Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Weyland-Yutani Corporation
35 Comments
GothicEngineer098 25 Sep @ 10:37am 
wow Long abandoned huh
Raumfahrer Spiff 15 May, 2017 @ 10:04am 
Guess this mod is abandoned?
jonms777 17 Apr, 2017 @ 6:44pm 
is there a vanilla version of this mod?
ShortTemperedLeprechaun 31 Oct, 2016 @ 6:30pm 
Personally, I think a We-yu civ would also have a bonus of "Sometimes get an alien unit" or "Hired mercs". But, that's just me.
wrathraptor 19 Oct, 2015 @ 1:54pm 
I'm actually doing some work on this mod. Generally fleshing it out a bit more, and updating it for the Rising Tide expansion. It's all part of a much larger project that I'm doing to create something akin to a "total conversion" mod for Civ:BERT to incorporate an Aliens/Predator/Prometheus theme.

I'm definitely glad that someone undertook this sponsor initially. It created a great starting point for something I've wanted to do in a Civ game for a looooong time.
WhereTheFunBegins 15 Aug, 2015 @ 10:05am 
How do I download this?
atepanubis 22 Mar, 2015 @ 4:14pm 
would you consider adding a -1 energy to terrascape upkeep cost, bringing it to 5 instead of 6|
Venusaisha 21 Feb, 2015 @ 9:03am 
it says incompatible. think it needs to be updated to work with latest patch. few extra feature with would be nice and screenshots of leader. thou nice other wise.
Dill Dough 18 Jan, 2015 @ 12:27am 
Jakaze, I got a fix to that one! 1.This mod depends on game version 1.0.0.574. To run this mod , you have to change it. 2. Check your game's version. Its in the main menu, below "Exit". Now write it down. 3.Now if you got Win8, go to This PC / Documents / My Games / Sid Meier's Civilisation Beyond Earth / MODS / Weyland-Yutani Corporation (v 1) / Weyland-Yutani Corporation (v 1). Now this is a MODINFO file, so click Open or Open With and choose notepad. There you'll see
<Game minversion="1.0.0.574" maxversion="1.0.0.574" />. This means that this mod is locked on game version 1.0.0.574. Now delete the "1.0.0.574" and replace it with your current game version. Then close these, and open your Civ:BE. In main menu, Click "Mods" then check mod called Weyland-Yutani Corporation (v 1). After this you hit "Next", "Single Player" "Custom Game" and set up your game!
DaxZrum 16 Jan, 2015 @ 11:41pm 
Shows good progrss for you first mod, t is a little buggy bt easy fix(change models of aliens to look like Xenomorphs)
yakkeemun 13 Jan, 2015 @ 4:19pm 
I've run into an issue. It says it's incompatible and "Depends on Game versions between 1 and 1." Seeing as I'm the only/first one to bring it up, it may be something with my end.
PharaohParo 5 Dec, 2014 @ 1:49pm 
A lot of potential! Hope to see this come through as an amazing new sponsor mod!
Chomsky Honk 16 Nov, 2014 @ 2:41pm 
my game crashes when I use this mod
Saber-Toothed Seal 16 Nov, 2014 @ 11:26am 
@Evil Vyse Maybe an increase in alien hostility or a decrease in combat strength against aliens?
Saber-Toothed Seal 16 Nov, 2014 @ 11:17am 
@Sojurn You're probably right. I was trying to figure something out that focuses on the aspects of WYCorp that are prevalent in the movies, and didn't really think too much about balance.
Sojurn 15 Nov, 2014 @ 4:40pm 
@Named By A Fish, I think most of what you've suggested is a little OP compared to most civs bonuses. I think +2 Science from Improved Strategic Resources on it's own is the best one. Perhaps with 50% Worker Maintenance? Something of the sort, but not 50% faster tile working, that's a bit too much.
Saber-Toothed Seal 13 Nov, 2014 @ 3:30pm 
I don't have the skills to mod Kerbal, let alone CivBE. But if I were making a Weland-Yutani civ, I'd give them something like "Starts with Engineering Technology," "Starts with 1 free affinity level," or "+2 science from improved strategic resources. Workers can construct Strategic Resorce improvements 50% faster."
Lord Haf 11 Nov, 2014 @ 3:54am 
Think too add robots as workers and soldier forces, mercs and mecanical suits for the rest ^^
Riso 6 Nov, 2014 @ 5:48am 
Would it be possible to reduce worker time for domes and terrascapes only?
infernal2903 6 Nov, 2014 @ 3:41am 
Cant wait until this is expanded!
atepanubis 4 Nov, 2014 @ 12:22pm 
perhaps a bonus to the effectiveness of weather controllers and orbital fabricators would be appropriate for "building better worlds" and raptors would be a good alien analog.
Papagaio sem asa 2 Nov, 2014 @ 4:49am 
@Shaggycan: how do you rename sponsors? o.O I've so far only seen how to rename your own, and if there are another player with the same sponsor he won't be affected by the change...
Flower 31 Oct, 2014 @ 12:28pm 
OMG.....really have someone made this mod....
Shag 30 Oct, 2014 @ 4:26pm 
Needs an Atmosphere Processor building :) "We manufacture those by the way."
Shag 30 Oct, 2014 @ 4:23pm 
From my first game I renamed ARC to Wayland Yutani hahaha might as well get the mod.
RevenantCrow 30 Oct, 2014 @ 8:06am 
no the xenomorphs could never be contained and eventually crashed a hollowed planet super hive into earth when they brought a queen to the planet, books yay. however if you could take harmony based upgrades and either go the WY techs from avp extinction for supremacy and purity and alien models for harmony my hearts hats shoes and tail spikes off to you sir .
Caboose Corsair 30 Oct, 2014 @ 6:13am 
@Bone Teh Addict - I thought the point of the Alien series was sort of that W-Y couldn't—despite several attempts—effectively control (much less domesticate) the Aliens. Maybe I need to rewatch, but I don't think domestication is a good idea for W-Y, given their extant lore.
Daeon 30 Oct, 2014 @ 3:26am 
should start with alien domestication tech :)
Haggard Sauce 29 Oct, 2014 @ 5:34pm 
Awesome! Always love anyway to get Aliens references into a space game :)
Carol Almansur 29 Oct, 2014 @ 4:07pm 
THANK YOU SO MUCH
Abzu 29 Oct, 2014 @ 12:59pm 
Perhaps give a science bonus for alien nests in your territory?
Morbius1 29 Oct, 2014 @ 10:31am 
I think a good idea for its abilty would be the ability to capture aliens and use them as your own units from the start of the game without needing harmony
GrimWolf 29 Oct, 2014 @ 9:52am 
Awesome idea can't wait to see how this develops
Also as a side comment it would be the best idea ever to have a Xenomorph sponsor with custom Xenomorph units :D
Bro Chi Minh 29 Oct, 2014 @ 9:41am 
Imagined something exactly like this, excellently portrayed!
zArkham4269 29 Oct, 2014 @ 9:30am 
So does this sponser get a penalty which attracts hostile aliens? (rim-shot)