Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

143 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)
Nov 9, 2016 @ 4:12pm
Quest Signal from old Earth failed
Sep 10, 2016 @ 1:11pm
“Messages from Home” update has been released!
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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.
Machiavelli  [author] Jun 17 @ 7:30pm 
flymar, the "-x for unit maintenance" message is to let players know how much energy has been deducted for unit maintenance. Unit maintenance doesn't show up in the top bar UI so if the top bar says +10 and each turn the player sees "-10 for unit maint" their energy total will remain the same.
flymar Jun 17 @ 11:36am 
@Machiavelli Can you disable the '-x for units maintenance'. As far as I can tell it gives nothing and it's just there.
flymar Jun 17 @ 11:29am 
@geir.h.ellingsen As wel as the structures and improvements? Described before and in the FAQ also I guess. Try to double enable the mod. Be sure no exe is running in the background.

And after the update. AI is pretty spammable with the colonies, reminds me Civ6:)
geir.h.ellingsen Jun 17 @ 11:00am 
Units and unit commands became invisible (linux version), and was therefore unplayable. I did double enable the game. 1 mod enabled.
Machiavelli  [author] Jun 3 @ 5:32pm 
The "-x for unit maint" message is to let you know what your unit maint is. The normal UI doesn't show it because I disabled the normal maintenance system and replaced it with a manual calculation (to fix the previous bug).

As for Internal Trade Routes, they will only provide yields if you have built certain buildings. For example, cities built after after completing the Trade Depot quest will get extra food or production from internal trade routes.
iliv4kane Jun 3 @ 3:58pm 
Hey, v.26 helped a lot. Now it makes a lot of Fun. Is it intentional that early Intern Trade Routes genrate no income at all? And i dont understand what the message -X for Unit Maintanance tries to tell me while in the postive Income. :D
flymar May 30 @ 9:26am 
Have to try this. In last game I was bored of energy shuffle and armies of 3 units.