Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Worker - Miasma Immunity
16 Comments
TonyBeastly 22 May @ 10:40am 
I have a bunch of your mods, Ryika, and I see that not one other person on most threads says thank you. So let me be the one to give you some words of thanks. Your mods have created a very enjoyable and pleasurable experience in my games. It's nearly 10 years later since most of these mods were posted and updated yet they hold value beyond what the game can give. I use them daily and have no issues that don't already have a solution. Many creators have mods on the workshop but none as good as yours. Thank you, Ryika, for giving us such amazing mods.
Leaf! ∆Θ 14 Jul, 2017 @ 12:26am 
same
Snortch 14 Apr, 2015 @ 5:54pm 
Having played Alpha Centari for 10 years, I miss workers not being able to be told to just go do a single thing. Like just go clear miasma for example. Go build roads. And I miss being able to put anything anywhere, not just on your property. Granted, it could become whom ever settles a spot beside it, for example.
\\(ㅇㅅㅇ)_//용사 1 Apr, 2015 @ 2:45am 
lol that monkey is not appropriate with the mod's name . i ll use it
ISAAC CLARKE 25 Feb, 2015 @ 4:20pm 
That is the most epic space monkey pic ever.
mythbuster5 10 Feb, 2015 @ 2:48am 
Can you make a mod to make human players units immune to myassma?, It sucks when you have to place a unit in the stuff to defend your city, or your worker from aliens. Whatcha thinkin'?
Venusaisha 9 Nov, 2014 @ 12:08am 
this mod very useful before geting tech required to remove masma inorder to build. helps direct ur research in other areas too early on without masma worry. workers are naughty any way, u just gotta give the boot every now n then. lol
Faren (Lawful) 8 Nov, 2014 @ 1:50am 
I ended up having to babysit them anyway other wise they just make terrascaps instead of building firax mines or other resources. just cause I build myself to beable to make my lands green doesnt mean I want them green, stupid worker.
Venusaisha 6 Nov, 2014 @ 3:06am 
no conflicts with mod or to my other mods on this.
Venusaisha 5 Nov, 2014 @ 10:18pm 
very useful if u settled in area with alot miasma and unable to improve a tile that u want early on.
Lulu 4 Nov, 2014 @ 1:13pm 
Can you do this for explorers too ? I dont think its the same thing than the workers because there is to tech for that, but do you think it would be possible ? (I mean, they HAVE TO be protected against gas x_X they had a combi ! )
Ryika  [author] 30 Oct, 2014 @ 11:20pm 
Well, sure, it's not a mod for everyone, but still. It has annoyed me quite often (don't even always go for early Ecology, so Alien Biology is way off my opener techpath), the mod has almost 700 subscribers, a 50-percent Visitor:Subscriber-Ratio, mostly positive ratings... so I guess some people are like me and care. ^^

So yeah. Don't need it? Don't use it. Easy as that. :)
Peyote 30 Oct, 2014 @ 11:06pm 
I've never lost a worker to miasma, and the tech takes about 5 turns t most to get
This seems pointless.
Zael'a 28 Oct, 2014 @ 5:45am 
@Sherwood374 the ultrasonic fence is only effective 2 tiles around the city build in, or with the upgrades 3 tiles or 2 tiles and protecting trade convoys, every unit out of that range can still be attacked by the aliens... you're right that it'S crucial but only real protection would be building towns 6 tiles apart from each other and upgrade to the 3 tile range fence and leave the convoys vulnerable but that my be rather impractical :)
An Atheist Jew 27 Oct, 2014 @ 6:34pm 
I've played two games so far into the 350+ turn range and I don't think I lost a single worker to miasma. I *did* lose about 8 of the things to those MOTHER FUCKING siege worms, though. MAN but do I hate the siege worms. Maybe someone could make a mod about that.
Elzarius 27 Oct, 2014 @ 11:51am 
I lose more workers to aliens than miasma