Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Rising Tide of Aliens - Dead Dwarf Edition
   
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22 Oct, 2015 @ 2:25pm
23 Nov, 2015 @ 7:24am
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Rising Tide of Aliens - Dead Dwarf Edition

In 1 collection by VernumNitor
Rising Tide of Mods
3 items
Description


What this mod isn't:
- Easy
- Balanced
- Reasonable

But it is *FUN*!
Because more aliens => More FUN!

But dont worry! If you are not beard-shaving tree-hugging sun-loving perfumed elf-kisser you will have no problem surviving this mod ;)
Please turn frenzied aliens ON to satisfy all of your self-destructive needs and prevent any problems (the mod was not tested with frenzied aliens OFF, so trying to start the mod without it might destroy the universe! I dont know for sure but you dont want to risk destroying the universe, right?!)

If you had enough *FUN* you can try more "reasonable" version: Rising Tide of Aliens

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What is different from the regular edition?

Everything is adjusted to be harder, better, faster, stronger!

- Alien and nest spawns are doubled
- Aliens are stronger
- Aliens start scaling sooner and faster
- Aliens are more aggressive and responsive
- Colossal units spawn sooner
- Fully grown hydracorals have a chance to spawn new hydracorals on death
- Other small adjustments to increase difficulty

Background

"With the coming of humans during the seeding, the planet undegone various radical changes. Numerous of the delicate eco-systems were disrupted, their balance broken and the stability preserved for millenia compelled to change. The populations of alien wildlife stared to grow rapidly in a futile race for resources, causing myriads of nests to spring to life. With such rapid development, these alien hubs were forced to adapt and with limited resources only the fittest could survive and evolve. And in the ocean thousands of years old hydracoral fields often spanning several hundreds of kilometers accelerated their life-cycles and started to wither and die, just to re-grow in greater numbers."
-- Yuni Taiyōnoen, Planetary Survey and Environmental Impact Assessment, Vol. II

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 territorry they occupy and 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?

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 wuv aliens. Can I do that? :3

Seriously? Go here: Link


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... )
90 Comments
Feraa 7 May, 2024 @ 2:59pm 
Sure, but that Siege Worm "creep" is insane haha
tikks 7 May, 2024 @ 5:15am 
@Feraa I mean, this is the "Dead Dwarf" edition.
Feraa 6 May, 2024 @ 4:02pm 
(Part 2 for character limit) I don't know if Siege Worms are supposed to spawn at this quantity (Krakens were spawning at an even higher rate, but my cruisers could easily kite them around and kill them off), but if they are... Well, I don't know how you're supposed to survive at all unless you just don't hit an alien at all until you get tier 2 or 3 units. Fun mod, but... A bit much hahaha
Feraa 6 May, 2024 @ 4:01pm 
Good heavens. I accidentally attacked one alien and haven't had a moment of respite since then. Honestly, I'd've be able to handle it even then, except for some reason, Siege Worms are spamming my lands. I managed to push back the ordinary aliens initially, clearing the nests around my territory, but then Siege Worms started spawning behind my front lines where there were no nests. At first, it was just one. That turned to 2. I still held out. Then 4 arrived and my coalition of cruisers and missile rovers finally fell under the assault, with my marines doing absolutely nothing except getting OHKO'd. When the 4 Siege Worms came around, and they overwhelmed my defenses, they sacked my capital, thus effectively ending my game. I only had a couple other cities and neither of them could stand up alone like my capital was, especially with the forces I had defending the capital lost in the wave of Siege Worms.
Bhryaen 26 Nov, 2023 @ 6:56pm 
Fantastic mod, seems fairly well-balanced- though tragically tipping toward the aliens in this first go, it seems. That slow power creep is definitely a constant threat. Every single turn a major calculation... One of the most memorable playthroughs though- moreso than battling grabby nation-wannabes- so had to give a thumbs up.
Fokke456 24 Sep, 2023 @ 1:08pm 
This seems to work with Anchor Ceti 1.15.
Cookie from Space 17 Jul, 2022 @ 7:08pm 
Only use this mod if you want to spend 200 turns only fighting aliens and nothing else.
[PIGZ]MrTango 21 Feb, 2022 @ 9:54am 
Is it normal for the aliens to start orange attitude and just surround my capital (no combat yet from either side)?
Paul 12 Nov, 2021 @ 2:47pm 
Me be beard-shaving tree-hugging sun-loving perfumed elf
Lane 31 Jul, 2020 @ 5:02am 
Yep, look's like standart humanity settlers