Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

SMAC Factions The Lords Believers
33 Comments
Hanabi 11 Jan, 2023 @ 2:32pm 
Rereading the comments is a good lesson on how anonymity unmasks bigotry.
TheAhn1995 26 Aug, 2022 @ 5:56pm 
im getting crash logs on this mod in my lua logs when i try to run this with all the factions and social engineering.
Economic Terrorist 18 Sep, 2021 @ 8:16am 
Deus vult!
Swedra 13 Oct, 2017 @ 4:51am 
@Elkstone: (At least militant ones like The Lords Believers) High Five!
Elkstone 28 Nov, 2015 @ 8:37pm 
10/10 Would eliminate the Christian spacefaring population before anyone else again. Yknow, Alpha Centuri style
The Dude 11 Oct, 2015 @ 4:45pm 
This going to get updated for Rising Tide?
lilgamefreek  [author] 2 Jan, 2015 @ 11:07am 
That very strange. I'll look into it, but I have never had an issue with this since the mod's release. In the meantime, you could try to start a new game and see if it's an issue with the one game, or you can try and update the lua log file and share it with me. It would be very helpful for me to see what might be happening.
lilgamefreek  [author] 1 Jan, 2015 @ 12:38pm 
What is the turn count on your game and what other mods do you have? The yield modifiers only last for the first 15 turns.

Also sorry I missed your other message. Happy new year!
Vibby 9 Dec, 2014 @ 10:47pm 
-100% science is funny as hell! I love it!
Biscuitism 4 Dec, 2014 @ 2:27pm 
Why would you do this, OP? You're bringing back the parasite of Planet!
Mr. E. 29 Nov, 2014 @ 7:06am 
Aaaah, thanks!
lilgamefreek  [author] 29 Nov, 2014 @ 12:23am 
This is an issue Firaxis is aware of and fixing in the upcoming patch. Until then, 2D leaderscenes only appear when you have set the leaderscene setting to minimum under options->video options. Unfortunately, this means other leaders are rendered as 2D as well.
Mr. E. 28 Nov, 2014 @ 11:17pm 
I don't see the leader portraits on the diplomacy screen for any of your mods. Is there anything in particular I need to do to activate them?
lilgamefreek  [author] 25 Nov, 2014 @ 11:17pm 
I was honestly concerned about that. The original Alpha Centauri simply has a "No Science for first 10 turns" along side a flat science penalty (+20% science costs compared to other factions. OUCH!) for Miriam, which I never quite liked.

I tried my best to maintain the spirit of the "Zakharov/Miriam Dichotomy" without painting a picture of "Religion Hates Science" by focusing on Miriam's belief and community begetting strength vs. Zakharov's data and rationale. I'm hoping it doesn't appear that one excludes the other.
NerdExtrodinare 25 Nov, 2014 @ 10:22pm 
@lilgamefreek Oh, it at first blush looks balanced enough, and definetly would make me conssider bringing a science lab to begin with exploration. I was just thinking about the "Christianity and science aren't enemies" but I don't know next to anything about the original Alpha Centari civs.
lilgamefreek  [author] 23 Nov, 2014 @ 9:49pm 
@NerdExtrodinare: I would love feedback on whether you're miffed by the no-science bonus due to gameplay enjoyment or whether you think it's an unfair representation of the faction. I've had concerns about both.
NerdExtrodinare 22 Nov, 2014 @ 5:44pm 
Slightly miffed by the no science idea behind the faction. Ha.
SpinalDethpizza 21 Nov, 2014 @ 8:55pm 
Alpha centuri factions!? Subrscirbing to 'em all. :D
lilgamefreek  [author] 21 Nov, 2014 @ 1:28pm 
Hi Rit! Thanks a bunch, your comment totally made my day!
Rituro 21 Nov, 2014 @ 12:24pm 
LGF, you brilliant so-and-so. Grabbing all the SMAC factions now. Kudos.
IM DRIPPING 21 Nov, 2014 @ 11:11am 
i guess if you even out your science you'd be very powerful
lilgamefreek  [author] 21 Nov, 2014 @ 12:24am 
The "No Science!" in the top right really seals it I feel. I'm very glad for that happy bit of UI that you would almost never see in vanilla.
Senaki 20 Nov, 2014 @ 6:42pm 
-100% LMFAO
lilgamefreek  [author] 20 Nov, 2014 @ 5:33pm 
Oh yes, thanks for pointing that out. The mod package name doesn't allow for punctuation, and the workshop uses the package name as the default. You can see it's spelled correctly throughout the mod itself.
Argon 20 Nov, 2014 @ 4:56pm 
Lord's*
Mills 20 Nov, 2014 @ 3:36pm 
v Disturbing...
Lucas 19 Nov, 2014 @ 11:49pm 
LOL I love the idea of wiping these people out. 10/10
lilgamefreek  [author] 13 Nov, 2014 @ 7:47pm 
The period of rebuilding scales with the game speed, so it's 10 turns on quick, 15 on standard, and some appropriate multiple on epic and marathon. I haven't tried to see what it's like on marathon, so I don't know whether it's unplayably grueling, to be entirely honest.
Beef Wellington 13 Nov, 2014 @ 4:15am 
Okay I missed that bit. Seems a bit stronger if you're on the faster game mode?
lilgamefreek  [author] 13 Nov, 2014 @ 3:15am 
It's only for the first 15 turns, and it's a carry over from Alpha Centauri. The lord's believer's had to work with no science for the first 10 turns, but not bonus to yields to compensate. I implemented it this way to add some variety to the early game and people's build orders/starting loadouts.

It does, admittedly, change the momentum of the early game quite a bit for the lord's believers, but from my games, it's been different but not bad.
Beef Wellington 13 Nov, 2014 @ 1:59am 
-100% science is a really bad penalty...
lilgamefreek  [author] 8 Nov, 2014 @ 2:47pm 
Nobody likes Miriam. What a surprise.
lilgamefreek  [author] 7 Nov, 2014 @ 5:16pm 
Note there was an issue with the mod name in the initial upload, that caused the mod to fail to install. If the fix is not updating for you,

1.) go to the folder Documents\My Games\Sid Meier's Civilization Beyond Earth\MODS and delete any files related to Gaia's Stepdaughters.

2.) go to the folder Documents\My Games\Sid Meier's Civilization Beyond Earth\cache and delete the CivBEModsDatabase