Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

148 ratings
Echoes of Earth
File Size
6.239 MB
May 16, 2016 @ 9:38am
May 29 @ 6:16am
15 Change Notes ( view )
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Echoes of Earth

Echoes of Earth is a total conversion mod for Rising Tide. It completely replaces the technology web, buildings, building quests, virtues, diplomatic traits, improvements, orbital units and more! The four design pillars of Echoes of Earth are:
  1. Remember Earth
  2. Play the Map
  3. Struggle to Survive
  4. Dynamic Decision Making

The official guide contains a complete overview of all the new features with pictures.

You must DOUBLE ENABLE this mod or it WILL NOT WORK
To "double enable" the mod:
  1. Select all the mods you want and click next
  2. Don't click start game, instead hit escape to go back
  3. Click next again, this is the second time enabling the mod
  4. Now you can start/load a game and it will work correctly

The story of Echoes of Earth
In the twilight of Earth's great civilizations, we were chosen to venture to the stars in search of a new home. But we did not travel alone. As we slept, behind us streaked messages from Earth. Their dream that we would not let the light of humanity extinguish. When we awoke we listened to words spoken centuries ago. As we gazed across the vast space and time that separated us, we hoped that Earth still lived and that the words were not the echoes of ghosts.

The design pillars of Echoes of Earth
1. Remember Earth
Earth's commitment did not end when the seedships were launched. The messages of the Signal streaked across space, ready to decode and read upon arrival at the new world. Earth channeled much of its dwindling resources into aiding your survival, and the time will come to repay that generosity. When the messages from Earth grow desperate, what will you do? Will you take the extra step to start sending help back - even if it may not be enough to save Earth?

2. Play the Map
Never before has the map been so critical in the choices you will face. What terrain and resources are nearby will determine what improvements you can make and what buildings are available. Specializing your cities to take advantage of the things they are uniquely suited to do will be key in growing an effective colony. Your technology and diplomatic trait choices will be shaped by what parts of your colony you want to benefit.

3. Struggle to Survive
Life is not easy on the new world. Energy will be scarce, Health will be a concern throughout the game and orbital units will require effort to sustain. Many yields are harder to come by. If your colony lacks for certain resources you will have to struggle to persevere with the constraint. The planet does not welcome you and survival will require foresight and cunning.

4. Dynamic Decision Making
No two games of Echoes of Earth will play out the same. From the moment you make planet fall you will need to form your strategy within the tools you have available. You will not be able to follow the same steps in every game. You will need to utilize your colony's strengths while mitigating its weaknesses. Even as your colony establishes itself on the new world its Affinity will shape its play style. Each Affinity has unique improvements, buildings and technologies that give it a fundamentally different play style than the alternatives.

Resources and Links
  • The official guide contains a complete overview of all the new features with pictures. It should be the first place you look for more information about the mod.
  • Reddit discussion thread[] on /r/civbeyondearth
  • CivFanatics discussion thread[].
  • Alternative download[] location from CivFanatics.
  • Development blog[]. Contains behind the scenes info and sneak peaks at future versions.

Known Issues
  • Virtues that provide Diplomatic Capital from Resources and Alien Nests won't show up in the UI but do work (visual issue only).
  • It is possible to stack more than 100% purchase discount for tiles.
  • Other game play impacting mods are unlikely to work with Echoes of Earth because of how many parts of the game Echoes of Earth touches.
Popular Discussions View All (11)
Jun 18 @ 7:51am
Unable to build a farm on river tile (not caused by miasma)
Sep 10, 2016 @ 1:11pm
“Messages from Home” update has been released!
Oct 4, 2016 @ 2:19pm
Echoes of Earth on Linux
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Dazric Sep 18 @ 2:14am 
Clearing the cache worked great! I recently reinstalled the game to try your mod, and had totally forgotten I had bits of the old game left over. I've been having a ton of fun with your mod since then, it's really well made.
Machiavelli  [author] Sep 16 @ 1:28pm 
Dazric, has the mod ever worked for you? That behavior can happen if you didn't have Rising Tide or didn't double enable the mod?

You can try clearing your cache (Delete everything in "Documents/my games/Sid Meiers Beyond Earth/cache"). You can also send me your database.log and lua.log.
Dazric Sep 14 @ 9:32pm 
I seem to get a game freeze whenever I open the diplomacy menu or when it's openned by something else.
Machiavelli  [author] Sep 2 @ 5:30am 
Thanks for the bug report WonderGoth. I've recreated the issue and will see about putting a fix together. The Health per Agreement and Science per Agreement work correctly. It is just the Energy per Agreement that isn't working.
WonderGoth Aug 27 @ 11:23pm 
I think one of the virtues in the Signal tree is bugged (unless I'm missing something?). The 'International Power Grids' virtue doesn't seem to be granting any energy per agreement.
jephrey64 Jul 14 @ 11:22am 
Similar to some other commenters, I see a lot of great elements in this mod. The way it connects play to old earth is great. But I can't understand the energy aspect of gameplay. The problem of energy production makes all other decisions seem trivial or annoying.
zArkham4269 Jul 7 @ 4:18pm 
What is going on with the AI? I'm playing with just this mod and I'm constantly at war! Either my army's too small or my orbiital coverage is too small or whatever. I mean it's Turn 222 and I've been at war most of the game. The AI CONSTANTLY harps about how I'm not perfectly like them. It really kills the enjoyment of this mod.
flymar Jun 18 @ 5:55am 
Ah, so with +3 surplus and -4 from notification I am losing 1 per turn...
geir.h.ellingsen Jun 18 @ 4:30am 
@Machiavelli. Thanks for the feedback. I gave up om mods now that all attemts to load mods will crash the game:
Machiavelli  [author] Jun 17 @ 7:35pm 
geir, the behavior you are seeing sounds like what would happen if the mod was not double enabled. I know you said you did double enable but if you single enabled first it will leave a thread running in the background that will have to be terminated.

I have not tested the mod on linux but it should be compatible.