Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Rising Tide of Aliens
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Update: 23 Nov, 2015 @ 7:18am

- Fixed the stacking miasma bonus for aliens
- Increased % combat bonus of AI when fighting aliens

Update: 2 Nov, 2015 @ 2:28am

- Even more adjustments to Alien AI
- Even more adjustments to colossal units spawning and strenght
- Some adjustments to alien scaling

Update: 29 Oct, 2015 @ 8:42pm

- More AI adjustments
- Alien scaling adjustments
- Nests now give defensive bonus

Update: 29 Oct, 2015 @ 7:57am

- AI fixes

Update: 27 Oct, 2015 @ 7:24pm

- Technology hotfix

Update: 27 Oct, 2015 @ 4:21pm

- Nest Spawning -
Nests now spawn throughout the game on semi-random spots.
They will never spawn in your territory or close to other nests.

- Alien Spawning -
Aliens now spawn throughout the game around the nests.

- Adjusted scavenging policy to prevent exploits
- Moved the ability to leash aliens to "Alien Adaptation" and Harmony 5 (12 for colossal) to prevent exploits

- Aliens will now gain strenght every few turns in the form of % bonus. 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. Be prepared for some surprises.

- 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. If you want to get rid of them you will have to actively and systematically destroy them.

Update: 22 Oct, 2015 @ 6:57am

- Fixed bug that caused freezing when meeting new sponsor

Update: 19 Oct, 2015 @ 3:41pm

- Fixed a rougue script that caused the aliens to gain strenght every time you loaded a saved game (this should also fix any crashes when loading a game)
- Further adjusted collosal unit spawning time

Update: 18 Oct, 2015 @ 8:28am

Update: 18 Oct, 2015 @ 8:17am