Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Aquatic Cities Begone!
   
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18 Oct, 2015 @ 3:15pm
18 Oct, 2015 @ 3:34pm
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Aquatic Cities Begone!

Description
Disables aquatic Cities and changes some mechanics that were designed around the idea of having Aquatic Cities.


Don't misinterpret my intentions here - I LOVE aquatic Cities. I really do. However, they change the flow of the game quite a bit. Not being bound to land makes the game play out so very differently from how it used to play and sometimes I get nostalgic. That's why I created this mod - it's basically all the good stuff that comes with Rising Tide packaged into a deal that feels a little less... well... aquatic.

The following Changes have been made:
- Aquatic Cities have been disabled - completely.
- Buildings and Wonders that required Aquatic Cities now require Coastal Cities instead
- Naval Units have had their Costs reduced a bit (still above normal Units, can be reduced by the Drydock)
- Leaders that had Aquatic Starts now have a Coastal Bias instead
- Gunboat now requires Planetary Survey

North Sea Alliance has been changed almost entirely.
Their Aquatic Trait is now catered to a Coast-Centered playstyle that should work with both, tall and wide empires:
- Coastal Cities start with a Water Refinery. Leveling up the Trait grants +1(2) free Citizens in all existing Cities.

One of their Foreign Policies also changed:
- The one that gave Aquatic City Movement Speed now gives the Bonus that is otherwise restricted to a wonder - "Units fight with full strength even when damaged." The costs have increased to 250/25.
- The other Forein Policy remains the same - Bonus-Production for Naval Units.

Also contains an experimental Version of the purely land-based Skirmish-Mapscript (named 'Skirmish (Debug)', only available in the advanced options) that I edited to work for Rising Tide. I don't know why Firaxis chose to deactivate the original Skirmish (I assume it's because the North Sea Alliances original Bonus doesn't have any effect for purely land-based maps - but who knows?), so use it at your own risk - strange things may occur. And if they do, please report them in the comments so I can see if it can be fixed!
31 Comments
Sabotage1964 15 Feb @ 4:50pm 
Does this mod work with codex? or does it break the custom wonders and abilities added by that mod?
Biggs 18 Aug, 2023 @ 1:13am 
i am noob. just began to play this game yesterday.
want to remove ocean cities. so i download ur mod.
is a good idea for a mod
scottvreed 28 Jul, 2023 @ 2:27pm 
I said "gunboat" in my previous thread but clearly meant patrol boat.

Removing the patrol boat turns naval strategy back to what it was during the vanilla game, where carriers and destroyers are support units in battle to clear defenses and beachheads, but to capture cities you ACTUALLY need to land an invasion force, give your opponent a turn or two to react, and conquer the unit defending the city.

Unless you somehow expect to build a civilization without coastal cities, patrol boats ruin the game by making it all about who has the biggest navy. There's no way to use your wit to gain an advantage in naval battles (through use of terrain modifiers, miasma, choke points, movement & visibility costs), instead naval battles are just decided by whoever shows up with the most metal. That's something you see in the very worst turn-based war games & has no business in the Civ series.
scottvreed 28 Jul, 2023 @ 10:44am 
Getting rid of aquatic cities is great but the major change they spawned is the gunboat which needs to go too.

In Vanilla CivBE capturing a coastal town required strategy. With gunboats, you can capture coastal cities by popping in from 5 hexes away with 2 destroyers and a gunboat. And garrisoned soldiers won't even fight back! SOO annoying to have to garrison a gunboat AND a soldier in every coastal city just to defend it, plus knowing that if the city gets captured one of these units will just disappear like a tacjet without even putting up a fight.

I realize that if you get rid of gunboats it will make cities on one-hex islets impossible to conquer. Who cares?
CrazyLazyCat 12 May, 2022 @ 8:21pm 
This mod is a must have to me, but feels like AI don't know how to play with it. They stop expanding after some point, probably for trying to build aquatic cities. Is there a way to fix the AI?
[PIGZ]MrTango 20 Feb, 2022 @ 1:52pm 
Would it be possible to instead of outright remove aquatic cities, instead allow them but a strategic resource cost to them (costs 1 of: oil + Alu + any alien resource to build and upkeep) thus limiting their deployment (i.e. spam begone)?
Ryika  [author] 17 Feb, 2022 @ 11:52am 
Not possible unfortunately, since they changed how trade units work in the game core, which is not accessible for modding in Beyond Earth.
[PIGZ]MrTango 17 Feb, 2022 @ 11:28am 
A mod to re-enable trade vessels (cargo ships) and disable trade convoy hover would be cool, really hate how hover trade just removes all sense of terrain strategy.
!✠ Pinks - Dictatorial Gamer ✠! 11 May, 2021 @ 8:45am 
Is it possible to limit Water Cities to Players Only? That is to say, a mod that prevents AI from settling on water? I remember playing a mod a long time ago (can't seem to find it, now) which changed the game to only allow the new Civs introduced in RT expansion to settle cities on water tiles. To clarify, I'm not asking for this particular mod to be altered in any way; I am merely asking how some one would go about limiting AI from settling on Water...
Any information would be greatly appreciated.
zen 3 Dec, 2019 @ 5:29pm 
do the commenters here not realize aquatic cities can move and only work as many tiles/range as a normal land city?