Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Historic Eras
53 Comments
Fokke456 24 Sep, 2023 @ 1:07pm 
This seems to work with Anchor Ceti 1.15.
klawek 7 Sep, 2016 @ 11:57pm 
Thank you :)
Chuck Finley  [author] 29 Jul, 2016 @ 4:22pm 
Lol, you have to subscribe to mods on Steam. It will then autodownload next time you play the game.
klawek 28 Jul, 2016 @ 1:22pm 
Sorry, where is the download button?
Chuck Finley  [author] 10 Feb, 2015 @ 2:20pm 
@Tweaky - I agree with you, I am just far too lazy to get around to changing out the code for it as you probably guessed with how long it has taken me to respond to you.

zArkham4269 - The issue I have with that is I personally do not like super fast build times. I tried adjusting the code force the AI to pick more affinity techs but it hasn't improved much. Thou if you decide to play in the highest difficultly settings I am happy to inform you that they will have as much if not more affinity points then you have at any given point.
zArkham4269 7 Feb, 2015 @ 11:50am 
This is going to sound a bit weird, but maybe you could have a variant of Historical which would have standard research times and quick build times. The *only* issue I have with the Historic speed in Civ:BE is so much is tied to Affinity. Given how the AI currently seems to go after military techs and *not* affinity techs,

Most games I play, by the time I get to around 4 in an Affinity, I can just push for a Domination victory. I think the Marathon research speed just gives too much time for the human player to go after quests, gain Affinity and then just whale on all the other factions who are lucky to have 1 or 2 affinity upgrades.
PsiBorg 21 Jan, 2015 @ 12:00pm 
@author - have tried this mod and it works fine with other research mods loaded.

The extra health on OBSERVATORY is not a useful addition. The Observatory requires a working Firaxite improvement to build in a city. The improvement comes from researching ROBOTICS, which allows Firaxite MINES to be built.Furthermore, some cities do not have the Firaxite resource, so the Observatory does not even appear in the build menu. These 2 drawbacks impair the Observatory as a useful early game health increase.

Instead, switching the extra health included on the Observatory to the VIVARIUM, researched through ECOLOGY, would be a useful early game health increase. The Vivarium also has the advantage of being built in all cities. The Vivarium is also a good choice of building as it improves food production, which can be seen as keeping the population healthy.
Chuck Finley  [author] 20 Jan, 2015 @ 6:31pm 
@no identity - I like your idea but right now I have no time. I might implement that later on if I do get more time.
chrisisarea 20 Jan, 2015 @ 1:36pm 
hey to the creator! overall your mod is an really good idea , only in my opinion the time malus additonal is a way to much ... is it possible to add different time levels? I really would prefer to play with the marathon or epic tech speed but with the standard building times ect.
˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞ 10 Jan, 2015 @ 10:09pm 
Thanks for this. Loved Historic in Civ V.
Chuck Finley  [author] 28 Dec, 2014 @ 2:23pm 
Thank you :)
Moist 28 Dec, 2014 @ 9:34am 
one of the very best mods i've played for any civilization game keep up the good work.
Chuck Finley  [author] 8 Dec, 2014 @ 12:36pm 
A new patch has just been released and so far nothing seems to included in it that would conflict with this mod but I will be keeping a eye on it.
Chuck Finley  [author] 7 Dec, 2014 @ 9:39am 
Everything is set to a normal game speed but research is extended to take 4x longer then normal. Marathon is normally 3x longer then normal which makes this mod even longer.
Sims_doc 6 Dec, 2014 @ 11:20pm 
So this is esstinally longer research but short build times? In which case its everything i'm looking for and more as i want quick game building but long game research.
Chuck Finley  [author] 30 Nov, 2014 @ 10:58am 
The update to correct the problem with affinity levels has been uploaded.
Chuck Finley  [author] 23 Nov, 2014 @ 6:24pm 
I didn't bring any code from civ 5 over. Wrote this from the ground up. What I have noticed is like what you said, the AI will piroitize techs that give units over tech with affinity more now. I just need to work on the flavor system to correct this. This should be done by next monday.
zArkham4269 23 Nov, 2014 @ 2:25pm 
Could it be that the coding you probably brought over from Civ V isn't geared to BE? I mean the AI in Civ V is rather bloody minded towards certain things and it seemed that way in my games. For example, I'm noticing the AI ends up going for robotics to get flight really fast when in a normal unmodded game, this comes later as the AI is going for more affinity bonus techs.
Chuck Finley  [author] 22 Nov, 2014 @ 12:22pm 
So after FINALLY having enough time to play a long game (still haven't finished it) I am noticing the AI not wanting to choose techs that have affinity bonus'. This is something that is affecting all civ's not just modded ones. I will have this fixed over the Thanksgiving break.
boclapsaddle 21 Nov, 2014 @ 8:44pm 
Thank you, I am looking forward to the change. :-)
zArkham4269 21 Nov, 2014 @ 1:36pm 
Well I've only played 3 partial games. Plus, two of them had the Chiron SMAC factions so that's why I'm playing my current game because I want to see how well the normal civs go.
Chuck Finley  [author] 21 Nov, 2014 @ 1:13pm 
I mean, the issues with affinity only happen when you have both the civ mod and my mod activated or was it happening before you used this mod? I am trying to narrow down the problem for when I have time to work on this.
zArkham4269 21 Nov, 2014 @ 1:07pm 
Well right now I'm only play with two modded civs. I'm the Holy See and there is the SE Asian Mod, the others are all still regular unmodded Civs.
Chuck Finley  [author] 21 Nov, 2014 @ 12:47pm 
@zArkham4269 - And this issue only happens when you play with your mod civs AND this mod right?
zArkham4269 21 Nov, 2014 @ 9:40am 
While I forgot to change the difficulty from Vostok in my new game, I'm still noticing I'm way ahead of the AI in affinities. Right now I'm 4,2,7 when I think the best the A.I. has is a 0,0,5. Now I will admit I'm playing the Holy See which gives affinity points for techs developed but we still have factions who are only at 0,1,0.

I think the problem this mod may have compared its Civ V brother is the quest choices are really important and I'm thinking the human player actively pursues them and thus gets affinity bonuses whereas the AI doesn't. Perhaps this mod might need a affinity bonus mechanism for the AI? It's really no fun running over factions with 0,1,0 units with my 4,2,7 units.
Chuck Finley  [author] 21 Nov, 2014 @ 3:33am 
@si11ywalker - Not anytime soon. And if I did slow down things to epic level, I would add a even stronger modifier to research to keep the disparity there.
LtMoonbeam 21 Nov, 2014 @ 1:45am 
any plans on a version f this mod where it's based in Epic speed instead of Standard?
Chuck Finley  [author] 20 Nov, 2014 @ 7:38pm 
@zArkham4269 - hmm interesting. This mod makes no changes to satellites but there may be a unforseen consequence affecting them. Added to the list of things I will take a look at later.
zArkham4269 20 Nov, 2014 @ 8:57am 
One thing you might want to consider is fiddling with the weather satellies. I've notice they stay up for a long time but only seem to do anything almost right after you put them up and then right before they fail. The problem is they don't do anything for a long time which could be used with things like solar collectors. So perhaps shorten the time they are up but decrease the chance of a change. I'd rather build a new one more often than have my orbital coverage kludged up for long periods.
zArkham4269 20 Nov, 2014 @ 8:55am 
Sorry I was jokingly trying to sell you on the idea of working on JFD's The Holy See faction. Everyone loves "Darth Pope" of the Supremacy affinity. Personally I like the throne in the Harmony path; it's a great touch.
Chuck Finley  [author] 20 Nov, 2014 @ 1:43am 
Wait, huh?
zArkham4269 19 Nov, 2014 @ 9:32pm 
(cough) Cyber-Pope (cough)
Chuck Finley  [author] 19 Nov, 2014 @ 8:52pm 
What I might end up doing is finding the modded civ mods that I personally like, looking at their code, then contacting the authors and working with them on making our mods compatible. But that will also take some time and is dependant on the other authors.
Chuck Finley  [author] 19 Nov, 2014 @ 8:50pm 
That being said, I can only adjust the triggers for the unmodded civs. Any mod that adds or changes civs will not be affected by my change. Each civ has what is called a "flavor" system. The way it works is, the higher the flavor the more that civ likes to do or say certain things. The flavor system is dependent on each civ and there is no blanket way of affecting each civ without altering each of their codes individually.
Chuck Finley  [author] 19 Nov, 2014 @ 8:46pm 
@zArkham4269 - I know where you are coming from. In Civ 5 with this mod I had to play on diety to get a game that I couldn't steamroll the AI. The problem is, writing a mod that overhauls the AI is a massive project which is why you really do not see mods of that nature often. Something like that would take in excess of about 100+ hours to write and test and I won't have that kind of time till the end of Dec and beginning of Jan and I honestly can not promise that I have the drive or the skill to accomplish it. It is something I would love to fix because the AI is the single worst part of every Civ game.

@boclapsaddle - I will look into changing the trigger for warmonger to be more realistic but I won't have the time to do that till mid Dec. But that is a much more managable project and I should be able to tackle it successfully.
zArkham4269 19 Nov, 2014 @ 9:13am 
Well I do know the Chiron mod completely replaces the base factions and each SMAC faction has built in bonuses and penalties. However, I'm surprised the other modded Civs are going so slow as well. The problem, as I see it, since so much is tied to your affinity level, when I'm at 10 of anything, I can roll right over the factions still below 3.

This is, I think, the biggest problem with this mod in BE and in Civ V: The AI is often too stupid and by mid-game, you should be able to roll right over them. The problem, as I see, it is there seems to be no middle ground. Upping the difficulty level goes from easy win almost instantly to Human can't win. =[ I will try again, though, on a much harder difficulty. I'm just worried the aliens will then become too much of a problem in the early game.
boclapsaddle 19 Nov, 2014 @ 6:44am 
Chuck Findley (author) I play with the warlike diplomacy mod and a few others. I get into a little scurmish, don't take a city. I just wipe out an advancing force and any other wandering around. The other sponsors declare me a warmonger. Can you remove being declared a warmonger. This mod allows time to build up a good defensive position and I don't feel that a war monger penalty should be in effect. Can you remove it?
Chuck Finley  [author] 18 Nov, 2014 @ 10:40pm 
@zArkham4269 - I haven't played with any of the modded civ's yet. I have not had a problem with the standard civ's not teching up or gaining affinity in my games so far. I would have to peek into those mods to see if there is something there that is conflicting (possibly a redundancy that is being altered. I won't be able to do that for about a week or more. These next two weeks are going to be very busy for me and I will not have the time to mod at all.
zArkham4269 18 Nov, 2014 @ 3:48pm 
Well I'm not suprised that the Lord's Believers are low in Affinity given they have a built in science penalty, but I'm surprised that I'm at 2,1,10 and The Universtiy is at 0,0,5 and are pretty high up there in tech. The Gaians are at 3,1,4 (which is funny given their Harmony bent)

The modded Crescent Company is only 0,1,0 with Vesperians are 5,0,0. I don't remember what the Hive was before I wiped them out. Odd that the Lord's Believers are 1,0,1 and thus ahead of one of the modded Civs.
Chuck Finley  [author] 18 Nov, 2014 @ 3:35pm 
@boclapsaddle - What do you mean?

@zArkham4269 - So you're saying that your modded civs are not teching up or just the normal ones? And also they are not gaining affinities?
zArkham4269 18 Nov, 2014 @ 1:47pm 
Okay found the Mod Script Mod was causing problems earlier. However in the previous game and my current game I'm noticing the other players are really sucking at gaining Affinities. It's just not the Chiron SMAC factions either. I have two modded Civs and they are slow as well I'm at 1,1,10 and the highest of the other factions and one of them is the Gaians who start the gain at Harmony 1. Worst is I've forgone a lot of earlier techs so the other factions should have had time to pick up some of the eaiser "bottom hanging techs" but they haven't.
zArkham4269 17 Nov, 2014 @ 9:50am 
Does this mod affect quests since I'm about 100 turns in and I've yet to get one.
boclapsaddle 17 Nov, 2014 @ 3:21am 
can you remove the warmongering aspect?
BuzzMonolith 16 Nov, 2014 @ 10:56am 
YES! Thank you.
Chuck Finley  [author] 16 Nov, 2014 @ 9:31am 
@kamashamasay - Knock yourself out. If you need any help with the coding, let me know. I just ask that you give me credit for whatever parts of my mod you use once you're done with it. And if I like what you are doing with it, I might incorporate your changes into this mod.
Chuck Finley  [author] 15 Nov, 2014 @ 3:14pm 
I have been thinking about increasing research time a but more. I enjoy the lulls in researching things.

Any feedback on this would be appreciated.
boclapsaddle 15 Nov, 2014 @ 12:35pm 
I do feel a little rushed, glad you compensated the health issues. I play with the warlike alians mod so this should give me time to build a army for protaection and build buildings before expanding.
Chuck Finley  [author] 13 Nov, 2014 @ 9:48pm 
@Dude211212 & zArkham4269 - I'm not going to lie, reading that made me smile. I'm happy I could make something that makes the game so much better for someone.
Dude211212 13 Nov, 2014 @ 7:36pm 
Finally! I got so hooked on this mod I felt like it wasn't Civ without it
zArkham4269 13 Nov, 2014 @ 2:32pm 
Yay! One of my favorite Civ V mods!