Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Alien Strains
   
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3.432 MB
5 Nov, 2014 @ 7:08am
19 Nov, 2014 @ 10:03am
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Alien Strains

Description
WARNINGS:
- Not compatible with Rising Tide.
- It's been reported this mod inadvertently disables a number of victory conditions.

Alien Strains is a modification for Sid Meier's Civilization: Beyond Earth which enhances the alien natives by adding up to three alternative strains to each base species, essentially more than tripling the variety of the new world's fauna.

The variants are meant to be roughly equivalent (for the most part) in power to their parent, but each sports unique advantages and disadvantages which encourage the player to think tactically when it comes to engaging them in the most sensible circumstances. For instance, the Wolf Mantis is stronger than its parent species but particularly vulnerable against ranged attacks, whereas the Sea Lurker defends itself poorly, but can attack several times per turn.

The stats for all the strains can be found on the CivFanatics thread (linked below), enclosed in spoiler tags in case you'd want to encounter and figure out these new aliens like the first human explorers would! The Civilopedia articles hint at the differences between the variants in-game, in any case. But nevertheless, even though the strains are intended to be more or less in balance with the base species, the mod will probably make the game somewhat harder as the alternatives require some thought to face properly.

Kudos to Nutty and Vicevirtuoso for providing critical coding support!

Compatible languages: English, Spanish

Homepage[forums.civfanatics.com]

NOTE: As of Version 2, due to having phased out promotions entirely, there should be no more UI glitches. Have fun!

If you like this mod, please consider buying me a coffee[ko-fi.com]!
145 Comments
Galgus 6 Sep, 2020 @ 2:27pm 
I've been trying to do something similar to this mod in assigning unit perks to unique units, to make them start with bonuses they would usually unlock.

But I've had trouble getting the Lua file that selects the dummy upgrades and perks for a specified unit to work, getting attempt to index a nil value errors.

I have Reload Unit System on, and I don't know what I'm doing wrong.

I posted a Civfanatics thread with more details if you don't mind helping:

https://forums.civfanatics.com/threads/trouble-with-a-lua-file-assigning-unitperks-by-default.662615/

Also, what UI glitches were you trying to avoid, and do you have any warnings from someone trying to learn from your mod?
Stepman123456789 11 Feb, 2018 @ 12:17pm 
Adds another level of depth to this game. Will recomend.
Shadow  [author] 26 Dec, 2017 @ 4:41am 
Not if you have Rising Tide enabled. Check the warnings.
Toto ✙ 25 Dec, 2017 @ 9:59am 
Doesn't work
Galgus 28 Oct, 2017 @ 4:21pm 
I've been trying to add perks to units for a Beyond Earth mod, and I've been trying to use your Alien Strains mod as a reference.

But I've been getting an "attempt to index a nil value" error on the unit upgrade lua line.

Would you mind explaining how that part of the mod works?
Shadow  [author] 16 May, 2016 @ 7:30pm 
Very unlikely at this point. The graphical changes to aliens RT brought have made it very hard for me to adapt the mod to it.

More info here:
http://forums.civfanatics.com/showpost.php?p=13991571&postcount=55
xkPhoenix 15 May, 2016 @ 11:34am 
Any chance to get a RT update?
morse 5 Mar, 2016 @ 8:08am 
ok
Cooper 3 Jan, 2016 @ 2:40am 
@juanmgpechavez Spend a few second reading the descriptions. Particulary the 'warning' part
juanmgpechavez 15 Nov, 2015 @ 11:58am 
is this mod RT compatible?