Sid Meier's Civilization®: Beyond Earth™ mods
Sid Meier's Civilization®: Beyond Earth™ improvements mods
Everything filed under improvements by its own author, ordered by how much it is used.
AllGameplay240Units111Sponsors103Buildings101Improvements86Leaders85Technologies50Terrain48Wonders45Fictional44UI43Resources42aliens41Upgrades35Interface33Art33Component28TradeRoutes27Orbital25Quests23Policies21Virtues21MapScripts14Maps14Espionage12Historic10
86 improvements mods
- Science and Culture Yield for Reef Tilesby Pert BoioioingRequires Rising Tide. Adds two new buildings that grant bonus yields to reef tiles. Upon researching Alien Sciences a new building, the Reef Research Facility is unlocked. This building has one scientist specialist slot and grants +1 science yield to all reef tiles worked by this city. It costs 2...1.6k downloadsupdated 11 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
- 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
- Efficient Biowellsby cbdeakinBiowells now provide double the health (2), but no longer provide any food. This mod aims is to provide an improvement that is solely focused on increasing health, as there are few sources available in BE. V2 changes: A small change that reduces the maintenance cost of Biowells from 3 to 2. This...1.4k downloadsupdated 11 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
- Awesome Affinities Bug Fixby KingGunGangThere is bug in Awesome Affinities Mod that Purity-Supremacy level 3 effect(Gain +2 Energy from Petroleum, Gain +1 Production from Titanium)is not working. This Mod fix that. 기존 어썸 모드에서 미적용되고 있던 석유에서 에너지 2 증가, 티타늄에서 생산 1 증가 효과를 적용되도록 수정합니다.1.2k downloadsupdated 3 y ago
- Mo' Stuff: Wondersby otto------------------------------------------------------------------------------------------------------------------------------ Warning, this mod using wonders from its predecessors 'Mo Buildings' and 'Rising Dawn" please disable those mods if you are subscribed to them to prevent compatibility is...1.2k downloadsupdated 11 y ago
- Health Redistributionby SolReworked Health bonuses slightly to make the Prosperity policies less overpowered. - Plantations, Paddocks and Work Barges give +1 Health when worked. - Plantations are now unlocked with the Ecology Tech. - Paddocks are now unlocked with the Alien Biology Tech. - "Mind Over Matter" policy now giv...1.2k downloadsupdated 12 y ago
- Terra Incognita Techwebby HandyVacMakes several changes to the early part of the techtree, to represent your initial explorations of a planet you know nothing about. Key changes: - No resources of any kind are visible at planetfall. - Forests and marshes may not be cleared until the proper tech has been researched. - Tectonic Sca...1.2k downloadsupdated 12 y ago
- Domed Lifeby Red EarthExtra 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
- (PW) Hypernation Domainby ProtokThis spin-off mod is a demonstration of Hypernation faction bases style. It's only changes visual and can be used with any other mods. I have made some investigations about possibilities to change visual style of bases separately for each faction. It shows that is the only way to change base styl...1.1k downloadsupdated 5 y ago
- Biowell Prototypeby JokoRecommended to play along with my other mods "Forest Improve" and "Terrascape Prototype" for a better game experience, but is not required for this mod to work. (This mod does not replaces the original Biowell, it only add an extra improvement that is an early version (Prototype) of the Biowell....957 downloadsupdated 12 y ago
- Terrascape Prototypeby JokoRecommended to use alongside my other 2 mods "Forest Improve" and "Biowell Prototype" for a better outcome, but its not required for this mod to work. (This mod does not replaces the original Terrascape, it just add an early version of it that is open for use right from the start. The idea is to...932 downloadsupdated 12 y ago
- Increased Orbital Rangeby CyrinnoThis mod increases the range of some of the orbital platforms to a minimum of 2 squares.924 downloadsupdated 12 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
- Infernal Miasmaby CosayenSimple mod that increases the health loss uppon entering miasma to 25. Want a bit of challenge? -Fixed what prevented the mod from working857 downloadsupdated 12 y ago
- Hills no longer suckby Magma DragoonIncreases base hill yield to 2 Decreases base mine yield by 1 Adds mine production yield increase to Civil Support tech Works with plains now. Of course, it's called Terrain_HillsYieldChanges. Why would I think plains hills would have an entry to update to begin with?809 downloadsupdated 12 y ago
- Hovering Aliensby RusseruAdds the "Hover" promotion to Manticores and Raptor Bugs, so that when you get them from ruins they aren't stuck on whatever landmass they're on. This does affect the AI aliens as well, although they won't wonder off into the water on their own. However if they are on a coast they may attack unit...748 downloadsupdated 12 y ago
- AutoTurnControlby DirtyredzAdvanced control options for auto turn. Top Bar Toggle for Auto Turn So that you can activate and deactivate the Auto Turn without having to go inside the game menu. Also allows for easier deactivation of Auto Turn when you need to make changes to your plan. ---Also--- Toggle Deactivating and Act...674 downloadsupdated 11 y ago
- Civ VI Worker Charge Systemby GalgusAdds the Civ VI Worker Charges system to Beyond Earth. Workers now construct improvements instantly by using charges, and clear terrain and build roads without using them. Workers start with 3 charges, gain two when you research Robotics, and no longer consume charges if you build the Drone Spher...671 downloadsupdated 6 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
- Dome Exchange to Farmby Alterd-RushnanoThis mod Dome and Farm Exchange each other. It may be a point of difference - but it's odd that it is possible to cultivate wheat and tomatoes on the old earth as soon as some of them land on an alien planet. This mod will make a big difference in the early part of the game by calibrating the ele...651 downloadsupdated 9 y ago
- Improved Improvementsby Magma DragoonFarms are so good that most of the time it's better to just farm over resource tiles. This mod attempts to fix that by gradually upping the yields of other improvements and Make Algae Great Again. might not be compatible with my hills no longer suck mod, not sure what duplicate rows will do workb...637 downloadsupdated 10 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
- 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
- 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
- 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
- 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
- Terrascape and Ecoscaping Reworkby GalgusNOTE: Diplomatic Capital does not display on the map as a tile yield, but it still functions. Look at your Diplomatic Total gain go up to see. _____________________________________ Changes the Terrascape to give +3 Food, +2 Culture, and +3 Capital by default. Additionally, Terrascapes now gain +2...224 downloadsupdated 6 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
- 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
- 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
- DomosEnElMarby ElTThis Mod allows your worker to build the Dome Improvement on Coast/Lake and Ocean tiles. I tought coast cities needed a little buff, and well...it's a dome, so nothing out of common sense xD Este Mod permite a tus trabajadores construir la Mejora de Domo en casillas de Costa/Lago y Oceano. Pens�...70 downloadsupdated 12 y ago

