Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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SMAC Factions Gaias Stepdaughters
   
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File Size
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421.496 KB
7 Nov, 2014 @ 1:26pm
3 Jun, 2015 @ 12:00am
7 Change Notes ( view )

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SMAC Factions Gaias Stepdaughters

In 1 collection by lilgamefreek
Alpha Centauri Mods by Lilgamefreek
22 items
Description
Play as Lady Deirdre Skye, leader of Gaia's Stepdaughters, from Sid Meier's Alpha Centauri.

Trait
Cities generate +1 health, +1 science, and +1 culture for each adjacent Miasma tile. Units defend 20% better in Miasma. Units attack -25% worse in all cases.

The Faction focuses on promoting the native ecosystem and defending it, but their pacifism works against an effective military.


History
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initial upload (v1):
- Gaia's Stepdaughters' cities generate +1 health, +1 food, +1 science, and +1 culture for each adjacent Miasma tile.
- Their units receive +20% strength when defending in Miasma.
- Their units (including naval and orbital units) suffer -25% strength when attacking.
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update Nov-10-2014 (v2):
- fixed colonies lacking certain versions of unique trait building
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update (v3):
- The Gaians now receive +1 health, science, and culture per adjacent city tile (was +1 health, science, culture, and food)
- The Gaians now suffer from -10% growth (was -25% unit strength when attacking)
- New civilopedia entries for faction and leader
- Leaderscene more specific to the faction
- New loading intros including one from the excellent "Journey to Centauri" by Mike Ely and "GURPS Alpha Centauri" supplement by Jon F. Zeigler
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update (v4):
- Reverted change in previous update of -10% growth back to -25% unit strength when attacking
- Civilopedia no longer displays dummy entries such as trait buildings
- Re-added missing art assets
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update (v5):
- Updated to winter patch
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update (v6):
- Added support for Social Engineering
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Planned future changes: .
- Implement trait as an invisible building rather than the current, very visible building.
- Balance changes as more factions are developed and feedback is received.

Known Issues

There's a serious issue that affects many sponsor mods with custom leaderscenes. The mods can cause the game to crash to desktop when used in conjunction with the default civs. A current fix is to play the game with the leaderscenes set to minimum. In the meantime, modders are investigating a proper fix. You can do your part by notifying Firaxis of this widespread issue.

Credits

Art, Design - adapted from Sid Meier's Alpha Centauri
Lore - adapted from "GURPS Alpha Centauri" supplement by Jon F. Zeigler
Code - utility functions by JFD
34 Comments
Nebulon-B FTW 24 Jun, 2024 @ 8:39pm 
I'll echo wanting this for RT, and also that -25% attacking just isn't a good approach; they may be hippies, but I don't think that should translate to their weapons doing less against evil ecoterrorists. I think a better idea would be -20% production towards military units (reflecting that their disagreement is about having to make weapons) and +1 Intrigue (their free love society leaks secrets easily).
Uesugi Kenshin 11 Oct, 2020 @ 11:22pm 
Awesome mod. Wish all of the remaining factions could be made to work for Rising Ride!
The Dude 11 Oct, 2015 @ 4:45pm 
This going to get updated for Rising Tide?
lilgamefreek  [author] 20 Apr, 2015 @ 11:38pm 
I'll consider it. I've been sitting on a collection of changes I haven't released yet due to a few larger projects I am working on atm. Haven't had much time to think about the SMAC factions in a while.
Sozin 20 Apr, 2015 @ 7:28pm 
Do you think making them not lose str for attacking while in their borders would be too much. Cause I think them not taking a drop in power while within their borders would be the same as the aliens attacking you for going near their nest.
FowlMouth82 11 Feb, 2015 @ 2:44pm 
Sorry I've been off....I'll try and get a list for you.
RoverStorm 4 Feb, 2015 @ 6:16pm 
I actually don't find the -25% attack a huge issue. The +20% defense allows the defensive units to have that edge to gain a few promotions (ranged units of course can normally harass without worry), and after the third one they're right as rain to begin their rampage. It's just like alien monsters from lore: don't feed em soldiers or they'll become the big bad thing that goes bumb in the night. Of course a non-Gaian unit might be able to become even more bad@$$ with equal promotions, but then again gaians have 20% on TOP of the not-nerfed base defense.
lilgamefreek  [author] 4 Feb, 2015 @ 4:38pm 
Thank you for the feedback! I'll certainly keep it in mind for future developments. I reverted the faction back to -25% when attacking mostly to better differentiate them in playstyle. It certainly does go against the grain of what you said, but I have something more in the line of your style planned for the Cult of Planet faction. Not entirely the same as the Gaians, but they will be far more aggressive in their play.
SirBubbert 4 Feb, 2015 @ 4:14pm 
In my opinion, the nerf when attacking is the wrong kind of drawback for the green faction. It's fun to go on a righteous crusade for Planet against all the bastards who dig boreholes and pollute with manufactories and slaughter the aliens. it feels right for her. -25% combat just means that if you wanna do that, you need 100000000000 units and a much higher affinity level. Dislike! But keep up the good work with these, alpha centauri is the best.
RoverStorm 26 Jan, 2015 @ 2:38pm 
Yeah, that sounds about right. Playing with all the civs set to specific modded ones, forcing all random civs to NOT be the default ones, and I don't run into this issue with any number of modded civs so far. Thanks for the tip.