Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

SMAC Factions Gaias Stepdaughters
34 Comments
Nebulon-B FTW 24 Jun, 2024 @ 8:39pm 
I'll echo wanting this for RT, and also that -25% attacking just isn't a good approach; they may be hippies, but I don't think that should translate to their weapons doing less against evil ecoterrorists. I think a better idea would be -20% production towards military units (reflecting that their disagreement is about having to make weapons) and +1 Intrigue (their free love society leaks secrets easily).
Uesugi Kenshin 11 Oct, 2020 @ 11:22pm 
Awesome mod. Wish all of the remaining factions could be made to work for Rising Ride!
The Dude 11 Oct, 2015 @ 4:45pm 
This going to get updated for Rising Tide?
lilgamefreek  [author] 20 Apr, 2015 @ 11:38pm 
I'll consider it. I've been sitting on a collection of changes I haven't released yet due to a few larger projects I am working on atm. Haven't had much time to think about the SMAC factions in a while.
Sozin 20 Apr, 2015 @ 7:28pm 
Do you think making them not lose str for attacking while in their borders would be too much. Cause I think them not taking a drop in power while within their borders would be the same as the aliens attacking you for going near their nest.
FowlMouth82 11 Feb, 2015 @ 2:44pm 
Sorry I've been off....I'll try and get a list for you.
RoverStorm 4 Feb, 2015 @ 6:16pm 
I actually don't find the -25% attack a huge issue. The +20% defense allows the defensive units to have that edge to gain a few promotions (ranged units of course can normally harass without worry), and after the third one they're right as rain to begin their rampage. It's just like alien monsters from lore: don't feed em soldiers or they'll become the big bad thing that goes bumb in the night. Of course a non-Gaian unit might be able to become even more bad@$$ with equal promotions, but then again gaians have 20% on TOP of the not-nerfed base defense.
lilgamefreek  [author] 4 Feb, 2015 @ 4:38pm 
Thank you for the feedback! I'll certainly keep it in mind for future developments. I reverted the faction back to -25% when attacking mostly to better differentiate them in playstyle. It certainly does go against the grain of what you said, but I have something more in the line of your style planned for the Cult of Planet faction. Not entirely the same as the Gaians, but they will be far more aggressive in their play.
SirBubbert 4 Feb, 2015 @ 4:14pm 
In my opinion, the nerf when attacking is the wrong kind of drawback for the green faction. It's fun to go on a righteous crusade for Planet against all the bastards who dig boreholes and pollute with manufactories and slaughter the aliens. it feels right for her. -25% combat just means that if you wanna do that, you need 100000000000 units and a much higher affinity level. Dislike! But keep up the good work with these, alpha centauri is the best.
RoverStorm 26 Jan, 2015 @ 2:38pm 
Yeah, that sounds about right. Playing with all the civs set to specific modded ones, forcing all random civs to NOT be the default ones, and I don't run into this issue with any number of modded civs so far. Thanks for the tip.
lilgamefreek  [author] 25 Jan, 2015 @ 11:52pm 
That sounds very much like this crash:

"There's a serious issue that affects many sponsor mods with custom leaderscenes. The mods can cause the game to crash to desktop when used in conjunction with the default civs. A current fix is to play the game with the leaderscenes set to minimum. In the meantime, modders are investigating a proper fix. You can do your part by notifying Firaxis of this widespread issue. "
RoverStorm 24 Jan, 2015 @ 8:28am 
I ran into a crash myself. No idea if it's these "stepsisters" though, because the second whichever faction it is touches down, it crashes before I can see who they are. I don't even get far enough to see the next turn button, unlike i_am_kingjonny. I'm trying to confirm it's the stepsisters as we speak, just to be sure.
apache 21 Jan, 2015 @ 3:24pm 
Damnit, the Darude Sandstorm person changed his name to make me look like an idiot.
lilgamefreek  [author] 21 Jan, 2015 @ 3:21pm 
Could you list some of the mods you play with? I have started a game with them and have experienced no issues so far.
FowlMouth82 21 Jan, 2015 @ 12:22pm 
Bloody hippies keep crashing the system the moment they make planet fall! God damn hippies! (1.0.1.611) After meeting them all is well. but on the first press of the turn button the games freezes. Playing with a whole load of other mods (about 30 in all I'd estimate) so isolated them in a 2 player game (still with the same mods) and still the same result. Shame, liked the idea of booting hippies!
aLadyTess 17 Jan, 2015 @ 2:42am 
Time to see if the nerfed Gaians are still broken :)
apache 15 Jan, 2015 @ 7:04pm 
DAARUUUDE SANDSTOORRRRRRRRM!
Smart Fella 27 Dec, 2014 @ 6:32pm 
I'm see a lot of these Gaias Stepdaughters everywhere.
Troubling times indeed.
lilgamefreek  [author] 12 Dec, 2014 @ 3:59pm 
Thank you for the update. I haven't had the time I wish i had to pursue these issues. Glad to hear your current game is stable so far. I look forward to hearing any further feedback from you in the future and will look into your previous issues more throughly in a week or two.
Pillow 12 Dec, 2014 @ 3:01pm 
I ended up having to abandon that game around turn 700. There started to be regular scripting errors associated with trade reassigning to any Gaian cities and eventual freezing between turns. I got through a few of these by going back to autosave, but then eventually the latest autosave would hang and not load. Started a new game with same settings, but excluding the UI tweaks. Currently at turn 150 with no problems.
lilgamefreek  [author] 12 Dec, 2014 @ 2:51pm 
I haven't had enough time to look at it specifically. It's a difficult challenge, both from an engineering standpoint and a design standpoint. My plan is to focus on getting the spirit of the 12 human factions down first, and then seeing from there. Naval cities is definitely on my radar, along with social engineering, but I am unsure which avenue to tackle first.
Sneeky Breeky 11 Dec, 2014 @ 11:05am 
A little off-topic (because i don't know where i can make such request). In "Alpha Centauri" there was a naval colonies, which were as important as ground ones. Bu in this civ there are no such type of colonies. Can you add this in your mods?
Thanks in advance.
lilgamefreek  [author] 10 Dec, 2014 @ 12:35pm 
I suspect your interface issues from conflict issues between the new patch and user interface. Several files that it modifies and overrides were updated in the latest patch. I have been attempting to reproduce the bug with your mod loadout but have so far been unable. This may be a save game issue as mod saves tend to be less stable than non-mod saves. I'll keep an eye out for it in the near future once I have some more time after my school semester.
Pillow 10 Dec, 2014 @ 6:56am 
I have all 7 of your SMAC factions and then these additional mods.
Simple Clock(v.1)
Aliens-Unlimited Exp(v.1)
Units-Exp Cap Remover(v.3)
Smac Quotes(v.11)
Player Colour for Units(v.3)
Colorful Tech Web(v.9)
User Interface Tweaks(v.3)
Additional Game Speeds(v.8)
InfoAddict(v.4)
Leugi's Abya Yala Expedition (Sponsor)(v.1)
Colonialist legacies-Vesperian Confederacy(v.3)
The Ollin Alliance(v.1)

I tried starting a few more games as the Peacekeepers and then as the Gaians and so far not able to reproduce the glitch. The game it happened in is at a mythic pace(400% research and production) so playing on Apollo the games where lasting 800-1000 turns until I would normally win. I have noticed some other errors in scripting when renewing trade routes and also map features for highlighting miasma which I think are the User Interface Tweaks issues.
lilgamefreek  [author] 10 Dec, 2014 @ 6:08am 
Hi Pillow. Could you give me a list of the factions currently in the game and the mods you use? I'm having trouble reproducing it. If the problem persists, you may want to try deleting your mod files and having steam redownload them.
Pillow 10 Dec, 2014 @ 5:26am 
In my recently started game after the patch the Gaians now have taken on the Hive symbol and designation. I am playing as the Peacekeepers and your other SMAC factions are all in the game and don't seem to be affected. I don't know if just a glitch or some how caused by the patch. Screenshot of what I am talking about.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=354039349
lilgamefreek  [author] 2 Dec, 2014 @ 7:13pm 
I'm a bit occupied for the next few weeks. I am planning an overall balance pass, polish pass, and lore pass before the year is through though, and that includes an external download source for the mods. Sorry I couldn' provide one ahead of time.
Trolls 'R' Us 2 Dec, 2014 @ 3:18pm 
download link?
lilgamefreek  [author] 21 Nov, 2014 @ 12:22am 
@slcowden: It does bug me a little that their bonus doesn't become particularly worthwhile until late game, where spreading miasma becomes a real option. I was hoping that the big initial boosts you can get from those "jungle" cities might make the faction interesting enough to play in the early game. Would you say they need more spice at start or is it just a matter of overall usefulness compared to the university?
NeMGiallo 20 Nov, 2014 @ 1:28am 
My favorite faction in the Alpha Centauri over all.
slcowden 13 Nov, 2014 @ 6:21pm 
I have been playing this faction for a couple hundred turns now and I just wanted to thank you for the work you have put into this so far.

Luckily I was able to settle my first and second cities near misasma so I was able to use their trait right away. I am playing on the Atlantis map so there is a lot of coast and therefore less miasma than a map with more land. In comparison to the Universities trait the Gaians seem a bit underpowered in the beginning of the game.
lilgamefreek  [author] 9 Nov, 2014 @ 6:08pm 
I honestly wish I could've done that, but there's some issues with the game where it refuses to modify tile yields for miasma. It's a damn shame really because having bonus yields to miasma tiles would've scaled way better than the adjacent city tiles. I went with my method as a compromise between that and not getting a bonus from city miasma at all.

Similar issues hold true for having health from worked tile yields. I don't think you can get health from only working a tile. Biowells just award the health flat for being in your territory, not from working them.

I like the idea of a growth penalty. Your right, it would work very well thematically. I think if I were to have a growth penalty, drop the food bonus from miasma (I think +4 yields might be too much) and drop the attack penalty, it might make for an overall better faction. Definitely worth considering.
slcowden 8 Nov, 2014 @ 9:53am 
This was always my favorite faction in the Origional Alpha Centauri and I am excited to be able to play with them again.

I was thinking that the Gaians should receive bonuses (especially culture and health) for not improving terrain like +1 Culture and +1 Health for every worked, unimproved forest and marsh and maybe +1 science and +1 culture for each worked miasma tile.

The bonus may become too powerful once you have a miasma condenser and start creating miasma everywhere. However, this could be off-set by adding a penalty from +15% to +25% more food required for each population growth. The penalty would be justified as Deidre had mentioned the necessity to control human population growth in the Alpha Centauri game lore. If this penalty wasn't enough I do think an additional -10% combat strength for units when attacking would also be in order.
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