This new version have been tested and played with at the very least on weekly basis since January 2017, with rountinely more than 10 players having all won Club championship titles and all logged in individually I'd expect 5,000H+ of online play, so we're getting, we hope, to a very fine balance

Ultimately, the MOD can be perceived in 2 parts :
- One part where through the offer of many many options, the game can be tailored or adapted better to competitive play. The gameplay is not altered by any mean.
- Another part where the MOD offer components that push the game further, offering somehow enhanced gameplay and new content.
It's important to note that every component is isolated in a dedicated game option (or multiplayer option) and can be run in any combination.


Beyond The Game v2.22

There are supporting documents (pdf) but the Civelopedia is 100% updated and fully adapts to all options you would select, so what you consult in game always applies to what you're currently playing

BTG2



Installation:

Last version - 2.22- Game files :


Beyond The Game v2.22


The MOD is actually and standalone game which offers the possibility to be easily installed (just unzip the archive) and does show live games on the multiplayer lobby as well.
The .exe incorporates all data to redirect to the now unofficial lobby (supported on Zulan's server) implemented after GameSpy's decommission


This is the part that provides you with a very long list of options for you to enable, or not, for your games.

General Options which turn on or off features in the original game


General Options which use existing features and re-engineer them in a different way


Complete variante on a fundamental item of the game


Or more out-of-the-box scenarios funny to play or helping the balance in some cases


There are also options for you to activate in multiplayer only.
There are also added feature, without touching to gameplay balance, that are essential :
The possibility to change the turn time WHILE playing a game, better adapted timers,
The possibiliy to referee the game (someone can be an observer and watch others play),
A "random era select" (if you launch a game in say Renaissance era start, you can only get a select scope of cilizations, typically the ones with Renaissance UU's)


More games speeds (quicker), more (closer) difficultly levels on lower levels (some levels have too much a gap to justify being used between human players of close skills, the new levels just fill the gapes),...



The ultimate goals of Beyond the play is as follow :
- Be able to launch a "long", "epic" game from scratch and have a balance between all civilizations, and all traits combos (in the original Beyond the Sword , the difference in use of some trait is too big in too many contexts)
- Be able to launch a teamer in any "start" era given (a lot of MP game don't start in ancient era) and have an interesting pool of trait combos, and civilization, that is balanced (this is achieved by activating the "Random era specific" option).

This "expansion" part is implement via the last 13 game options you can activate independently :


To this you have to add the "component" which are building blocks to develop the amount of features in the game :


There is also added content within the framework of normal BTS , but never is the intention to fundamentally disturb gameplay,
As you'll see below and in the game, added content will aim to give POSSIBILITIES to the player, but is never a predominant feature, the fundamental idea is to play DIFFERENTLY, with more CREATIVE play; but stay true to the Beyond the Sword experience we have loved for nearly 15 years.
Usage as shown that new players get very quickly used to the MOD as fundamental game play isn't altered.

Dedicated Civelopedia tabs


New Basic Units



New Basic Buildings


New UU for some Civs, revamped balance for other (very few) UU's


New UB for some Civs


New Unique Civics for some Civilizations


New Promotions
Accessible either via Trait (Red promotion), By event (Yellow), via specific Unique Civics (Purple) or Unique Buildings (Green)


New Civilizations - Which have the new leaders and their own UU/UB with creative way/new ways of playing


New Trait & Leaders
Agricultural (first column) and its leaders (new Civilizations' leaders)
Conqueror (second column), extra leaders on existing Civilizations



Other unique combos (third column), leaders or Poland and Sid Meier (normally not playable, is the spectator leader, as Build/Sci)
If you select one of the options that "bans" a trait, you will get either i/ a random trait within the 11 traits of BTS, ii/ A "forced" replacement trait, which are 'Builder' and then 'Scientific' (usage of those is obviously much rarer)


UU Madness Scenario

UU Madness mode let's you build all of the games' Unique Units if you have the (additional) required resource
The unit simply transforms when it comes out of the city into the relevant UU

City production tabs update to tells you what your unit could become if you have the right resource


Resource menu updates to show you what you could produce with it



Left-hand side - if normal game is played, the scope is normal UU's
Right-hand side - if expansion mode (more UU's) is activated, then it covers that too




General Multiplayer scenarios

Scenarios activated by using 2 first extra digits in the city elim Multiplayer Option (you will have to use 3 digits, the 3rd one is to determine the actual City-Elimination limit).
If you want to play with 1 extra explore unit at the begining unit of the game, and no city elim : put 100
If you want to play with 1 extra worker unit at the begining unit of the game, and 3 city elim : put 113



Component - Faith

A Sidebar on top left gets filled with point when you have an active state religion (1pnt/turn by religious building you have, 3 for the religion's shrine), once the bar gets filled, you get a bonus event. (Then the bar resets for increased size, like the GP bar)


Event give a bonus you can choose on all your religion's Cathedrals


Component - Royalty

A King unit appears near your Civilization starting plot when you finish a revolution cycle and you install an hereditary ruler. He is weak and fearful, take care of him or you will enter a dark age.


Component - Dark age

Those terrible times can happen if you don't take care of your King or let the Plague spread into the world,


Your cities health will be greatly reduced, your cities won't be growing anymore, and you won't be able to make scientific researches.


Host menu (CTRL-SHIFT-H)
Possibility to change the Timer in-game
Also when Killer option on, you can decide how much cities are worth (default 10,000)


Concede game menu (CTRL-F6)
To concede a game and reveal the map to all players (everyone can see everything)
You're allowed to relaunch a game after that


Rehost game menu (CTRL-F7)
Can rehost the game with either same picks, or shuffling random leaders and civilization


DAWN menu (CTRL-F9)
Remade to show Unique Civics, Unique Resources, all as icons

Pedia page of civilization updated to do the same thing



Extra "tiers" and era dedicated civ menu (CTRL-F10)
Shows you wish civilizations relates to the option that bans Tier1, Tier2, Tier3 civilizations,
Also shows you which Civilization you can get in a give era if you use "Random Era Select",
Here view is filtered on Industrial Civilizations



Civ Overview Menu (CTRL-F11)
Shows you an exhaustive overview of all civilizations and what they can do (adapted to your current game configuration/options).
Here a view once filtered for "Era" civilization of Medieval age



Game Analyzer (CTRL-F4)(Mostly accessible post game / when game conceded)
Show you all information, all stats that are usually not available on the game

There many categories covered






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Hello

Here is the news about the Map of the mod beyond the Game

Beyond The Game v2.22


I've updated all mapscripts so they can be compatible with BTS, but of course some part of it will have no effect, I've named those parts (which you can enable via options) as 'BTG options' on each maps.


There are various and different for each map but they fall into larger categories in general :

  • Spectator Notes
    This is a set of notes (they don't "do" anything) on how to use the spectator features
  • Starting Position
    Normal or Top v Bottom - The later forces the starting position to be TvB when there are 2 teams
  • Starting Units
    Units of the human players start either normal (scattered around) or on a single tile
  • Type of Forests
    You can select between normal Forest, or Palm Trees (or a % for each). Palm Trees produce less hammers when choped
  • New Resources
    Include or not the BTG additional resources. Can be Yes, no, or linked to the corresponding gameoption being checked
  • Marsh
    Forcibly put some Marsh tile on the map. Marsh tile is like a plain (with an extra coin) but that can be sailed through by naval units

Grid

Overview
A map very suitable to give players similar amount and quality of land by creating their dedicating hub and linking them cardinally, perfect for long and balanced games

Best for
3v3 Modern
Ironman - Do 1 Line for up to 5P, otherwise 2 Lines.
Ironman for 9 players - is the best setting with 3 lines x 3

Key Option
Toroïdal
Line counts as mentioned above
Mirror Hub shape and position give equal distance between each players start




Americas

Overview
Based on the Grid map, but gives you an extra "continent" to capture for yourself once Astronomy is available, a bit like Terra maps.
Players are placed in a single line vertically, and (the map being toroidal) have the equivalent amount of land reachable via either their west our east

Best for
Ironman
Duel

Key Option
Toroïdal
Americas Shape - You can select North America or Caribbean, with the later, there is connection between the new continents
Americas Links - You can have a single band of land (Ice or Marsh) linking the new continents to the main ones



Cross

Overview
Based on the Grid Map.
The amount of Hub is determined (in most cases 5, other possibility 9) in a "cross" shape
What's important is that it's made for 2v2 games because the hub in the middle, the only one that connects to 4 branches (instead of 2) is empty.


Best for
2v2 - Medieval or Renaissance Start (Early but not immediate access to boating)
CTON with 5P, select very wealthy hub for central hub

Key Option
Regions - normally 5. Can also select 9 or 4.
Central Hub - Can select to enrich (a bit, or more) the quality of central Hub. If you play with 5 players this will be the hub of 5 player.




Squares

Overview
Each player gets a large square of land but they're all interconnected diagonally to all the other squares (all the connections exist) and are separated by a relatively small 4 tiles of water.

The land at connection points is flagged up and can be forced to be a specific type of terrain; this include 'Marsh' which can then be sailed through by boats, essentially making all connections by boats possible

Best for
2v2 Any era start

Key Option
Toroïdal
Bridge Terrain - Jungle / Hill / Peak / Marsh / Normal




Eldorado

Overview
A map tailor-made for the UU Madness scenario or any game that wants to put an important focus on resources. Beside the bare minimum normal resource (strategic resources like Copper, Iron, Horse, Oil, etc.) there is only a handful of resource type around the start of the player.

Instead, all the resources of the game are spawn as a distance from the middle point (represented by an Icy Volcano). The more important the resource, the closer from the middle, and the rarer (some are once for every two players, some are for every 3 players etc).

The map adapts differently the shape depending on amount of players to keep distance to middle the same for each. There is also external water to a lesser extent.

Best for
UU Madness Scenario as single player for any amount of players up to 9 players
UU Madness teamers
4v4 Teamers of any era start (Ancient Classical primarly)
Multi-team teamers (i.e. 2v2v2v2).


Key Option
Toroïdal
Line counts as mentioned above
Mirror Hub shape and position give equal distance between each players start






Polar Circle

Overview
Based on donut map, optimized starting position so that 2 teams can face top versus bottom, so that each player has access to a different side of the sea.

The seas (internal and external) have all their ocean tile randomly filled with impassable ice tile, creating a different mazy shape each time.

There are also islands in the 4 corners which can be grabbed, but of course are more or less unsafe depending on the ice shape

Best for
3v3 or 4v4 teamers. Classi, Medi, Reny or Indus (best) start.
The advantage of this map for Industrial start is that it's difficult to coordinate a super early 9 rifleman rush with 3 Galleons since all players are on different seas.

Key Option
Eldorado Islands - can be larger and more wealthy
Center & External Regions - Artic Frozen
Starting Position- Top vs Bottom
Starting Plot- Coastal or Inland






Mediterranea

Overview
Based on Calera map of Zholef (huge thanks for his feedback : Forums.civfanatics.com)
Fixed the values for specific MP scenarios and added few options, like central land can be Frozen so that you could not land everywhere, changed the balances of resource a bit (guarantee strategic resource on land for example) etc.

The map is the closest representation of a mediterranean shape we have, "New world creation" option is interesting because it forces either sinuous landmasses you have to go around, or a "free" full of ocean middle of the map

Best for
3v3 or 2v2 Teamers
Classical Start with "Encourage" new world (middle is ocean)
Medi Start
Reny Start
Industrial Start (best, but you'll want to make the middle Artic Frozen and the size 1 notch larger).


Key Option
New World creation - Encourage / Discourage
Size Factor
Central Land - Normal or Artic Frozen




Mirror Inland Sea

Overview
Based on map of Shizanu for Fastmoves.wordpress.com

Works only if you have 2 teams (or obviously 1v1) for the game.
It does an axial symetry of the land and mirror left and right side of the map. The starting positon are set too and it's the specific case of the "V" shape for 3v3 for example.


Best for
3v3 Renaissance
3v3 Medieval
1v1 Ancient, 1v1 Epic, 1v1 Random

Key Option
N.A.






Inland Sea

Overview
Of course you know this one but added typical BTG options and more interestingly the option to force top versus bottom and/or randomize impassable ice in the middle

Best for
CTON
3v3 Medi
3v3 Reny

Key Option
Starting Position - Either Top Vs Bottom for 2 teams; or you can chose template "V" or template "L"
Central Land - Normal or Artic Frozen




Ring / Wheel / Hub for BTG

Overview
Updated with default option we use for teamers, and added all BTG options aforementioned
They were fundamentally the same code and have all kept like that and updated similarly

Usually played with Land color = Green (can be Super Green to remove deserts)

Best for
Ring - 3v3 Industrial with Central Hub Artic Frozen and Neutral Territory Islands
Wheel - 3v3 Classical in Cylindrical, Tiny Size. Can use this for 3v3 Renaissance too
Hub - Ironman or Teamer Ironman with Middle Territory Green

Key Option
See above suggest settings




Team Beyond The Game


Beyond The Game

Beyond The Game

News

This is the official thread of the renewed version of the then Beyond the Game multiplayer community MOD (originally designed on the forum C4P). The MOD...

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Beyond The Game v2.26

Beyond The Game v2.26

Full Version 1 comment

Here is the new BTG mod update Installation for CD or STEAM versions instructions.

Comments
usuariomf1998
usuariomf1998

A nivel de jugabilidad que tanto cambia con respecto a el original?

Reply Good karma Bad karma+1 vote
[LKT]Penny Creator
[LKT]Penny

Actually, it doesn't if you don't want it to be as everything is actionable as an option.
If you do activate all the expansion option, it will be a very natural "tweaking" not fundamental changes. More particularity on traits, and a lot of "niche" elements and strategy; like buildings that are useful only in certain contexts and smaller windows of time.

A small example, Granaries are at +35% food now (not 50%), and there is a later building (the warehouse) for the remaining +15%. City management is different because of this (it's not as important to do "granary first" everywhere, etc).

With the MOD I tried to make it as natural an evolution and a fair attempt to what a further official expansion would have been.

Reply Good karma+1 vote
usuariomf1998
usuariomf1998

Entiendo pero si la modificación son ajustes, a distintas estadísticas porque pesa 3 GB ósea agrega contenido adicional aparte de las modificaciones a las estadísticas de edificios y unidades?

Reply Good karma Bad karma+1 vote
[LKT]Penny Creator
[LKT]Penny

Yes. As per described in the article, IF you select the expansion mode :
New Basic Units
New Basic Buildings
New UU for some Civs, revamped balance for other (very few) UU's
New UB for some Civs
New Unique Civics for some Civilizations
New Promotions
New Civilizations
New Trait & Leaders

Reply Good karma+2 votes
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