Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

View Stats:
Trade route destroyed
By an alien, when I have the reverse polarity thing, which says that trade routes cannot be destroyed by aliens.

This game is crap.
< >
Showing 1-15 of 17 comments
Steve Jan 3 @ 3:56pm 
The fence is less effective on aggressive or very aggressive creatures. That defense extends to the traders -- if the aliens are aggro, it's open season.
They are not aggroed. I have only killed one worm (for the quest) and ten sea creatures (for another quest). Never attacked any other land creatures, except once by mistake with a scout, who then payed the ultimate price. Are you saying the worms are always ignoring the fence? What is the point of the fence if the worm ignores it? It is literally the reason I wanted the fence up in the first place.

I have uninstalled and moved on.
Steve Jan 3 @ 6:40pm 
Fair enough, and I'm not entirely sure because I'm just on my second playthrough, but I would imagine a giant siege worm probably wouldn't care so much about my ultrasonic fence. it seems like it has bigger concerns.
Protok Jan 4 @ 2:00am 
Trader immunity to Aliens is a quest perk accessed by Ultrasonic Fence Building.
Building Quest Perk means that player should not only to construct facility but choose o proper perk when quest will appear on the schedule.

Construct -> Quest -> Right Choice -> Trader Immune to Aliens perk.

If this whole chain was completed and the Aliens ate the trading convoy anyway, then yes, this is of course a bug.
Yes, that is what I mean. Reverse polarity, make it mobile. Still a dead trader by alien attack.
Protok Jan 4 @ 3:59am 
It's an unbelievable bug. Is your game version is Rising Tide?

Usually when we play and trade route destroyed there is a message says who got pillaged it. It can be not only the Aliens but unmet or enemy player.

Neither I nor my friends have encountered such a bug yet. So that after the perk on immunity, aliens beat traders.

The point is that playing through this perk is the meta in a multiplayer game. 95% of games are build through it. Based on this, we can say that this is a very rare bug.
Yes, Rising Tide (75 % discount on a sale). I did play as Polynesia (or whatever it was called) and had maxed out their "extra trade route" personality trait, so I had about 15 trade routes with 5 cities.
Ryika Jan 5 @ 2:47am 
I've never seen that happen in the 5.5k hours that I put into the game either.

It's possible that it's just a very rare bug that somehow caused the situation to occur, but my guess would be that you accidentally chose the wrong perk, or something along those lines.
Originally posted by Ryika:
you accidentally chose the wrong perk, or something along those lines.

Sure, that would explain how none of those trade routes were destroyed in those 100+ turns before this happened? In that case, why would you need the perk to begin with?
Ryika Jan 5 @ 4:31am 
Originally posted by TowerWizard:
Sure, that would explain how none of those trade routes were destroyed in those 100+ turns before this happened? In that case, why would you need the perk to begin with?
If you focus primarily on internal trade routes, your trade network should generally be pretty safe as long as you don't have any nests around, and don't happen to have a siege worm wander into the middle of your territory before you can defeat it reasonably quickly. The perk is most useful when you do International and Station Trade.

That's why it's a choice - you either pick the one that extends the protection range of the Ultrasonic Fence so your entire workable territory is protected, or the one that protects your trade routes.

Well, in the Base game at least - in Rising Tide, the Ultrasonic Fence itself is entirely broken and does not do a thing, so there's no reason ever to pick the extended range option. But that's independent from the perk, which I've never seen not work.
About half were international. And I did not pick the wrong option.
Steve Jan 5 @ 8:34am 
Originally posted by Ryika:
Well, in the Base game at least - in Rising Tide, the Ultrasonic Fence itself is entirely broken and does not do a thing, so there's no reason ever to pick the extended range option. But that's independent from the perk, which I've never seen not work.
Seems to be working for me on my RT playthroughs. It does exactly what it says it does on the tooltip (for me, at least): Keeps critters who aren't aggroed two tiles away from the city itself.

Not the city's borders, mind you, and if the critter doesn't have anywhere to go, it can end up in your territory anyway. It just doesn't wanna stay.

But just like any fence, it doesn't seem to be foolproof, and the color-coded threat system seems a little misleading. I thought green meant docile, but apparently that's cyan? IDK, only two playthroughs so far. XD But that's what it seems to be.
Ryika Jan 5 @ 10:17am 
It doesn't do anything.
none Jan 10 @ 8:10pm 
EASY, DO NO HARM. Avoid conflict. If an alien attacks your crews, it is not 'negative karma' on you, even if they die. Park a tank beside a critter and DON'T attack it, let them attack your tank. The SONIC EMITTER Mod WAS extremely powerful, because it removes critters and they don't aggro - they can't tell it was your equipment! I say WAS powerful because it used to stack -10 points, so if a critter was near 4 emitters, -40 points ! Now it does not seem to stack, only -10 points to a critter, even with 3 or 4 trucks overlapping field of effect...
The longer you can avoid harming critters, the more free roam exploring your teams can fulfill.
Steve Jan 12 @ 6:33am 
Originally posted by none:
EASY, DO NO HARM. Avoid conflict. If an alien attacks your crews, it is not 'negative karma' on you, even if they die. Park a tank beside a critter and DON'T attack it, let them attack your tank. The SONIC EMITTER Mod WAS extremely powerful, because it removes critters and they don't aggro - they can't tell it was your equipment! I say WAS powerful because it used to stack -10 points, so if a critter was near 4 emitters, -40 points ! Now it does not seem to stack, only -10 points to a critter, even with 3 or 4 trucks overlapping field of effect...
The longer you can avoid harming critters, the more free roam exploring your teams can fulfill.
I noticed yesterday that the bugs became my friends if I settled my cities in a manner that included several bug nests within their borders. The little bastards actually started sharing resources with me! Didn't keep colossals off of tile improvements though, they still gotta be shepherded and, as you correctly note, there's no foul committed if the bugs initiate assault.

I also noticed that trade routes can be passively pirated! Last night on my Soyuz playthrough, an NPC that went to war with me kept trying to send a trade route right through where my defense was set up, and the trade convoy kept running straight into one of my defending Golems. Convoys kept gettting autolooted. I wonder if that happened with OP.
< >
Showing 1-15 of 17 comments
Per page: 1530 50