Beacon & Government+
v1.1.1🪙 Money Bartering—Overhauled Beacon Mechanics—New Regional Edicts, Subsidies, settlement exports and progression.
- Source code
- No source provided
- Website
- https://discord.com/channels/803508556325584926/1528226355727040694
- Tags
- Content Overhaul Balance Decorations Ships Storage Research Endgame World map
Beacon & Government+
🚢 Overhauls Beacon Rewards & Immigration system
🏣 Beacon Policy Edicts & Regional Town Sercice Subsidies
🪙 Money currency used in bartering & services with other island settlements


Beacon rewards based on unity drain and research progress
Build a shipyard capable of handling random rewards.
All B&G+ buildings, edicts and mechanics are unlocked through early-to-late-game research and regional XP.
Beacon Rewards Overhaul
• The vanilla beacon cycle now awards products based on finished research and total unity drained.
• Collect a harbor fee in 🪙Captain's Currency from immigrants.
Beacon Network
• New buildings with an option to be armed, increasing unity cost of the main beacon.
• Harbor fees and product rewards scale with average unity drained over the 2 year beacon cycle.
Beacon Relay
Arm to add 0.25 Unity cost to the beacon network.
Captains Exchange Quick Trades
• Each year, other regions will offer you quick-trades to barter your currency🪙. Increase reputation with settlements on the world map to earn more and gain more buying power to progress.

Government Office I & II Policies & Subsidies
• Arm to add 1.25 Unity cost to the beacon network.
• Adds Regional Beacon policies and Subsidies to the F5 edicts menu.
Beacon policies lets you control what kind of rewards you get from the beacon immigration cycle.
Subsidies are 1-5 year contracts purchasable with Captain's Currency. Spend your hard earned coin for Town Service relief in times of crisis.
(WIP) Regional Trust (XP) will be usable for skill point to improve subsidy negotiating power.
Regional Export Yard
Other Settlements in your world need help too!
• Provide regional aid for settlements you've explored on the world map.
• Settlement Islands can now be renamed and will periodically request products they're willing to pay coin for 🪙
• The Export Yard comes with input-only storage for every beacon reward currently unlocked and is a Unique building—only one can be placed and it requires a cargo ship to function. Trucks follow import priority and will deliver good to any enabled storages to prepare for future requests.
• Research unlocks Tiers I, II, III, & IV for more storage, larger fulfillment orders, richer payments and automatic fulfillment for the previous tier and village reputation increases chance a settlement will ask for help.
Village reputation progression
All Beacon & Government+ systems scale based on your completed reputation levels with world map settlements, benefitting 1% per level, up to 25%.
Regional TrusT Progression
Separate from reputation, every coin spent and earned strengthens the regions trust in you, increasing your negotiating power within the mod. After unlocking early Beacon Relays, Captain's Exchange Quick Trades, you must engage with Captain's Currency to continue research progression, from 100 to 2000 trust. Repeatable research start after 2000 Regional Trust and demand more trust per level to dramatically improve Service Subsidies into the late game.
Additional repeatable research, trust scaling and subsidies to come in future updates. Currently you can scale power subsidy from 2 MW to 50 MW with dedicated research.
Mod Incompatibility
Shipping++
New Worlds:
• New worlds can safely install both latest versions at the same time. No issues.
Existing Worlds:
• If you crash when installing or updating to Beacon & Government+ v1.1.0 (or newer) in existing shipping++ v0.6.4 (or older) worlds:
- First, update to the new shipping++ v0.6.5, save and restart the game.
- Now you can update or install beacon & government v1.1.0 (or newer)
(If you used the special Beacon & Government 1.1.2 discord-only hotfix, you will need a special 1.1.3 One-time hotfix to transition back to normal, which will be made available on discord once ready)
✅️ Compatible
Coastal Immigration Beacon
A cute immigration boat will arrive after each beacon cycle adding to the immersion.
Kayser's Pre-Industrial Era
Pre-industrial's Lighthouse beacon uses its own immigration and reward system until the vanilla beacon is constructed so the intended progression is unaltered.
No announcements yet.
v1.1.1
Latest- Game version
- 0.8.5 - 0.8.7d
- Released
- Oct 05, 2026
- File size
- 7.3 MB
- License
- CoI-Keep
[NEW] * Added Dirt, Rock, Sulfur and Rubber to B&G+ Product systems. * Research-gated Rubber can now appear in Beacon rewards, Quick Trades and Export Yard requests. * While Dirt, Rock research-gated Sulfur can appear in quick-trades and export requests; These three bulk materials are not added to Beacon reward drops and have low export payouts. * F3 Regional Trade+ Tab now includes a Captain's Exchange Quick Trade section. A constructed Captain's Exchange is required to buy quick trades; choose which Exchange receives the delivery ships for purchases made from F3, or keep using any Exchange's own inspector. * Clicking the optional Quick Trade alert takes you to the Exchange selected for F3 purchases. [BUG FIXING] * Trucks can deliver a remaining partial load to fill the last few units of an Export Yard storage slot, preventing Maximum fulfillment from stalling just below full capacity. * Fixed a rounding error that could result in lower than intended coin cost for certain quick trade product rolls. * Legendary Cargo Ship quick trades now become available only after Cargo Depot research is completed. * Buying a quick trade no longer resets the remaining offers' 1x-5x selected purchase multipliers and a purchased offer stays visible but dimmed, showing what was purchased. [QUICK TRADE BALANCE] * Rebalanced Captain's Exchange prices for Electronics, Vehicle Parts, Lab Equipment and other advanced products, then matched all 51 product offer ranges so larger rolls cost proportionately more. The best roll now offers only a modest per-item discount instead of an outsized bargain. * Narrowed each product offer's quantity range to at most twice its minimum. Reputation bonuses and the unlocked 1×–5× purchase choices still work as before. * Reduced Quick Trade quantities by roughly 20% at both ends of each range. Coin prices remain broadly the same, with a small rounding guard to prevent any roll from becoming an outsized per-item bargain. * Tuned selected foods, Solar Cells, construction and vehicle parts, Electronics and Medical Supplies separately. Solar Cells now carry a much higher premium; early Construction Parts I lots are smaller, while some higher-tier parts and Medical Supplies III offer more useful quantities at appropriate prices. * Product offers have a minimum four-Currency price before item-specific premiums, avoiding anomalously cheap results from whole-coin rounding. * These balance changes/nerfs aim to prevent early-game's challenges from becoming too easy, while the existing reputation level bonuses and a future major update will provide appropriate mid-to-late game bonuses to trading and subsidy scaling as you progress through the mod.
v1.1.0c
- Game version
- 0.8.5 - 0.8.7d
- Released
- Sep 29, 2026
- File size
- 7.3 MB
- License
- CoI-Keep
[BALANCE] * Adjusted Beacon rewards and Captain's exchange quick trades product unlocks for Electronics II/III, requiring one research node further: Construction IV and Datacenter, so receiving electronics through B&G+ does not bypasses vanilla's research-production milestone challenges.
v1.1.0b
- Game version
- 0.8.5 - 0.8.7d
- Released
- Sep 28, 2026
- File size
- 7.3 MB
- License
- CoI-Keep
[EXPORT YARD LOAD HOTFIX] * Fixed existing Export Yards becoming unable to dispatch after loading a save; their saved power consumer is restored, and the Fulfill button now reflects worker/power availability.
v1.1.0
- Game version
- 0.8.5 - 0.8.7d
- Released
- Sep 26, 2026
- File size
- 7.3 MB
- License
- CoI-Keep
Major update: Regional reputation, trust & exports ==================================== All Beacon & Government+ systems now scale as you increase regional settlements reputation, gain trust through bartering with Captain's Currency and complete repeatable research. * Captain's currency now displays next to unity in the HUD once some coins have been earned. Left clicking it shows trades & exports (F3), right clicking it opens the goverments edicts (F5). The Coin in HUD can be disabled in F3 → Regional Exports Tab And F5 Edict screen now has 2 tabs for Beacon Policies & Regional Subsidies. * Added Captain's Currency, Beacon Network Unity, regional reputation and trust readouts where relevant in F5 and F3 Menus and building inspectors. * Kayser's Pre-Industrial Era Tier-0 Lighthouse keeps its own refugee and supply rewards; Beacon & Government rewards and Captain's Currency begin only after the normal Beacon is constructed and no longer overwrite pre-Industrial's intended beacon reward progression. [REGIONAL EXPORTS] * Added Regional Export Yards tier I-IV, with 250/500/750/1,000 units of intake-only storage per unlocked beacon reward. New Yards begin with truck intake disabled, so food and other goods are opt-in. * Each explored settlement independently may request up to three products every three years. Dispatch a repaired Cargo Ship to fulfill an order for Captain's Currency. Any settlement can receive one delivery per request period. * Added a native F3 Regional exports overview with settlement browsing, demand, fulfillment and direct Yard access. * Payouts depend on item quality and quantities sent. Send Minimum (preserves surplus), Current stock (sends all stored requested goods if minimums are met), or Maximum (waits until all requested storages are full). Optional export automation follows the same mode; researching the next Yard tier unlocks automation for the previous tier. * Added per-product intake controls; Choose Enable All/Disable All/Request only or manual selection; trucks will only deliver enabled products. * Sort storage by name/rarity/quantity/category, storage filters, use a six-row expanded view, and review export history for the list 20 orders. Deconstructed yard-contents are queued for recovery to the primary Shipyard, including when none is currently available. [GOVERNMENT, REPUTATION & TRUST] * Completed village-reputation levels add up to +25% to Beacon rewards and Captain's Exchange Quick Trade quantities, increase regional aid-request chance from 50% to at most 75%, and discount subsidies by up to 25%. * Added Regional Trust: each Captain's Currency coin earned or spent grants one permanent trust. Post-Government Office I research now requires increasing Regional trust to continue unlocking later research, starting at 100 trust; Use Beacon Network, quick trades, and later, exports & subsidies to build your trust with other regions. * Adds one new Beacon reward policy to redirect immigrants for 5% more product reward after each beacon cycle and four new emergency subsidies: garbage, water, wastewater & unity. They're expensive, but can help prevent death-spiral crisis if you've been a good neighbor. Future updates will further reduce cost as trust increases. * Every five regional-reputation levels unlock multiple purchase scaling options for Quick Trade and subsidies, reaching 5× at +20 reputation levels. Scale multiplies subsidy capacity or quick trades quantities and purchase price for bigger one-time purchases. * Moved the former standalone policy window into native F5 Captain's Office menu: Beacon Policies tab and Regional Subsidies tab. * Added repeatable Power Subsidy Capacity research after the Regional Power Agreements node. It requires five completed village-reputation levels and 2000 Regional Trust to start, each level increases Power Generation Subsidy output by 25% per level but is not required to continue researching further nodes. Regional Trust requirements rise by 250 per level, uses extreme repeat research cost type scaling and caps at level 20. [ITEM QUALITY] * Added Product quality colors to all beacon rewards to show their rarity and relative value, shown in Captain's Exchange quick trades and Export Yard. * Added configurable rarity-filtered Quick Trade notification alerts, off by default. When on, a notification will appear anytime your selected rarity appears for quick trade in a captain's exchange. * Added new epic and legendary quick trades. 1000 coin Cargo Ship with permenant price increase after each purchase, Instant 100 Unity, which cannot go over your unity cap and Instant research points, which scale depending on your current research progression. * Added fuel gas and hydrogen to all Beacon+ systems and adjusted some beacon network reward & quick trades quantities and export sell prices based on a 33% buy/sell value, not including reputation gains buffs. With a fully unlocked reputation, trust and repeatable research in future B&G+ updates, quick trades can become profitable, while limited. * Full translations audits across all 21 supported languages. OTHER MOD COMPATIBILITY ======================= * Beacon research details include prerequisite research cards with click-to-navigate support, even without Procedural Research Tree installed. * All data read and write is saved to localized snapshots and recalled safely to avoid enumeration failures with other mods.
v1.0.5c
- Game version
- 0.8.5 - 0.8.7d
- Released
- Sep 17, 2026
- File size
- 5.4 MB
- License
- CoI-Keep
* Rebuilt and verified against Captain of Industry 0.8.7c and 0.8.7d.
v1.0.5b
- Game version
- 0.8.5 - 0.8.7b
- Released
- Sep 14, 2026
- File size
- 5.4 MB
- License
- CoI-Keep
[RESEARCH COST HOTFIX] * Corrected excessive costs for all six Beacon & Government research nodes, including the late-game Computing Capacity Agreements node that was 20x more expensive than intended.
v1.0.5
- 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. NOTES: * 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. * 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 if their new research has not yet been completed.
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.
v1.1.1 | 2026-10-01
[NEW] * Added Dirt, Rock, Sulfur and Rubber to B&G+ Product systems. * Research-gated Rubber can now appear in Beacon rewards, Quick Trades and Export Yard requests. * While Dirt, Rock research-gated Sulfur can appear in quick-trades and export requests; These three bulk materials are not added to Beacon reward drops and have low export payouts. * F3 Regional Trade+ Tab now includes a Captain's Exchange Quick Trade section. A constructed Captain's Exchange is required to buy quick trades; choose which Exchange receives the delivery ships for purchases made from F3, or keep using any Exchange's own inspector. * Clicking the optional Quick Trade alert takes you to the Exchange selected for F3 purchases. [BUG FIXING] * Trucks can deliver a remaining partial load to fill the last few units of an Export Yard storage slot, preventing Maximum fulfillment from stalling just below full capacity. * Fixed a rounding error that could result in lower than intended coin cost for certain quick trade product rolls. * Legendary Cargo Ship quick trades now become available only after Cargo Depot research is completed. * Buying a quick trade no longer resets the remaining offers' 1x-5x selected purchase multipliers and a purchased offer stays visible but dimmed, showing what was purchased. [QUICK TRADE BALANCE] * Rebalanced Captain's Exchange prices for Electronics, Vehicle Parts, Lab Equipment and other advanced products, then matched all 51 product offer ranges so larger rolls cost proportionately more. The best roll now offers only a modest per-item discount instead of an outsized bargain. * Narrowed each product offer's quantity range to at most twice its minimum. Reputation bonuses and the unlocked 1×–5× purchase choices still work as before. * Reduced Quick Trade quantities by roughly 20% at both ends of each range. Coin prices remain broadly the same, with a small rounding guard to prevent any roll from becoming an outsized per-item bargain. * Tuned selected foods, Solar Cells, construction and vehicle parts, Electronics and Medical Supplies separately. Solar Cells now carry a much higher premium; early Construction Parts I lots are smaller, while some higher-tier parts and Medical Supplies III offer more useful quantities at appropriate prices. * Product offers have a minimum four-Currency price before item-specific premiums, avoiding anomalously cheap results from whole-coin rounding. * These balance changes/nerfs aim to prevent early-game's challenges from becoming too easy, while the existing reputation level bonuses and a future major update will provide appropriate mid-to-late game bonuses to trading and subsidy scaling as you progress through the mod.
v1.1.0c | 2026-09-29
[BALANCE] * Adjusted Beacon rewards and Captain's exchange quick trades product unlocks for Electronics II/III, requiring one research node further: Construction IV and Datacenter, so receiving electronics through B&G+ does not bypasses vanilla's research-production milestone challenges.
v1.1.0b | 2026-09-27
[EXPORT YARD LOAD HOTFIX] * Fixed existing Export Yards becoming unable to dispatch after loading a save; their saved power consumer is restored, and the Fulfill button now reflects worker/power availability.
v1.1.0 | 2026-09-26
Major update: Regional reputation, trust & exports ==================================== All Beacon & Government+ systems now scale as you increase regional settlements reputation, gain trust through bartering with Captain's Currency and complete repeatable research. * Captain's currency now displays next to unity in the HUD once some coins have been earned. Left clicking it shows trades & exports (F3), right clicking it opens the goverments edicts (F5). The Coin in HUD can be disabled in F3 → Regional Exports Tab And F5 Edict screen now has 2 tabs for Beacon Policies & Regional Subsidies. * Added Captain's Currency, Beacon Network Unity, regional reputation and trust readouts where relevant in F5 and F3 Menus and building inspectors. * Kayser's Pre-Industrial Era Tier-0 Lighthouse keeps its own refugee and supply rewards; Beacon & Government rewards and Captain's Currency begin only after the normal Beacon is constructed and no longer overwrite pre-Industrial's intended beacon reward progression. [REGIONAL EXPORTS] * Added Regional Export Yards tier I-IV, with 250/500/750/1,000 units of intake-only storage per unlocked beacon reward. New Yards begin with truck intake disabled, so food and other goods are opt-in. * Each explored settlement independently may request up to three products every three years. Dispatch a repaired Cargo Ship to fulfill an order for Captain's Currency. Any settlement can receive one delivery per request period. * Added a native F3 Regional exports overview with settlement browsing, demand, fulfillment and direct Yard access. * Payouts depend on item quality and quantities sent. Send Minimum (preserves surplus), Current stock (sends all stored requested goods if minimums are met), or Maximum (waits until all requested storages are full). Optional export automation follows the same mode; researching the next Yard tier unlocks automation for the previous tier. * Added per-product intake controls; Choose Enable All/Disable All/Request only or manual selection; trucks will only deliver enabled products. * Sort storage by name/rarity/quantity/category, storage filters, use a six-row expanded view, and review export history for the list 20 orders. Deconstructed yard-contents are queued for recovery to the primary Shipyard, including when none is currently available. [GOVERNMENT, REPUTATION & TRUST] * Completed village-reputation levels add up to +25% to Beacon rewards and Captain's Exchange Quick Trade quantities, increase regional aid-request chance from 50% to at most 75%, and discount subsidies by up to 25%. * Added Regional Trust: each Captain's Currency coin earned or spent grants one permanent trust. Post-Government Office I research now requires increasing Regional trust to continue unlocking later research, starting at 100 trust; Use Beacon Network, quick trades, and later, exports & subsidies to build your trust with other regions. * Adds one new Beacon reward policy to redirect immigrants for 5% more product reward after each beacon cycle and four new emergency subsidies: garbage, water, wastewater & unity. They're expensive, but can help prevent death-spiral crisis if you've been a good neighbor. Future updates will further reduce cost as trust increases. * Every five regional-reputation levels unlock multiple purchase scaling options for Quick Trade and subsidies, reaching 5× at +20 reputation levels. Scale multiplies subsidy capacity or quick trades quantities and purchase price for bigger one-time purchases. * Moved the former standalone policy window into native F5 Captain's Office menu: Beacon Policies tab and Regional Subsidies tab. * Added repeatable Power Subsidy Capacity research after the Regional Power Agreements node. It requires five completed village-reputation levels and 2000 Regional Trust to start, each level increases Power Generation Subsidy output by 25% per level but is not required to continue researching further nodes. Regional Trust requirements rise by 250 per level, uses extreme repeat research cost type scaling and caps at level 20. [ITEM QUALITY] * Added Product quality colors to all beacon rewards to show their rarity and relative value, shown in Captain's Exchange quick trades and Export Yard. * Added configurable rarity-filtered Quick Trade notification alerts, off by default. When on, a notification will appear anytime your selected rarity appears for quick trade in a captain's exchange. * Added new epic and legendary quick trades. 1000 coin Cargo Ship with permenant price increase after each purchase, Instant 100 Unity, which cannot go over your unity cap and Instant research points, which scale depending on your current research progression. * Added fuel gas and hydrogen to all Beacon+ systems and adjusted some beacon network reward & quick trades quantities and export sell prices based on a 33% buy/sell value, not including reputation gains buffs. With a fully unlocked reputation, trust and repeatable research in future B&G+ updates, quick trades can become profitable, while limited. * Full translations audits across all 21 supported languages. OTHER MOD COMPATIBILITY ======================= * Beacon research details include prerequisite research cards with click-to-navigate support, even without Procedural Research Tree installed. * All data read and write is saved to localized snapshots and recalled safely to avoid enumeration failures with other mods.
v1.0.5c | 2026-09-17
* Rebuilt and verified against Captain of Industry 0.8.7c and 0.8.7d.
v1.0.5b | 2026-09-13
[RESEARCH COST HOTFIX] * Corrected excessive costs for all six Beacon & Government research nodes, including the late-game Computing Capacity Agreements node that was 20x more expensive than intended.
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. NOTES: * 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. * 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 if 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+.
v1.0.2 | 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.
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