gives capitals at start roughly 40 defense total (wonder bonus + base city defense) and 200 HP. The intent of the mod is to help balance capital defense to prevent early game civilization wipes...715 downloadsupdated 12 y ago
- The Lord's Believersby therearerulesThe Lord's Believers from Alpha Centauri The righteous need not cower before the drumbeat of human progress. Though the song of yesterday fades into the challenge of tomorrow, God still watches and judges us. Evil lurks in the datalinks as it lurked in the streets of yesteryear. But it was never...709 downloadsupdated 12 y ago
- Modder Resource - Modular Building Questsby lilgamefreekMods that Use Modular Building Quests Workable Mountains by Ryika Affinity As Yields by HandyVac The Botanika by Ryika Building Quests Trigger Instantly by Ryika By Land and Sea: Ocean Colonies by lilgamefreek What is this Resource? This mod is intended as a resource and guide for other content c...665 downloadsupdated 11 y ago
- Rising Dawn <CLASSIC>by otto------------------------------------------------------------------------------------------------------------------------------ Check the our sister mod Mo' Buildings! ------------------------------------------------------------------------------------------------------------------------------ Bas...625 downloadsupdated 11 y ago
- Land Balance Modby mage-andreyI feel that rising tide provided way too many features for naval cities, leaving land based cities gimped, for example - gunboats being available from the start or drydocks being superior to same category building - repair facility. This mod seeks to address few of the issues as well as adds few...619 downloadsupdated 9 y ago
- Institute - National Wonderby thecrazyscotsmanThis mod turns the Institute into a national wonder. It requires a Laboratory in every city. The Institute now adds +1 to the primary yield of each specialist. The Institute quest is untouched. In addition, the Grower's base yield has been increased to 3 food. Alternate download here.609 downloadsupdated 12 y ago
- Better Covert Opsby Gunboat DiplomatOBSOLETE! Use this mod instead: Intial release. WARNING: This mod is in very early stages of development. Expect things to be broken, or go wrong, or otherwise not behave as expected because I screwed something up. Also, you MUST start a new game when using this mod. Don't ask me why, but weird t...493 downloadsupdated 12 y ago
- More Difficult Game Modby PaweuWhat is More Difficult Game Mod? More Difficult Game Mod is a mod which makes a game more, and more difficult - new weaker units, buildings, more complicated technologies, stronger aliens and smarter AI! IMPORTANT THINGS Next Updates Sadly, this mod will not see further updates. I moved forward a...463 downloadsupdated 11 y ago
- Distinct Affinities Modby mclowderGoal of Mod is to eventually touch on everthing related to the affinities, with the goal of making all 6 play as fully distinct. Currently implmented are renames for some units, as well as buildings for Purity, Harmony, and Harmony/Purity(Ascendency). Harmony buildings have been changed in a vari...430 downloadsupdated 11 y ago
- Adaptive Greenhouse Buildingby BinderAJProvides +1 food to canyon tiles and a grower specialist slot. Requires Biology. Here is the Civilopedia entry: "The hardships of a new planet sometimes create the most innovative ways to grow food, by using a specially designed "hanging" greenhouse, colonists are able to tap on the thermal curre...422 downloadsupdated 11 y ago
- Policies grant perks & buildings [snippet for mod makers] (vanilla)by MachiavelliFor mod makers. This version of this snippet is only for vanilla Beyond Earth. If you want the Rising Tide version of this snippet go to: here. What it does This mod contains code that defines four new XML tables. By adding entries to these tables mod makers can have Virtues (aka Policies) grant...413 downloadsupdated 12 y ago
- Specialization - Virtues Buff Specialistsby GalgusSimply put, specialist yields would increase with specific kicker bonuses in the Virtue tree. Kicker bonuses are both horizontal, for having enough virtues in a level category, and vertical, for having enough virtues of the same type. Base yields would be upgraded to make them, well, usable. Grow...313 downloadsupdated 9 y ago
- (RT) Modder Resource - Modular Building Questsby lilgamefreekWhat is this Resource? This mod is intended as a resource and guide for other content creators seeking to add Building Choice Quests to their own mods. Mods that seek to do so independently will encounter strong compatibility errors with other mods such that only one of the mod's quests will succ...193 downloadsupdated 11 y ago
- Modified Trade Depotby bernd-das-brotTrade Depot without production bonus and just one trade route. Trade yields are too powerful in comparison with other yields (e.g. from buildings) for my taste and managing trade routes is more work than fun if you have more than a handful of cities. So I decided to reduce the number of trade rou...168 downloadsupdated 12 y ago
- Wonderful Wonders: Old World Ideologiesby Ace ZeddexAdds various religious temples to the game alongside 12 unique wonders (4 per affinity path). This is probably one of the last major uptdates- any bugfixes aside- and the big and very dstant quest update- but aside from that this is the last update for a good while. If you have any recommendation...154 downloadsupdated 9 y ago
- Policies grant buildings & perks [snippet for mod makers] (RT)by MachiavelliFor mod makers. The UI changes in this snippet will only work if you use both the Buildings and Perks code. Even if you only need one, incorporate both into your mod. What it does This mod contains code that defines six new XML tables. By adding entries to these tables mod makers can have Virtues...151 downloadsupdated 11 y ago

