Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Rising Tide of Aliens
   
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18 Oct, 2015 @ 8:17am
23 Nov, 2015 @ 7:18am
10 Change Notes ( view )
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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
20 Dec, 2016 @ 8:14am
Feedback and Suggestions
VernumNitor
88 Comments
3104078331 7 May @ 11:02pm 
dont know how to make it work
rockhounddiva 8 Apr @ 5:31pm 
is it possible to dial back how quickly the aliens get stronger, because a 5% boost every 9 turns with it scaling with game speed (I.E. if you use Quick to build up your units faster the aliens get stronger faster too) seems excessive, at the end of the day I just want a mod to make the aliens be a more consistent threat like Civ 5 Barbarians were with how their units would upgrade alongside the actual civilizations, not something to make the Aliens completely overpowering
mrwwww 13 Dec, 2024 @ 3:05am 
Hey, does this mod still work?
Fokke456 24 Sep, 2023 @ 1:08pm 
This seems to work with Anchor Ceti 1.15.
CarNaGe 11 Dec, 2022 @ 11:02pm 
Somehow it doesn't work. Alien spawns colonists instead of aliens..... It's pretty weird.
zArkham4269 3 Feb, 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 10 Aug, 2019 @ 2:18pm 
i love this mod .. normal civ is too easy
Juroguy Johnson 29 Jun, 2019 @ 6:12pm 
Better question, does the scaling have a limit, or do they eventually become as gods and unreasonable.
Juroguy Johnson 29 Jun, 2019 @ 5:00pm 
Does this still work.
VernumNitor  [author] 4 Jun, 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.