Sid Meier's Civilization®: Beyond Earth™ mods
Sid Meier's Civilization®: Beyond Earth™ gameplay mods
Everything filed under gameplay by its own author, ordered by how much it is used.
AllGameplay240Units111Sponsors103Buildings101Improvements86Leaders85Technologies50Terrain48Wonders45Fictional44UI43Resources42aliens41Upgrades35Interface33Art33Component28TradeRoutes27Orbital25Quests23Policies21Virtues21MapScripts14Maps14Espionage12Historic10
240 gameplay mods
- Brasilia Better Startby Ad InfinitumAdds an additional starting soldier to the Brasilia faction. I believe they are underpowered compared to the other civs so this should give them an extra boost. This SHOULD be compatible with anything that doesn't remove any base assets. This is provided without ANY support implied. It MAY be upd...663 downloadsupdated 12 y ago
- Titanium Mineby Red EarthTitanium 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
- Ultra Marathon Modeby NoctAdds ULTRA MARATHON (Beyond Earth Edition!), a VERY LONG game. (3 times longer than marathon!) It makes everything longer. (Research, Construction, Worker Improvements etc.) But unit movement remains the same. So your units can perform 3 times as many actions (movement, attacks, etc.) as you coul...652 downloadsupdated 12 y ago
- Big Glare's Big Colony Bonanzaby Big_GlareYou citizens will only eat one food. Everyone needs an easy way to learn the game. Give your colonies a boost in population. I've updated the mod to allow each population unit to provide 0.5 health each. This will solve the health issues. Everyone should take their effective Flu shots to ward of...634 downloadsupdated 12 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
- Improved Tradeby DegraImproved trade 1 trade route per city from Building depot Trade routes last for 50 instead of 25 rounds Removed +1 trade route bonus from the Autoplant quest reward Have fun playing with a reasonable trading mechanic :)614 downloadsupdated 12 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
- Tall Empires In Spaceby kill_wrathyThis is a simple tweak of a few global defines, to make the game more suited to my playing style. The aim is to make large cities and tall empires more viable and more fun in the game, and ICS less viable. I recommend using together with mods that reduce trade routes down to one per city. The cha...568 downloadsupdated 12 y ago
- Purity 1331by cephmeI was finding Purity 1 to be too powerful when compared to Harmony and Supremacy 1. This is a simple mod that switches the powers of Purity 1 and Purity 3 so that at Purity 1 you get +20% vs aliens and at Purity 3 you get Explorers will not be attacked by Aliens. This seems to be more in balance...568 downloadsupdated 12 y ago
- Rigid Inflatable Boatsby cephmeGives a cargo choice that allows a player to get Planetary Surveying If you are going to an Atlantean or Archipelago planet it would be a good idea to bring a boat.545 downloadsupdated 12 y ago
- Freshwater biowellby Red EarthBiowells 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
- New Horizon: Global Updateby WolkeerThe new horizon mod for multiplayer games. Currently, only the Russian version is available. It has a basic English translation. The full English translation will be available at the end of April. INSTALL/UNINSTALL Install the "NewHorizont" folder in the root folder of the game ...\steamapps\comm...538 downloadsupdated 16 mo ago
- Minefields (Worker Edition)by RyikaA Mod that allows Workers to construct Minefields that damage enemies. Only Works with Rising Tide. Alternative Version: Minefields (Submarine Edition) Minefields are a Tile Improvement that was added in Rising Tide, but never made available to players. This mod makes it available, and adds the c...523 downloadsupdated 6 y ago
- Big Glares Big Bug and Alien Bashing XP Busterby Big_GlareKilling native lifeforms is fun. We still learn from each kill we perform. Just like our forefathers continued to learn from the marauding barbarians back on Earth, this MOD allows our soldiers to continue to hone their abilities on this new world. Changes XP from Aliens from 30 max to 300.521 downloadsupdated 12 y ago
- Inverted Smart Grid (RT)by MachiavelliA small Rising Tide only mod that only changes the Smart Grid agreement. Smart Grid now provides more energy the closer your energy is to zero. This mod is part of a collection of small scale experiments that may be incorporated into the forthcoming New Horizons for Rising Tide total conversion....513 downloadsupdated 11 y ago
- Missile Rover rebalenceby Red EarthGives 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
- 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
- Planetary Survey Upgrades (RT)by ShockyA teaser for what to come from me, a slight buff to Planetary Survey tech, it now gives 1 Expedition and workers has increased construction speed of 10%. Alternative for people who thought 6 expeditions was a bit much :P This mod will be included in my larger Addition mod when get around to updat...479 downloadsupdated 11 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
- Minefields (Submarine Edition)by RyikaA Mod that allows Submarines to construct Minefields that damage enemies. Only Works with Rising Tide. Alternative Version: Minefields (Worker Edition) Minefields are a Tile Improvement that was added in Rising Tide, but never made available to players. This mod makes it available, and adds the c...458 downloadsupdated 6 y ago
- Warp Speedby jfrykIncredibly fast, 200 turn game. Values scaled similarly to existing game speeds. I just put this together for a friend who was requesting a faster game speed than 'Quick'. This is my first mod and I haven't played an entire game with it, so there could be some late-game/victory-type issues. I mig...456 downloadsupdated 12 y ago
- Affinity overhaul for t1 and 2by ShockyT2 Harmony get back old t1 prepatch, faster alien opinion restore. T1 Purity restored, aliens cant attack explorer. T2 explorer deals double damage on attack. T1 Supremacy get 2 extra expeditions instead of 1. T2 Explorers deals double damage in defense.442 downloadsupdated 12 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
- Nodes to Fortsby cbdeakinThis mod makes the node very similar to forts in Civilization V. This should encourage players to play defensively, and allow the AI to defend their cities more effectively. In the base game, nodes are quite a niche improvement and are rarely used. Nodes now give defending units a 50% strength bo...414 downloadsupdated 11 y ago
- New Pre-Patch Colonistsby AuroarThis mod offers to add two new Colonists to the list of available ones: Artists and Aristocrats from pre-2014-patch. Aristocrats (Old) give +3 Energy and +1 Health in every city. Artists (Old) give +2 Culture and +1 Health in every city. Regular Artists give +3 Culture to compensate. I liked them...334 downloadsupdated 6 y ago
- Eclipseby BleefelblopAn experimental mod to give Beyond Earth more flavour. Features include: Each sponsor is limited to one specific affinity Affinities have unique tile improvements Tech and wonder quotes are now spoken by sponsors More distinct leader personalities New intro text for all leaders New victory prolog...326 downloadsupdated 3 mo ago
- Affinity t1 units less nerfed to the ground RTby ShockyNow including RT Drone Cage, a unit that was the weakest of all the new hybrid units as well as the most expensive. You might say it is a support unit, but dedicating a turn to heal 5 ain't really cutting it, considering you can train 2 marines and well on your way on 3 marine during the same tim...291 downloadsupdated 11 y ago
- Entropy Nullifier - Wonderby Beltbuckle SixAdds the Entropy Nullifier - a wonder which converts Geothermal into other resources.279 downloadsupdated 12 y ago
- Affinity t1 units less nerfed to the groundby ShockyAffinity t1 units less nerfed to the ground. Shameless rip-off from Good 4 Something mod by adamjgiess, seriously he should get the credit. I merely tweaked it a bit more to my liking and would most likely not have bothered without his version. My version buff units slightly less, without increas...258 downloadsupdated 12 y ago
- Tech path most traveledby Red EarthChanges 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
- Brutal AI mod (v1)by Captainbeastfeast (Rat-ee-JiK)Brutal AI mod (version 1): Increases AI agression to a very high level. - AI will start wars in the early/middle stages of the game. - AI will be less likely to enter into agreements/alliances with the player (needs testing). - Ai should pursue affinity paths more exclusively. - AI should pursue...235 downloadsupdated 11 y ago
- Tall Cities Food Reworkby ApoplektEver wanted to make big cities, but couldn't? Beyond Earth throttles your city growth a lot compared to Civ V. This mod allows you to make cities with a larger population by changing food basket behaviour and adding 4 methods to increase food yield from tiles. Individual parts of the mod can be e...216 downloadsupdated 11 y ago
- BB's Early Hybrid Affinity Unitsby blkbutterflyRe-balance of hybrid affinity units to make them appear earlier in game. A companion (or sister) mod to BB's Early Affinity Units. All affinity requirements (for first tier and upgrades) have been reduced by 1 (for each affinity). Tech. Requirements Architect Tissue Engineering Throne Mobile Lev...209 downloadsupdated 3 y ago
- Non-contiguous academiesby Red EarthMakes 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
- Mini Beyond Earthby BleefelblopPlay Beyond Earth with extremely small maps and additional game options for much shorter games. More information available here:183 downloadsupdated 3 mo ago
- Loadouts grant perks [snippet for mod makers] (vanilla, RT)by MachiavelliFor mod makers. What it does This mod contains code that defines three new XML tables. By adding entries to these tables mod makers can have colonists, cargo and spacecraft provide perks. Compatibility This code is compatible with vanilla Beyond Earth and Rising Tide. How to incorporate into your...170 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
- AI extra farmsby cbdeakinAI will produce a lot more farms with this tweak. It works by adding a hidden yield to farms (which has no effect on gameplay). The AI's cities should now grow much quicker.161 downloadsupdated 10 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
- Weaker cities mod v1by Captainbeastfeast (Rat-ee-JiK)Weaker cities mod: - Lowers City strength from default 20 to 3. (HQ defence bonus in capital city still applies). - Halves city heal rate from 20 HP/turn to 10 HP/turn. - Outpost strength reduced to 1 - Outposts will gain less strength as they aquire new tiles. The aim of this mod is to allow a m...133 downloadsupdated 11 y ago
- Super PanAsiaby veronicathecdNeeds Rising Tide (not an option in the mod dependencies) An insane amount of extra Bonuses for PanAsia. Get help with extra produce from farms, health, virtues, military strength, explorers, routes, and more. Intended for an easy game and domination, not for a challenge. Do not try to play with...128 downloadsupdated 11 y ago
- AI Economic tweaksby cbdeakinAll players get +75 energy per turn. AI also get +75 health. These bonuses allow the AI to expand unimpeded. I've tested it with 4 AI players on a massive map upto turn 100 and all AI had between 8-13 cities and large armies. The AI will now focus on expansion and work the tiles around it's citie...81 downloadsupdated 10 y ago
- High maintenanceby Red EarthThis 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 victoryby Red EarthIncreases 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
- Orbital Layer Crash Fixby RyikaRising Tide only. Prevents the game from crashing when entering the orbital layer while too many orbital units are in orbit. To achieve this, the number of Orbital Units that can be displayed when entering orbital view are limited to 25. Other Orbital Units will simply not be shown. This should n...55 downloadsupdated 3 mo ago
- Less building cultureby Red EarthLowers 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
- Unit_ExplorerAllTerrainby pedal2metalThis mod adds the HOVER promotion to Explorers. This allows Explorers to traverse any terrain, including ice, enabling access to all Resource Pods. No other changes, should work for all versions of CivBE.28 downloadsupdated 3 mo ago

