Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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27 Oct, 2014 @ 6:58am
11 Nov, 2014 @ 4:58pm
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More Information - BE

Description
This mod adds more information about various topics to the top panel, and expands some tooltips.

*) Science and Virtue now both display the number of turns till next gain, without having to check the tooltip.
e.g.
Science: 50/100 (+40) 2 turns
Virtue: 20/45 (+10) 2 turns

*) Science, Virtue, Energy all include a city breakdown, allowing you to target cities that may be weak in certain areas, or identify which basket (city) you should put all of your eggs (wonders)!

*) A simple unit counter for military and civilian units is provided, with a toolship showing how many units of each type you have.

*) A city planner has been added, allowing at a quick glance to identify status of cities (green if yours, yellow if occupied, red if occupied with issue [resistance, martial law, razing]), whether each city is growing, a cities hit points and strength, and each cities production.

Planned for the future:
1) Bar and tooltip for trade routes.
2) Breakdown of health gains per city.

This is the first version that has seen extensive changes, so please let me know of any bugs and I'll fix ASAP!
Also if there is anything you wish implemented, let me know.
Many thanks! Gairne
10 Comments
matthewmorrone 6 Dec, 2015 @ 10:24am 
Please update this mod for Rising Tide! Here are a few issues I've noticed with what's otherwise one of the most helpful mods ever made for this game, which may be related to Rising Tide, but not sure:

Diplomatic capital no longer shows up
The research counter doesn't match the info in the research visual on the top left of the screen
There's no tooltip for health with the breakdown by city or positive and negative contributions
Towards the end of the game when the bar gets full, the ends get cut off and unusable
Tacjets are listed under Civilian units

I'd love to help out with these, but the source code is pretty long and intimidating.
Again, thanks for a great mod!
Ranker 26 Jan, 2015 @ 7:27am 
Something should be done about this.....

Oftenly, we play on a big map and we have lot of military units
so many, that we sometime, lose a few because we don't remember
where the heck they are on the map because maybe we put them to
sleep for a reason or another.

A tool tip or something else to help us knowing where all units are
(active or inactive).

Thank you

Ranker...out!!!
Voudo 16 Nov, 2014 @ 9:22am 
I fixed the issue by unloading the "conflicting" mods loading the game, launching a game and then quitting. Then I resubbed, loaded the and enabled the mods and it now works as intended, afaik.
Voudo 14 Nov, 2014 @ 7:42pm 
This the mod get broken? It worked before on 11/13/2014 with Hostile Planet Mod, User Interface mod v2 (they went to v3 and that might have broken it) and a bunch of others? Have you encountered this error? It has the bar locations at the top of the screen but they are empty :(
Shadow0518 11 Nov, 2014 @ 8:23pm 
Great job. Will definitely save flipping from screen to screen
Gairne  [author] 9 Nov, 2014 @ 6:02pm 
I'm currently testing the latest version to ensure it works. It will be the biggest change yet, with information about city production and growth, and will add my personal most wanted item -- a per-city breakdown of science, energy and culture contribution. Often I want to target wonders and buildings in the city that will benefit from them the most, and this change will allow you to get this information easily from the top panel.
Valvts 5 Nov, 2014 @ 6:17am 
Good job!
Worukan 2 Nov, 2014 @ 4:41am 
Wow this should have been implemented in the base game! Nice mod, ill try it!
Cosmic Fox 1 Nov, 2014 @ 4:21pm 
Thanks info addict covers only a little, needed something on UI interface. ;-)
Toheck 1 Nov, 2014 @ 2:45pm 
Thank you. BE doesn't give you nearly enough information.