Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

32 ratings
BoogieMan's AI and Health rebalance Mod
   
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3.482 KB
1 Nov, 2014 @ 8:30am
4 Nov, 2014 @ 9:46am
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BoogieMan's AI and Health rebalance Mod

Description
Version 4

This should be compatible with future game patches as it only makes changes to certain lines and not entire files so compatibility should not be an issue. However if you notice anything odd please let me know.


The main goal of this mod is to adjust the behavior of AI players so they are less erratic and to make them less easy to conquer. I've always felt that the AI in Civilization V was quite poor, especially diplomatically. Beyond Earth is no exception. Until the developers decide to fix them, it's up to us. With this mod you should see AI players that maintain larger navies, more ground forces, and hopefully react a little better to diplomacy.

Indigenous aliens were mostly irrelevant after the early game, so they are now more dangerous and numerous. I highly suggest playing with "Frenzied Aliens" enabled.

I have never liked how Happiness/Health works. I believe the penalties are too severe and it makes maintaining larger empires tedious. I know what the mechanic is meant to do, but I don't believe it's a good way to achieve the desired effect. So I have made it bit easier to maintain a larger empire but slightly increasing health output of some heath generating structures and I've reduced maintainance fees so larger empires should be more feasible, especially in long games.

You'll want to start a new game to use this mod. Updating to a later release should mostly work out. Worse case scenario is you may not get a few changes until a new game is made.




This mod makes the following changes:

-AI players-

Attempt to maintain a larger standing army

Reserve more units for territory defense

More Naval Defense/Offense

React a little less harshly to minor infractions such as expeditions near "their" territory.

More tolerance for "warmongering" and forget it a little more quickly.

More appreciative of their cities being liberated

A little less willing to offer peace during stalemates

Less willing to offer peace when only minor damage has be received

Peace offers should be lower when the war was not overly damaging


-Aliens-


Increase to land based alien's combat strength (40-60%)

Increase to sea based alien's combat strength (approx 30%)

Increased max alien population and spawn rates

Manticore (ranged attack alien) movement increased to 2 from 1

Aliens can spawn farther from nests

Aliens should be more aggressive

There should be more alien nests that regenerate more quickly

Alien Kraken can now move into the shore line and attack cities and units if they are close enough

Behind the scenes alien "faction leader" personality changed to promote hostility

Large Alien types should continue to spawn later into the game


-Buildings and Health-

Basic health producing buildings (such as the clinic) now generate an additional +1 health and a 2%
increase to overall city health

Various city health penalties reduced


-Miscellaneous updates to the mod-

Maintainance fees are lowered which allows for larger empires and stronger AI players

Scout Unit has slightly improved combat ability to help deal with the stronger aliens early game

Greatly improved mod compatibility

Reduced mod file size
38 Comments
BoogieMan  [author] 23 Feb, 2023 @ 7:19am 
I also forgot to mention this mod should be more or less futureproof, so it should still work fine even not having been updated recently.
BoogieMan  [author] 13 Jan, 2017 @ 5:05pm 
Glad you've enjoyed it, thank you. Since I've not got any bug reports (seems unlikely given the nature of the mod anyway) I don't currently have plans to reinstall the game to continue modding it.
dracoon 25 May, 2016 @ 4:20pm 
I don't know if your still doing updates on this mod but i have loved what it has done. The only thing i am wondering is can you make it so that the ai stops hating me the moment i have to kill a alien it is so irritating when I have to defend a city from being destroyed and then half the ai's get pissed at me.
BoogieMan  [author] 9 Nov, 2015 @ 9:07am 
Yeah those Kraken are pretty nasty early on. :)
Seogeee 9 Nov, 2015 @ 7:59am 
play with this mod on, a buletproof Kraken slowy aproach and sieze my floting colony.
what a dynamic. 10/10
BoogieMan  [author] 31 Jan, 2015 @ 12:20pm 
Good to know, thanks for the report!
BLÀde 31 Jan, 2015 @ 12:13am 
it was the true domination mod causing it
BoogieMan  [author] 30 Jan, 2015 @ 6:27pm 
I am limited from doing much more than more tweaks since I don't know how to do the LUA scripting, and the mod tools aren't very user friendly IMO. I wanted to work on the quest rewards, since I felt that almost all of them weren't even much of a choice since one option was clearly superior.

I will continue to support the mod where I can and make adjustments based off user feedback as best as I am able.
Dabiels 30 Jan, 2015 @ 4:38pm 
Is there going to be any more updates for this mod? It seems really cool and has a lot of potential to fill in what's missing from this game.
BoogieMan  [author] 26 Jan, 2015 @ 8:01am 
Hmm, nothing in my mod touches anything to do with that, so it shouldn't be this mod. If anyone else has that issue please let me know.