Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Rising Tide of Aliens
   
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Oct 18, 2015 @ 8:17am
Nov 23, 2015 @ 7:18am
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Rising Tide of Aliens

In 1 collection by VernumNitor
Rising Tide of Mods
3 items
Description


Purpose of the mod

So far, the aliens were just a mild nuisance in the game. However I believe they should have greater impact on the game. In the early game, they should limit your growth, forcing you to decide - will you invest great resources and anger them to take the treasures they protect OR will you settle for the medicore spot?
But aliens shouldnt just die off, dissapearing from their planet. Now they will adapt and evolve, becoming stronger every turn. Because of that, aliens will be an important factor even later in the game.


What does it do?

- Alien combat strenght scales throughout the game.
- Aliens are stronger
- Nests and aliens spawn more throughout the game, they won stop spawning even in later turns.
- Hydracorals will grow and re-spawn properly

For more extensive list of changes scroll down.



List of changes:

Rising Tide of Aliens

Main Features

- Normally nests can spawn only on pre-chosen spots; now they spawn throughout the game all over the map on semi-random basis. They will never spawn in your territory or close to other nests
- Nests now give combat bonus to defending unit
- Aliens now spawn throughout the game around the nests.
- Aliens are now stronger (flat increase) and get combat bonuses in miasma
- Aliens are more aggresive, get angry faster and protect their nests further away

Other Changes

- Improved alien sensitivity to miasma and your actions
- Increased number of nests at planetfall
- Increased nest recovery rate and number of aliens they spawn
- Adjusted spawning of colossal unit to compensate for slower early game
- Adjusted scavenging policy to prevent exploits
- Moved the ability to leash aliens to "Alien Adaptation" and Harmony 5 (12 for colossal) to prevent exploits

Rising Tide of Evolution

- Alien combat strenght now scales throughout the game
- Aliens will now gain strenght every few turns (currently 5% / 9 turns). This does not apply for colossal aliens
- Aliens will also gain "perks" at arbitrary points in game (so far there are 2 "evolution jumps"). This does apply for colossal aliens

Rising Tide of Hydracorals

- Number of hydracorals on the map is greatly increased, they will now pose a considerable (and reliable) barrier in oceans - imagine the tactical uses!
- Hydracorals will no longer die off in the middle of the game. They will die and re-grow on the same spot
- Increased chance that new hydracoral will grow

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Note: All changes are game speed and planet biome adjusted!

Note 2: I strongly recommend playing with frenzied aliens ON. I also recommend playing standard map with *at least* 10 sponsors and sparse resources.

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Frequently asked questions

I am a pacifist and love aliens. Can I do that? :3

Yes. I personally played a game of Harmony without killing a single alien. You have to make some sacrifices, but having aliens on your side can be worth it in the end.

I am a dwarf and want a real challange!

For more "extreme" version go here: Dead Dwarf Edition

Note: You dont have to be dwarf to play the harder version (but it helps)


Any feedback or suggestions are welcome!

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Troubleshooting

In case of any problems, crashes, freezes try:

1. Restart the game (d´uh)

2. Re-download the mod
> Go to MODS directory (.../My Games/CivBE/MODS)
> Delete Rising Tide of Aliens

3. Delete CivBECoreDatabase.db, CivBEDebugDatabase.db and CivBEModsDatabase.db
> Go to cache directory (.../My Games/CivBE/cache)
> First backup these files!
> Then KILL THEM!
> Alternatively you can just delete them

Do *NOT* update if you want to continue your saved game!
I do not guarantee save game compatibility between updates. It might or might not work.
If you do not update, please keep in mind the possible bugs you can encounter (although if the mod worked fine for you for several dozen turns, it shouldnt break... i think... )
Popular Discussions View All (1)
3
Dec 20, 2016 @ 8:14am
Feedback and Suggestions
VernumNitor
85 Comments
Fokke456 Sep 24, 2023 @ 1:08pm 
This seems to work with Anchor Ceti 1.15.
CarNaGe Dec 11, 2022 @ 11:02pm 
Somehow it doesn't work. Alien spawns colonists instead of aliens..... It's pretty weird.
zArkham4269 Feb 3, 2021 @ 5:40pm 
I like this mod. HOWEVER, there are TWO glaring issues.
1.) The first may be just a basic BE issue: the Ultrasonic Fences DO NOT WORK. FULL STOP. Oh they work in the sense that if you pick "don't attack trade units" but they just fail at keeping critters away.
2.) On water maps, aliens spawn to the point where they carpet the oceans. Dude, there needs to be a cap of some sort!
3.) Plus they swarm around units, trapping them even if you are friendly with them.
jktz122 Aug 10, 2019 @ 2:18pm 
i love this mod .. normal civ is too easy
Juroguy Johnson Jun 29, 2019 @ 6:12pm 
Better question, does the scaling have a limit, or do they eventually become as gods and unreasonable.
Juroguy Johnson Jun 29, 2019 @ 5:00pm 
Does this still work.
VernumNitor  [author] Jun 4, 2019 @ 8:58am 
@Greymantle1@TTV

From what I remember I made everything scale for game speed as I dont play on standard most of the time. Pretty sure this is long outdated and buggy though. I seen an updated version somewhere around here.
Zoso May 16, 2019 @ 8:20pm 
If your still around what is the default setting for Evollnterval? I play on Marathon I'm not sure if this scales with the time.
OrenD Oct 15, 2018 @ 12:37am 
Hi! I don't really know if this is a problem but when I start a game I have a bunch of Alien Settlers crawling near my borders or through the map. They don't do anything, just rolling, so... is this as it should be? I'm using only this mod now and I tried to redownload it using the instruction - same thing.
Complete/Total Randomness Jun 22, 2018 @ 11:41am 
If this makes the aliens stronger, you have just turned Siege Worms into essentially world ending creatures. Those b******s can already one shot most early game units.