Beacon & Government+
v1.0.5Overhauls the Beacon rewards system. Use extra unity to get research-based products & Captain's Currency used for regional trading & subsidies.
Beacon & Government+
Full language support

Replaces 20 Copper with overhauled reward system.
Build Shipyard Logistics that can handle random reward influx.
Small chance at bonus stacks during busy seasons!
Beacon Rewards Overhaul
β’ Each beacon cycle awards products based on your research progress and unity drained.
β’ Immigrants are charged a harbor fee in πͺCaptain's Currencyβused for bartering.
Beacon Network
β’ New buildings with an option to be armed, increasing unity cost of the main beacon when it's active.
β’ The more unity you share, the more your harbor prospers!
Beacon Relay β Arm to add 0.25 Unity cost to beacon network
Captains Exchange β Quick Trades
β’ Each year, other regions will offer you a quick-trades to barter your currencyπͺ
Government Office I & II β Arm to add 0.25/1.25 unity to beacon network
Inspect to view Beacon Harbor Policies & Regional Subsidies. Or use CTRL+F5.
All buildings and edicts are unlocked through a Beacon & Government+ research line.
Regional policies affect immigration quantities & beacon rewards.
Subsidize emergency services like power and computing from neighboring islands. Its not cheap, but it can help in a pinch. Lock in a 1-5 year term; cost and available service quantities fluctuate each year.
All Rewards, quick-trades and bartering systems scale based on your beacon network's unity drain, research progress, Village Reputation:(WIP) and Repeatable End-Game Research:(WIP)
More to come! (IMPORT / Export Yard)
Compatible with the coastal beacon mod
A cute immigration boat will arrive after each beacon cycle adding to the immersion.
β Safe to Add
β Requires 'Export_Recovery_Save [name]' to remove from saves.
Companion asset mod to "Linked Cities" or "Settlement Anarchy" so the global economy component can be safely uninstalled
No announcements yet.
v1.0.5
Latest- Game version
- 0.8.5 - 0.8.7b
- Released
- Sep 07, 2026
- File size
- 5.4 MB
- License
- CoI-Keep
* Added complete editable localization for all custom player-facing text across all 21 game languages, with English source phrases kept as readable translation keys. * Reworked the Government panel for longer translations with two policy cards per row, full-width subsidy cards, and scrolling. * Moved all Beacon & Government buildings into their own submenu beneath the shared COI Skylines category in the main building section. * Added native Shift-move support to Relay Beacons and Government Offices I-II. [REWARDS & ADJUSTMENTS] * Added research-gated Fuel Gas and Hydrogen to Beacon rewards and yearly Quick Trades at quantities 20% below Crude Oil ranges. * Halved Crude Oil from Beacon rewards so it remains an emergency supply without bypassing normal oil progression.
v1.0.4
- Game version
- 0.8.5 - 0.8.7b
- Released
- Aug 31, 2026
- File size
- 5.3 MB
- License
- CoI-Keep
[DEDICATED RESEARCH PROGRESSION & BALANCE] * Added dedicated Beacon & Government research progression nodes; The full branch runs horizontally beneath the vanilla tree and has linear forward progression also tied to existing stages of the vanilla progression-tree. * Beacon Reward overhaul only requires unlocking the normal beacon, while the Beacon/Government+ Nodes expand the system. * Rebalanced construction costs of all B&G Buildings to match what's available at that tier of progression. * Both the Office inspector and global Government window reveal policies and subsidies as they are researched. [RESEARCH NODES] * Beacon Logistics unlocks the Relay Beacon and Captain's Exchange. * Regional Administration unlocks Government Office I and Immigration Incentives Edict. * Humanitarian Coordination unlocks Humanitarian Priority Edict. * Central Administration unlocks Government Office II and Outbound Resettlement Edict. * Regional Power Agreements unlocks the Power Generation Subsidy. * Computing Capacity Agreements unlocks the Computing Capacity Subsidy. [CONSTRUCTION COST & UNITY-DRAIN REBALANCE] * Government Office I & II construction no longer costs paper, so they are immediately buildable after researching them, yet still expensive. * Adjusted Government Office I optional unity drain from 1.00 → 0.25, to reflect it's now cheaper construction costs. * Adjusted Government Office II optional unity drain from 1.50 to 1.25. * NOTE: Beacon Rewards scale based on your average unity drain over a 2-year cycle and these buildings only drain unity if the main beacon is active. [UPDATING FROM PREVIOUS VERSION] * Existing placed custom buildings remain functional after updating but will need to be unlocked through research to be place again. * Saved active policies remain active and can always be disabled. Paid queued or active subsidy terms continue through their saved calendar duration even when their new research has not yet been completed. v1.0.3 | 2026-08-30 [REAL CARGO SHIPS & GOVERNMENT PANEL POLISH] * Replaced the temporary straight-line Exchange courier with a real vanilla cargo ship that follows water routes, steers around terrain, respects pause and game speed, uses the Captain's Exchange's rotated ocean berth, and returns through open water. * Delivery ships are now a permanent part of Quick Trades, so the temporary Show delivery ships checkbox has been retired. * Saving during a delivery safely despawns any incoming delivery ships. If a ship is interrupted this way, the order tries again. * If a Captain's Exchange is deconstructed, its orders move to another one. If no safe delivery is possible yet, the orders simply wait. * Rebuilt the Government Office inspector and Ctrl+F5 window around one synchronized native-style Regional Policies panel, with 0/I policy controls and I-V selectors for one-to-five subsidy terms. * Gave Relay Beacons, Captain's Exchanges, and both Government Offices new custom colors to tell them apart from the originals. You can recolor them further with the recolor mod. * Reduced Construction Parts I-IV Quick Trade quantities by another 15% and raised their prices so Exchange offers no longer bypass the intended early progression bottleneck. [COMPATIBILITY] * Restored Coastal Immigration Beacon's authority over the main Beacon while keeping Relay Beacons on an independent unrestricted 5x5 layout in either mod load order. * Now all intended features and placement restrictions work when Coastal Immigration Beacon Mod is installed with Beacon & Government+.
v1.0.3
- Game version
- 0.8.5 - 0.8.7b
- Released
- Aug 30, 2026
- File size
- 5.3 MB
- License
- CoI-Keep
[REAL CARGO SHIPS & GOVERNMENT PANEL POLISH] * Replaced the temporary straight-line Exchange courier with a real vanilla cargo ship that follows water routes, steers around terrain, respects pause and game speed, uses the Captain's Exchange's rotated ocean berth, and returns through open water. * Delivery ships are now a permanent part of Quick Trades, so the temporary Show delivery ships checkbox has been retired. * Saving during a delivery safely despawns any incoming delivery ships. If a ship is interrupted this way, the order tries again. * If a Captain's Exchange is deconstructed, its orders move to another one. If no safe delivery is possible yet, the orders simply wait. * Rebuilt the Government Office inspector and Ctrl+F5 window around one synchronized native-style Regional Policies panel, with 0/I policy controls and I-V selectors for one-to-five subsidy terms. * Gave Relay Beacons, Captain's Exchanges, and both Government Offices new custom colors to tell them apart from the originals. You can recolor them further with the recolor mod. * Reduced Construction Parts I-IV Quick Trade quantities by another 15% and raised their prices so Exchange offers no longer bypass the intended early progression bottleneck. [COMPATIBILITY] * Restored Coastal Immigration Beacon's authority over the main Beacon while keeping Relay Beacons on an independent unrestricted 5x5 layout in either mod load order. * Now all intended features and placement restrictions work when Coastal Immigration Beacon Mod is installed with Beacon & Government+.
v1.0.2
- Game version
- 0.8.5 - 0.8.7b
- Released
- Aug 28, 2026
- File size
- 5.3 MB
- License
- CoI-Keep
[BALANCE & CONTRACT FIXES] * Added dedicated per-product Quick Trade quantity ranges so Exchange balance is now independent from Beacon-cycle supply-drop quantities. * Reduced the product quantities of newly generated Captain's Exchange offers by roughly 20% while keeping their existing Captain's Currency prices. * Existing pending deliveries are unaffected by this nerf. * Purchased Power and Computing Subsidies now begin at the next calendar month instead of at the beginning of beacon cycles, in case the beacon were to be paused before subsidy kicked in.
v1.0.1
- Game version
- 0.8.5 - 0.8.7b
- Released
- Aug 28, 2026
- File size
- 5.3 MB
- License
- CoI-Keep
[GOVERNMENT POLICIES & REGIONAL SUBSIDIES] * Government Offices now offer three Beacon reward policies: Outbound Resettlement, Immigration Incentives, and Humanitarian Priority. * Outbound Resettlement trades refugee arrivals for a chance at an additional Captain's Currency. * Immigration Incentives exchanges the cycle's Currency reward for additional refugees, while Humanitarian Priority redirects supply drops into refugee support. * Spend Captain's Currency on regional Power Generation and Computing Capacity Subsidies lasting one to five fixed 24-month terms. * Purchased subsidies begin at the start of the next beacon cycle * Regional subsidies prices and available capacity change after each Beacon cycle. * Inspect any Government Office to view Beacon & Government Policies * Added a Global Policies panel, opened with Ctrl+F5 by default, or rebind it under Beacon & Government in the native Controls menu. [CAPTAIN'S EXCHANGE DELIVERIES] * Quick trades now have a delayed delivery order instead of instantly teleporting products to the Shipyard. * Currency is charged immediately; after roughly three months, a vanilla-style cargo ship sails to the selected Captain's Exchange, berths, delivers the order to the Shipyard, turns around, and leaves the map. * Visible deliveries fall back to another Exchange when their target is missing, and a missing Shipyard holds the order until delivery becomes possible. * Added option to toggle off the ship animation — It's not yet using real sea path-finding. This will come in future updates. * I'm not responsible if a ship "drives" down your streets ^_^ * Policy and subsidy controls remain unavailable until Government Office I or II is constructed.
v1.0.0
- Game version
- 0.8.5 - 0.8.7b
- Released
- Aug 26, 2026
- File size
- 5.3 MB
- License
- CoI-Keep
[BEACON & GOVERNMENT DLC - USE MORE UNITY TO GUIDE SHIPS BACK HOME] * Designed to keep the Beacon useful and engaging into the mid-to-late game without becoming overpowered or cheaty. * This is an early but working release, with more updates planned for the immediate future. [REWARDS, CURRENCY & TRADING] * Overhauls the Beacon's fixed reward of 18 refugees and 20 Copper into a weighted, randomized supply drop after every completed Beacon cycle. * Rewards draw from a large research-gated pool of ores, metals, fuels, foods, construction supplies, electronics, medical goods, Solar Cells, Vehicle Parts, Lab Equipment, and other useful products. * Reward quantities vary and scale from the Beacon network's saved full-cycle average Unity drain, preventing last-second toggle cheating. * A rare multi-reward roll can add one to four extra product stacks, becoming slightly more likely at each whole 1.00 Unity/month average threshold up to the cap. * Beacon rewards are designed as a minor supplement so village trading and contracts remain the better sources for focused supplies. [CAPTAIN'S CURRENCY] * Captain's Currency is earned only through completed Beacon cycles, with the amount based on the network's saved full-cycle average Unity drain. * Each Beacon cycle awards roughly one Coin for every 1.00 Unity/month of full-cycle average, with randomized variance. * Build a Captain's Exchange to access three yearly rotating offers that cost Captain's Currency. Purchased products are delivered to the Shipyard. [BEACON NETWORK & BUILDINGS] * Adds Relay Beacons, Captain's Exchanges, and Government Offices I and II using the Beacon, Trading Dock, and Captain's Office models. * These support buildings can be armed to increase how much Unity the primary Beacon drains each month. * Armed support buildings strengthen Beacon rewards only while the primary Beacon operates. Their Unity drain stops while it is paused or unconstructed. * Relay Beacons cost 0.25 Unity/month, Office I costs 1.00, and Office II costs 1.50. They can also be left disarmed and used decoratively without participating in the Unity-drain mechanic. * Added global Arm/Disarm controls and camera shortcuts for jumping to the primary Beacon or cycling through Beacon network buildings. * All custom buildings are available from the dedicated Beacon & Government logistics toolbar menu. * Armed support buildings show a small contextual indicator while their inspector is open. [COMPATIBILITY WITH COASTAL IMMIGRATION BEACON] * Fixed Coastal Immigration Beacon v0.2.10's oversized 60+ tile placement restriction conflict, restoring the normal 5x5 Beacon placement rules so Beacon-derived content no longer inherits its bug.
v1.0.5 | 2026-09-06
* Added complete editable localization for all custom player-facing text across all 21 game languages, with English source phrases kept as readable translation keys. * Reworked the Government panel for longer translations with two policy cards per row, full-width subsidy cards, and scrolling. * Moved all Beacon & Government buildings into their own submenu beneath the shared COI Skylines category in the main building section. * Added native Shift-move support to Relay Beacons and Government Offices I-II. [REWARDS & ADJUSTMENTS] * Added research-gated Fuel Gas and Hydrogen to Beacon rewards and yearly Quick Trades at quantities 20% below Crude Oil ranges. * Halved Crude Oil from Beacon rewards so it remains an emergency supply without bypassing normal oil progression.
v1.0.4 | 2026-08-31
[DEDICATED RESEARCH PROGRESSION & BALANCE] * Added dedicated Beacon & Government research progression nodes; The full branch runs horizontally beneath the vanilla tree and has linear forward progression also tied to existing stages of the vanilla progression-tree. * Beacon Reward overhaul only requires unlocking the normal beacon, while the Beacon/Government+ Nodes expand the system. * Rebalanced construction costs of all B&G Buildings to match what's available at that tier of progression. * Both the Office inspector and global Government window reveal policies and subsidies as they are researched. [RESEARCH NODES] * Beacon Logistics unlocks the Relay Beacon and Captain's Exchange. * Regional Administration unlocks Government Office I and Immigration Incentives Edict. * Humanitarian Coordination unlocks Humanitarian Priority Edict. * Central Administration unlocks Government Office II and Outbound Resettlement Edict. * Regional Power Agreements unlocks the Power Generation Subsidy. * Computing Capacity Agreements unlocks the Computing Capacity Subsidy. [CONSTRUCTION COST & UNITY-DRAIN REBALANCE] * Government Office I & II construction no longer costs paper, so they are immediately buildable after researching them, yet still expensive. * Adjusted Government Office I optional unity drain from 1.00 → 0.25, to reflect it's now cheaper construction costs. * Adjusted Government Office II optional unity drain from 1.50 to 1.25. * NOTE: Beacon Rewards scale based on your average unity drain over a 2-year cycle and these buildings only drain unity if the main beacon is active. [UPDATING FROM PREVIOUS VERSION] * Existing placed custom buildings remain functional after updating but will need to be unlocked through research to be place again. * Saved active policies remain active and can always be disabled. Paid queued or active subsidy terms continue through their saved calendar duration even when their new research has not yet been completed. v1.0.3 | 2026-08-30 [REAL CARGO SHIPS & GOVERNMENT PANEL POLISH] * Replaced the temporary straight-line Exchange courier with a real vanilla cargo ship that follows water routes, steers around terrain, respects pause and game speed, uses the Captain's Exchange's rotated ocean berth, and returns through open water. * Delivery ships are now a permanent part of Quick Trades, so the temporary Show delivery ships checkbox has been retired. * Saving during a delivery safely despawns any incoming delivery ships. If a ship is interrupted this way, the order tries again. * If a Captain's Exchange is deconstructed, its orders move to another one. If no safe delivery is possible yet, the orders simply wait. * Rebuilt the Government Office inspector and Ctrl+F5 window around one synchronized native-style Regional Policies panel, with 0/I policy controls and I-V selectors for one-to-five subsidy terms. * Gave Relay Beacons, Captain's Exchanges, and both Government Offices new custom colors to tell them apart from the originals. You can recolor them further with the recolor mod. * Reduced Construction Parts I-IV Quick Trade quantities by another 15% and raised their prices so Exchange offers no longer bypass the intended early progression bottleneck. [COMPATIBILITY] * Restored Coastal Immigration Beacon's authority over the main Beacon while keeping Relay Beacons on an independent unrestricted 5x5 layout in either mod load order. * Now all intended features and placement restrictions work when Coastal Immigration Beacon Mod is installed with Beacon & Government+.
v1.0.3 | 2026-08-30
[REAL CARGO SHIPS & GOVERNMENT PANEL POLISH] * Replaced the temporary straight-line Exchange courier with a real vanilla cargo ship that follows water routes, steers around terrain, respects pause and game speed, uses the Captain's Exchange's rotated ocean berth, and returns through open water. * Delivery ships are now a permanent part of Quick Trades, so the temporary Show delivery ships checkbox has been retired. * Saving during a delivery safely despawns any incoming delivery ships. If a ship is interrupted this way, the order tries again. * If a Captain's Exchange is deconstructed, its orders move to another one. If no safe delivery is possible yet, the orders simply wait. * Rebuilt the Government Office inspector and Ctrl+F5 window around one synchronized native-style Regional Policies panel, with 0/I policy controls and I-V selectors for one-to-five subsidy terms. * Gave Relay Beacons, Captain's Exchanges, and both Government Offices new custom colors to tell them apart from the originals. You can recolor them further with the recolor mod. * Reduced Construction Parts I-IV Quick Trade quantities by another 15% and raised their prices so Exchange offers no longer bypass the intended early progression bottleneck. [COMPATIBILITY] * Restored Coastal Immigration Beacon's authority over the main Beacon while keeping Relay Beacons on an independent unrestricted 5x5 layout in either mod load order. * Now all intended features and placement restrictions work when Coastal Immigration Beacon Mod is installed with Beacon & Government+.
v1.0.2 | 2026-08-28
[BALANCE & CONTRACT FIXES] * Added dedicated per-product Quick Trade quantity ranges so Exchange balance is now independent from Beacon-cycle supply-drop quantities. * Reduced the product quantities of newly generated Captain's Exchange offers by roughly 20% while keeping their existing Captain's Currency prices. * Existing pending deliveries are unaffected by this nerf. * Purchased Power and Computing Subsidies now begin at the next calendar month instead of at the beginning of beacon cycles, in case the beacon were to be paused before subsidy kicked in.
v1.0.1 | 2026-08-26 - 2026-08-28
[GOVERNMENT POLICIES & REGIONAL SUBSIDIES] * Government Offices now offer three Beacon reward policies: Outbound Resettlement, Immigration Incentives, and Humanitarian Priority. * Outbound Resettlement trades refugee arrivals for a chance at an additional Captain's Currency. * Immigration Incentives exchanges the cycle's Currency reward for additional refugees, while Humanitarian Priority redirects supply drops into refugee support. * Spend Captain's Currency on regional Power Generation and Computing Capacity Subsidies lasting one to five fixed 24-month terms. * Purchased subsidies begin at the start of the next beacon cycle * Regional subsidies prices and available capacity change after each Beacon cycle. * Inspect any Government Office to view Beacon & Government Policies * Added a Global Policies panel, opened with Ctrl+F5 by default, or rebind it under Beacon & Government in the native Controls menu. [CAPTAIN'S EXCHANGE DELIVERIES] * Quick trades now have a delayed delivery order instead of instantly teleporting products to the Shipyard. * Currency is charged immediately; after roughly three months, a vanilla-style cargo ship sails to the selected Captain's Exchange, berths, delivers the order to the Shipyard, turns around, and leaves the map. * Visible deliveries fall back to another Exchange when their target is missing, and a missing Shipyard holds the order until delivery becomes possible. * Added option to toggle off the ship animation — It's not yet using real sea path-finding. This will come in future updates. * I'm not responsible if a ship "drives" down your streets ^_^ * Policy and subsidy controls remain unavailable until Government Office I or II is constructed.
v1.0.0 | 2026-07-27 - 2026-08-26
[BEACON & GOVERNMENT DLC - USE MORE UNITY TO GUIDE SHIPS BACK HOME] * Designed to keep the Beacon useful and engaging into the mid-to-late game without becoming overpowered or cheaty. * This is an early but working release, with more updates planned for the immediate future. [REWARDS, CURRENCY & TRADING] * Overhauls the Beacon's fixed reward of 18 refugees and 20 Copper into a weighted, randomized supply drop after every completed Beacon cycle. * Rewards draw from a large research-gated pool of ores, metals, fuels, foods, construction supplies, electronics, medical goods, Solar Cells, Vehicle Parts, Lab Equipment, and other useful products. * Reward quantities vary and scale from the Beacon network's saved full-cycle average Unity drain, preventing last-second toggle cheating. * A rare multi-reward roll can add one to four extra product stacks, becoming slightly more likely at each whole 1.00 Unity/month average threshold up to the cap. * Beacon rewards are designed as a minor supplement so village trading and contracts remain the better sources for focused supplies. [CAPTAIN'S CURRENCY] * Captain's Currency is earned only through completed Beacon cycles, with the amount based on the network's saved full-cycle average Unity drain. * Each Beacon cycle awards roughly one Coin for every 1.00 Unity/month of full-cycle average, with randomized variance. * Build a Captain's Exchange to access three yearly rotating offers that cost Captain's Currency. Purchased products are delivered to the Shipyard. [BEACON NETWORK & BUILDINGS] * Adds Relay Beacons, Captain's Exchanges, and Government Offices I and II using the Beacon, Trading Dock, and Captain's Office models. * These support buildings can be armed to increase how much Unity the primary Beacon drains each month. * Armed support buildings strengthen Beacon rewards only while the primary Beacon operates. Their Unity drain stops while it is paused or unconstructed. * Relay Beacons cost 0.25 Unity/month, Office I costs 1.00, and Office II costs 1.50. They can also be left disarmed and used decoratively without participating in the Unity-drain mechanic. * Added global Arm/Disarm controls and camera shortcuts for jumping to the primary Beacon or cycling through Beacon network buildings. * All custom buildings are available from the dedicated Beacon & Government logistics toolbar menu. * Armed support buildings show a small contextual indicator while their inspector is open. [COMPATIBILITY WITH COASTAL IMMIGRATION BEACON] * Fixed Coastal Immigration Beacon v0.2.10's oversized 60+ tile placement restriction conflict, restoring the normal 5x5 Beacon placement rules so Beacon-derived content no longer inherits its bug.
This mod has no dependencies.
No other mods depend on this mod yet.