Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Rising Tide of Miasma
   
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30 Oct, 2015 @ 12:06pm
2 Nov, 2015 @ 2:36am
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Rising Tide of Miasma

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


Base Game Compatible

Purpose of the mod

Miasma in the game was, similarly to aliens, just a mild nuisance in the very beginning. Now that miasma spreads it will stay on map longer, and if you want to expand, it will be vital to get miasma clearing technologies.
While it would be possible to make miasma spawn randomly around the planet, I believe that would be unfair to Superamcy and Purity players. This way, players always have “direct” way of fighting the miasma - destroy alien nest that spreads it.

What does it do?

Short version: Makes alien nests spread miasma.

- Alien nests spawn miasma in 3 tile radius (the closer to nest the more miasma grows)
- Miasma decreases food yield by 1 (currently disabled due to a bug) and pillages improvements (until Alien Ecology is researched)

- Miasma deals 15 damage instead of 10
- Adds new building “Miasmic Repeller” that clears miasma in 2 tile radius around the city at the cost of high energy upkeep (unlocked by Alien Biology)
- Biochemistry decreases miasma damage by 5
- Some AI tweaks to make them clear miasma and attack nests (they are still pretty bad at it though)

Rising Tide of Competent AI

This mod now contains fixes to the AI that go beyond the scope of miasma and aliens. This is just a temporary solution for the AI struggling against aliens and miasma.
These fixes will be removed at a later date, and transformed into separate mod.



Note: I recommend playing with *at least* 10 sponsors on standard map and at least gemini difficulty. AI is still bad at fighting aliens (this will be fixed), so if they start in a bad spot they will struggle (more than normally).
Popular Discussions View All (1)
6
24 Nov, 2015 @ 7:01am
Feedback and Suggestions
VernumNitor
41 Comments
Fokke456 24 Sep, 2023 @ 1:08pm 
This seems to work with Anchor Ceti 1.15.
nukestar 17 May, 2021 @ 7:56am 
Will harmony players be able to mitigate the 1 food malus on miasma?
mR.MaG0o 31 Mar, 2018 @ 6:26am 
@Monocer
Found them.
Thanks a lot!
VernumNitor  [author] 31 Mar, 2018 @ 6:01am 
@BigBoss

The file is MiasmaSpread.lua
To make it slower I THINK (again I dont remember exactly) you need to change "local MiasmaChance = *"
There are 3 scripts - Far, Medium and Close, each corresponding to 3 tiles, 2 tiles and 1 tile from the nest. Decreasing the chance slows down the spread (its based on RNG). If you dont want it to spread to 3 tiles, easiest would be to change the chance to 0.
mR.MaG0o 30 Mar, 2018 @ 9:02pm 
@Monocer
Me again, lol.
Again about some technicalities if I may ask,
I was looking through the code and got no clue on what could I change to make miasma spread slower and keep it closer to the nests, is it possible to edit some values and fine tune that behavior?
Do you know in which file and which variables should I change for that?

Thanks again!
Samir Al-Hayjid 5 Jan, 2018 @ 8:47pm 
agreed
SerWind 21 Nov, 2017 @ 11:06am 
Might just be prudent to make the AI immune to it all around. The AI is dumb as bricks in this game.
tikks 23 May, 2017 @ 1:17pm 
Understandable. Thank you for replying.
VernumNitor  [author] 23 May, 2017 @ 4:23am 
@Surfer Tikki -)KDRv(-
Sadly no. I dont have time at all, not to mention that, sadly, this game has terribly low playerbase :( I hate to see such potential go to waste, but thats the world we live in....
tikks 13 May, 2017 @ 1:37pm 
Any updates on that AI smartness mod? Be nice to have competant allies.