Sid Meier's Civilization®: Beyond Earth™
Sid Meier's Civilization®: Beyond Earth™ mods
A mod changes the game itself, so it is tied to a game version and to whatever loads it. Filter by both and you get the list that will actually load, not the list that mentions your version somewhere in a description.
Gameplay240Units111Sponsors103Buildings101Improvements86Leaders85Technologies50Terrain48Wonders45Fictional44UI43Resources42aliens41Upgrades35Interface33Art33Component28TradeRoutes27Orbital25Quests23Policies21Virtues21MapScripts14Maps14Espionage12Historic10
- Affinity Units No Tech Requirementby starrynite120Removes the tech requirement for all units with an affinity requirement. So many games would go by without unlocking the majority of the interesting units that are in this game. Now you just need the affinity and the resources to get the units! This shouldn't upset balance either since the units...265 downloadsupdated 11 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
- Civ BE Fully commented SQL Mod Exampleby Wolf2EchoFollowing on from my first mod, I found using XML to be a bit limiting. As a result I moved on to using SQL, and like with my frist mod spent a lot of time trying to track down how to do everything. This mod is not really designed to be viable as a playable mod, but is designed more as a learning...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
- Water World Map Script (RT)by EvilVictorThis is a simple script that generates worlds of mostly water. I was playing around with some ideas for a map generator and this is what I was using as test output but the worlds are kind of fun to play on. The world is created in a couple of steps using "craters" some random islands, more "crate...234 downloadsupdated 11 y ago
- 24 Hour Clockby eldarlrdThis mod adds a clock display to the center of the top bar, showing the current system time in HH:MM format. The clock provides a convenient way to track time during gameplay without leaving the game. No other gameplay changes are included. In TopPanelClock.lua, replace %H:%M with %I:%M to switch...225 downloadsupdated 8 mo 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
- Developer Test Modby syrkresThis mod is designed for Developers to test other mods. Rather than having to play through the game to reach certain levels or buy buildings, this mod will allow a developer to buy a building (for 1Energy) which will then grant them tons of resources as needed.218 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
- Aquatic Kavithan Protectorateby blkbutterflyKavithan Protectorate now makes planetfall within the ocean.211 downloadsupdated 10 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
- More Loadout - Rising Tideby HeliXD-2k13This mod adds additional loadouts.207 downloadsupdated 11 y ago
- Aquatic Brasiliaby blkbutterflyBrasilia now makes planetfall within the ocean.201 downloadsupdated 10 y ago
- Aquatic Slavic Federationby blkbutterflySlavic Federation now makes planetfall within the ocean.199 downloadsupdated 10 y ago
- Naruto Uzumaki Leader / Sponsorby barneyThis mod adds Naruto as he hidden leaf village to be a sponsor in CivBE just did this for laughs so it barely works but the spirit is there if you really think about it and appreciate the masterpeice i have created197 downloadsupdated 10 y ago
- Traits Overhaulby GalgusBuffs or reworks some weaker traits, ideally making more competitive decisions. _______________________________________ Domestic _______________________________________ Defensive No longer grants a bonus for units fighting in friendly territory. Instead, grants +1/2/3 Energy from Military Buildin...196 downloadsupdated 6 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
- (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
- Colour Filtered Tech Web (Old / Simple Version)by andy pandyOutdated but requested version of my mod: ********************************************************************************************************************************* Away with the clinical white icons of vanilla Beyond Earth and in with the colour! This mod adds coloured icons to the tech t...184 downloadsupdated 12 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
- Early Ultimate Unitsby masterecabobThrough all my games of BE, I can only think of a handful of times the AIs ever built the Affinity 12 Ultimate Units. This mod attempts to fix this, by adding three new buildings that grant a free LEV Destroyer, ANGEL, and Xeno Titan. These buildings are unlocked at level 11, and are available in...181 downloadsupdated 11 y ago
- Early Specialistsby masterecabobThis mod adds a set of early buildings that provide a single specialist slot. These buildings add additional yields through their building quests, and are a nice boost to the early game. Best used alongside a mod that improves specialist yields. Dig Site - Unlocks at Planetary Survey Lecture Hall...172 downloadsupdated 11 y ago
- Codex - The Holy See (NOW OBSOLETE)by Arca_BibliophileTHIS MOD IS NOW OBSOLETE. PLEASE USE THIS MOD NOW INSTEAD AS IT IS A SUPERIOR VERSION:172 downloadsupdated 8 y 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
- Combat Overhaul - Navy, Aliens, and Combat Roversby GalgusWARING Due to needing to use leftover promotions to give the desired effects to Aliens, this mod causes a bug where some unit icons and upgrade screens do not display correctly. __________________________________________ Overhauls combat with changes to Naval Units, Combat Rovers, and Aliens. Ali...163 downloadsupdated 6 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
- 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
- Fast Turn Optionsby JellieBirdThis mod allows you to set fast turns for individual players, and even aliens. This will turn off combat and movement during those players' turns. Using this mod will override whatever your game's default setting is (without saving). This mod is compatible with all versions of the game.153 downloadsupdated 11 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
- UnitPerks grant promotions [snippet for mod makers] (vanilla)by MachiavelliFor mod makers. What it does This mod contains code that defines a new XML table. By adding entries to this table mod makers can have UnitUpgrades grant Promotions. This works identically for UnitPerks that are inherently part of unit upgrades and UnitPerks that are choices. If an end-user is pla...150 downloadsupdated 11 y ago
- Trade Economy Rebalance(日本語版)by HRUT1996交易関連のバランスの調整を目的としたMODです。今のところ日本語限定。 Sorry. This Mod is conposed by Japanese only now. 《変更点》 1.交易拠点から得られる交易路を2から1に減らしました。コストも60から45に減らしました。 2.超音波フェンスのクエストで得られる効果の「交易ユニットがエイリアンから襲われなくなる」効果を「都市のHP+10」に置き換えました。 3.オートプラントのクエストで得られる効果の「エネルギー+1」効果を「交易ユニットがエイリアンに襲われなくなる」効果に置き換えました。 これにより、オートプラントのクエストでは「交...145 downloadsupdated 12 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
- Unit Created Event [snippet for mod makers] (vanilla, RT)by MachiavelliFor mod makers. What it does This mod contains code that defines a lua event that fires off when a unit is created. The event does not fire when a unit is upgraded. The lua event provides the information you need to get the owning player object and the unit object. If you want to delete the unit...126 downloadsupdated 11 y ago
- Colonist Rebalanceby GalgusScientists give +3 Science in all cities. Artistocrats give +4 Energy in all cities. Artists give +3 Culture in all cities.118 downloadsupdated 6 y ago
- Incrementally Slower Scienceby OafIncreases costs of each technology as a function of how many layers deep the tech is. Currently: 1x for initial techs 2x for 2nd ring 3x for 3rd 4x for 4th 5x for anything else115 downloadsupdated 12 y ago
- Wonderful Wonders - Orionby Ace ZeddexAdds several wonders and a building inspired by/based on buildings from the game Masters of Orion.107 downloadsupdated 9 y ago
- Chinaby blkbutterflyThis is a straight port of the China map script from Civ V's Scrambled Nations map pack. As a result although it is possible to planetfall in water, land starts are normally chosen by default. Anyway this map is predominantly land, with only two minor seas. Difficutly: Extremely hard. (China was...84 downloadsupdated 10 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
- 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
- Affinities scale Researchby tesbIf you research a technology that gives affinity points, the technology costs 15% more science per opposing affinity that you already have. For example if you have 2 Purity and 1 Harmony, any technology that gives Supremacy costs 45% more. This forces players to focus more on a single affinity. D...68 downloadsupdated 12 y ago
- Map - Beyond Tiandiby rainau===INTRODUCTION=== "Comanche horse archers rumble down the endless steppes of Central Yeongju, as Navajo city dwellers cower in fear. Korean machine guns mow down charging roves of French knights. A humbled pharaoh presents a bountiful feast to visiting Manchu emissaries, hoping to secure a more...66 downloadsupdated 4 y ago
- Bosparan's Modding Frameworkby BosparanWarning: This mod does not work as advertised. It changes tables and GameDefines as promised, they just don't have any effect on the game. A fix is in the works, I'll upload it as soon as I've managed to figure this out. Synopsis This is a framework script that does nothing for the player by itse...65 downloadsupdated 12 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

