Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

BoogieMan's AI and Health rebalance Mod
38 Comments
BoogieMan  [author] 23 Feb, 2023 @ 7:19am 
I also forgot to mention this mod should be more or less futureproof, so it should still work fine even not having been updated recently.
BoogieMan  [author] 13 Jan, 2017 @ 5:05pm 
Glad you've enjoyed it, thank you. Since I've not got any bug reports (seems unlikely given the nature of the mod anyway) I don't currently have plans to reinstall the game to continue modding it.
dracoon 25 May, 2016 @ 4:20pm 
I don't know if your still doing updates on this mod but i have loved what it has done. The only thing i am wondering is can you make it so that the ai stops hating me the moment i have to kill a alien it is so irritating when I have to defend a city from being destroyed and then half the ai's get pissed at me.
BoogieMan  [author] 9 Nov, 2015 @ 9:07am 
Yeah those Kraken are pretty nasty early on. :)
Seogeee 9 Nov, 2015 @ 7:59am 
play with this mod on, a buletproof Kraken slowy aproach and sieze my floting colony.
what a dynamic. 10/10
BoogieMan  [author] 31 Jan, 2015 @ 12:20pm 
Good to know, thanks for the report!
BLÀde 31 Jan, 2015 @ 12:13am 
it was the true domination mod causing it
BoogieMan  [author] 30 Jan, 2015 @ 6:27pm 
I am limited from doing much more than more tweaks since I don't know how to do the LUA scripting, and the mod tools aren't very user friendly IMO. I wanted to work on the quest rewards, since I felt that almost all of them weren't even much of a choice since one option was clearly superior.

I will continue to support the mod where I can and make adjustments based off user feedback as best as I am able.
Dabiels 30 Jan, 2015 @ 4:38pm 
Is there going to be any more updates for this mod? It seems really cool and has a lot of potential to fill in what's missing from this game.
BoogieMan  [author] 26 Jan, 2015 @ 8:01am 
Hmm, nothing in my mod touches anything to do with that, so it shouldn't be this mod. If anyone else has that issue please let me know.
BLÀde 25 Jan, 2015 @ 4:48am 
not sure if it's your mod but since the last patch i can't build the exodus gate with this active?
BoogieMan  [author] 16 Dec, 2014 @ 5:27pm 
Thanks! Glad you enjoy it.
diademic111 15 Dec, 2014 @ 7:36pm 
really like this...good work!
BoogieMan  [author] 11 Dec, 2014 @ 7:39am 
This should still be compatibile with the current version. I don't plan to split the mod because the non AI changes are not significant, it's a number of smaller things that when added together produce the intended result.
Fiesbert 10 Dec, 2014 @ 12:42pm 
I'd love to test an AI mod but you are changing too much other things with this mod aswell. Could you split it up into AI/health/other stuff?
BLÀde 9 Dec, 2014 @ 6:49am 
the patch alters the ai is this still compatible?
BoogieMan  [author] 14 Nov, 2014 @ 2:29pm 
It had been there before, apparently I forgot to put it back in there after the last update. Sure thing!
Apheirox 14 Nov, 2014 @ 2:19pm 
BoogieMan, you could you post what you changed about the Health system in the changelog above? Also, could you post more details about exactly how much 'alien combat strength' is changed, in the log? This will be useful for players evaluating which mods to install.

Thank you for your effort in improving the game and sharing this!
BoogieMan  [author] 14 Nov, 2014 @ 9:19am 
There are a lot of variables that govern the AI, things that seem like they should make an obvious change don't seem to always do so. However I will try to further reduce their peace offerings in the next release. One thing I am unsure of when tweaking this aspect of the AI is how other AI players will react, will they see most peace offers as insufficient and almost always refuse peace? We'll see, further feedback will be crucial.
Azerbaijan_Technology 14 Nov, 2014 @ 7:27am 
Hey there,after playing with this AI,the game have definately became much more fun.
However,the AI,continue to give up their cities in a peace agreement following way too easily.
Even when a sizeable portion of their military remain relatively intact and that the difference in millitary strength isn't that immense.

Could you modify the AI to become a lot less willing to give up their cities when their military is mostly functional but not completely rule out the possibility of conceding cities?
BoogieMan  [author] 12 Nov, 2014 @ 3:08pm 
I've checked into it extensively and I can find no sort of conflict between those two mods. So it's either related to a different mod or some strange game glitch.
BoogieMan  [author] 8 Nov, 2014 @ 7:54am 
The only field I touched on the explorer is combat strength, since all the aliens got a combat buff. Since his entry doesn't affect combat strength then I'd think it should be able to coexist. The only difference I can see is he uses a SQL to update the game file, where mine is an XML update. I'll look in to it.
BLÀde 8 Nov, 2014 @ 4:34am 
this mod isn't compatible with the mod that gives exporer 3 tile movement instead of 2. i told the author of the mod he told me to come here and ytell you.
MrTechMonkey 6 Nov, 2014 @ 8:46am 
oh also could you make it so that AI get more agressive once you go for a victory not saying like to make them declare war just make them dislike you abit more the that one ally you have been nice to all game doesnt declare war with you but maybe the person right next to you who has been constantly fighting you all game will
MrTechMonkey 6 Nov, 2014 @ 8:42am 
i don't think the kraken should be able to enter shores aside from that this mod is a must have
BLÀde 4 Nov, 2014 @ 10:07pm 
with this mod active siege worms seem to triple. i had 4 of them show up in under 40 turns!
BoogieMan  [author] 4 Nov, 2014 @ 9:55am 
Rebuilt the mod from scratch. This was required to improve compatibility with other mods, but also to ensure that all changes were being applied, prior to this version some changes were not being used. This version should be much improved over the previous.
Boss Bawss 3 Nov, 2014 @ 1:04pm 
It might be a good idea to make the A.I. be a little more agressive. I've played too many games with no wars happening at all.
Carolus Rex 3 Nov, 2014 @ 9:11am 
Gonna try this out, seems like a godd concept, with the health penalties reduced too. Keep updating and this will be a standing mod!
BLÀde 3 Nov, 2014 @ 6:02am 
v2
BoogieMan  [author] 3 Nov, 2014 @ 5:09am 
@blade

They don't always attack you just for building that or nearing a victory. I've built it and settled all the earth colonists and won without any one declaring war on me in the unmodded game.

The AI evaluates targets off of relationship, military and economic strength, and distance. It's possible for you to be deemed an too poor a target for them to try their chances with.

I'll keep an eye on it all the same. Was this version 1 or 2?
BLÀde 3 Nov, 2014 @ 5:07am 
can you make it so every ai will declare war on you once you build it? would certainly make it more interesting :P
BLÀde 2 Nov, 2014 @ 9:25pm 
not sure if this mod broke this or not. usually when i start building the exodus gate any AI near me will try to attack me straight away. now they don't?
BoogieMan  [author] 1 Nov, 2014 @ 1:08pm 
@abred_vs_annwn

Those changes, especially those regarding maintainance seem to help the AI quite a bit in longer games. But when I finish some more testing on the next release and upload it, I will add another version that does not include anything I would put under Game Mechanics.
abred_vs_annwn 1 Nov, 2014 @ 9:39am 
Is it possible, to make a Version without the Game Mechanics Changes? I dont feel, tey are nessesary.
zArkham4269 1 Nov, 2014 @ 8:51am 
The big problem is the Firaxis AI engine seems to equate weakness with "Dog pile on this faction!"

In Civ V, I notice that it was always the weakest Civ which got other Civs asking to help destroy "This threat to world peace" - So they ignore a powerful player (usually) and pick on city-states and weak civs.

At lease in BE the stations aren't like factions. In too many games I'll be attack a Civ and instead of worrying about the army rampaging through their capital, their army will decamp to attack a nearby allied city-state! It made no sense!

The Civ IV AI was so much smarter. Hell the *naval* Ai in Civ III was evil with the AI able to build up naval invasions to the point if you didn't pay attention you'd get your own private D-Day happening to you.
BoogieMan  [author] 1 Nov, 2014 @ 8:46am 
Hmm, that' is a good point. I've noticed that as well. I'll look in to reducing their peace offers for such situations.
zArkham4269 1 Nov, 2014 @ 8:43am 
I think the biggest tweak is for the AI (in Civ V as well) to quit handing over cities! In most games I'll have enough of an army to take a city and defend against the counter-attack I expect to follow. I then plan to assess how things went and go from there. Yet in 90% of the cases before I can even decide whether to sue for peace or continue the war, the AI will offer a city and usually one of their best!

One modder mentioned when I commented on this regarding Civ V says he once played a game where he *never* took a city. He just had his big army meander around for a bit destroying units and the infrastructure and the AI would give him cities. I can understand if I've got some mega-army, but the AI is gives cities before even just asking, "Are you happy now? How about peace?"