Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

175 ratings
Echoes of Earth
File Size
6.239 MB
May 16, 2016 @ 9:38am
May 29, 2017 @ 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, 2017 @ 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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deathtospam10 Dec 31, 2018 @ 6:55am 
maraNAnussati Dec 25, 2018 @ 8:53pm 
The mod is so much fun! Thank you!
A Most Sovereign Lady Feb 11, 2018 @ 7:41pm 
My favorite Civ V modder has done things for CIV IN SPACE? Yes please.
TankDoc_1985 Dec 3, 2017 @ 7:52am 
I completed "hope accross time" quest with building the ansible, now I have to build the holon chamber for "aid for burden", but it is not available in the tech tree so I cannot help the poor earthlings :(, they must wait until I teleport them to the promised land or emancipate them with my angels :)

UPDATE: I found out that holon chamber is buildable in the city where ansible is built. It would be good to show this info in quest description for new players.
TankDoc_1985 Dec 3, 2017 @ 6:33am 
Thanks for the quick answer!

1, True, new cities founded after quest benefit from the +4 hammer. This is good as it is, it needs more tactic and thinking when and where to settle. Quest description even says too "to new cities", but this is a mechanic never seen before for anything else, so it wasn't clear for me.
2, Boats can heal outside of friendly territory in RT. But I tried to kill with my not fully healthy tacjets too, they didnt heal either. Also I killed with a 100 healthy rover on enemy territory a battlesuit, it took damage from battlesuit, but killed it, but rover didn't heal. So I eventually changed this trait. I also think 50 heal on kill would be too powerfull, 25-30 would be enough.

Thank you!
Machiavelli  [author] Dec 2, 2017 @ 11:12pm 
TankDoc, I haven't taken a look at the save game yet but here some possible answers:

1) For the Trade Depot, only cities built after the quest is complete can benefit from it. Does this match your experience?

2) For the boats not healing. I suspect the "boats can't heal outside friendly land" is overriding the "heal on kill". I need to take a closer look to confirm.
TankDoc_1985 Dec 2, 2017 @ 1:33am 

I have found to bugs or I misunderstand something:
1, trade depot quest +4 food\hammer: I have choosen hammer, but the destination city that doesn't have trade depot, doesn't benefit from this at all. It worked in my previous play. Do I miss something or it is bugged in my current game? (in attached save game: tianong->quyen )
2, diplo trait, military-aggressive says "military units heal 50 hp when killing a unit". I kill enemy boats with my boats but my boats doesnt heal. Do naval units considered military units? Do "killing units" count for military, naval or just for civ units? (in attached save game: on the south there are my boats that can kill badly damaged brasil boat)

Thank you!

CommanderAngel1 Nov 27, 2017 @ 7:14pm 

Ah, I see now.
Thank you for responding and clearing that up.

I also noticed that for some of the quests (the mid-game Affinity buildings in cities) have text missing, i.e. it says "Text will be added in future updates"
Mechanically, they work, but it was a bit jarring at first.

In any event, let me say again your mod is wonderful.
Machiavelli  [author] Nov 27, 2017 @ 6:48pm 
CommanderAngel, to answer your questions:

1) The fungus is a visual side effect of how I trick the engine into supporting something it doesn't usually support.

2) The Signal always ends at turn 100 (assuming standard speed). This isn't any failing on the part of the player or the colony. Rather it is caused by something going terribly wrong on Earth, preventing them from broadcasting.

Mechanics-wise the main benefit of getting a LaserComm is the ability to keep getting Affinity from Signal Virtues. In early versions the benefits were much greater (overpowering in fact), so it got nerfed into its current, unsatisfying form.

Strategy-wise it is usually easier to get a free LaserComm from Artifact Combos or Wonders rather than hard teching it.
CommanderAngel1 Nov 27, 2017 @ 5:54pm 
I love this mod, but I have two things, if you will.
The first one is aesthetic, the second is more pressing.

ONE: Farms, Domes, and Terrascapes "create" the fungus look, the little brown things that you build plantations on.
Not bad, just odd.

TWO: I build the Satellite, and it says "Continue Exploring the Signal", then 2-3 turns later, it inexplicably says "QUEST FAILED" and that I lost the Signal.

For context, I devote EVERYTHING to getting the LaserCom Satellites, got lucky with Petroleum, and restarted three times to avoid losing the Signal entirely, at the expense of everything else.
Even doing everything right, WHY does the signal give out?
If it's part of the mod, then so be it, but if the Signal is lost, can it be "found" again?

To clarify, if that is BY DESIGN, then no worries.
But if there is something I'm missing, then I would like to know what it is.

Your mod is amazing, I love your work, I hope I haven't given you too much text to parse through here.