Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

By Land and Sea - Ocean Colonies
112 Comments
Maximus 16 Feb, 2024 @ 7:21pm 
Breaks the game. Do not install. Units would be under terrain textures.
Ozeron0119 29 Dec, 2022 @ 2:45pm 
this mod doesn't work for shit
Aerial_Gold 22 Jun, 2020 @ 2:30pm 
Do you have to have a new game for this mod? Or can it work on old saves? Because I have an old save and its not letting me settle on water
Jackery622 4 Aug, 2018 @ 5:02pm 
also why does my beyond earth not work do they not support it any,ore
Jackery622 4 Aug, 2018 @ 5:00pm 
like how u responded to a message i made last year now i have rising tide but the only i thing i dont like about rising tide is uhave to move cities to get tiles this fixes that (unabling rising tide)
Kassakara 1 Jul, 2018 @ 8:41am 
Is it possible to build Magrail routes over the ocean with this mod?
Rider 8 Jan, 2018 @ 4:27pm 
@twaligora33 This mod was made before Rising Tide. You can see the enbarked settler in the screenshots has the normal embarked unit model.
Jackery622 17 Aug, 2017 @ 2:59pm 
DUDE this is a part of rising tide AND you can land fall on water
FictionAuthor 11 Feb, 2017 @ 12:45am 
I should have read some of the comments first, otherwise, yeah, it breaks the graphics into some truly strange effects. Thought there was something wrong with my system. Unsubscribed.
I will say, it was a nice concept though
LeberMac 11 Aug, 2016 @ 5:59pm 
Yeah this mod screws up ALL of your tiles/hex graphics. Even when you disable it, the tiles are still corrupted - "Z"-coordinates are too high and cover everything up. Must quit the game and re-launch to get rid of the corrupted/broken terrain graphics.

@lilgamefreak: remove this mod please, or fix it - it overwrites the standard game graphics.:steamsad:
Lots of Cats 6 Jun, 2016 @ 12:08am 
This mod is so broken that it somehow managed to break my game even without any mods active! I had to redownload the entire freakin game just so it would load a map that wasn't nothing more than blobs of multi-coloured paste with no water or resources. WIP my arse...

Download at your own risk.
Bensn 19 Mar, 2016 @ 3:02pm 
Thanks for this mod! But is there any way to use this mod in multiplayer mode?
John McCreedy 2 Feb, 2016 @ 3:08am 
How do you capture these cities since all marine units are ranged, not melee?
Klyskada 30 Jan, 2016 @ 11:38pm 
I have a problem in which it makes it so my base, units, and any ocean doesn't show up. also it makes it so that when i hold right mouse to see a units movemnt area, it's delayed and doesn't show up till i actually make the move. any way to fix this?
saphir 3 Jan, 2016 @ 10:25am 
started a new game with it along with larger maps and grafic for coast does not work. I look if I can post a screeenshot in Civfanatics thread
saphir 3 Jan, 2016 @ 9:00am 
Mod is very good idea, I will test it. The more, as I do not intend to buy RT because the bad support and no bugfixes in vanilla which crashes often anyways and not able to play more than 540 turns (as the sav will crash after, niot the game itself).
fishclever =QC= 29 Nov, 2015 @ 6:41pm 
since rising tide, i cant play with this mod anymore : invisible unit, hex trouble and same as @cardboardoxo
rockhounddiva 23 Oct, 2015 @ 11:49am 
@turbotowns did you say that rt ocean cities are mobile?
Cardboardboxo 11 Oct, 2015 @ 10:06am 
My game keeps making a layer of terrain above the regular layer causing it to look like my city is undergound. I have tryed varfing and it looks fine with out mods. I just using the regular rendom gen maps.
Voljundok 11 Oct, 2015 @ 9:59am 
Glad this exists, I don't have the money to buy RT yet.
lilgamefreek  [author] 9 Oct, 2015 @ 1:59pm 
It's important to note this mod was released two months before Rising Tide was announced.
TiraboTurbos 9 Oct, 2015 @ 6:00am 
These couldn't be more different than the ocean cities in "Rising Tide", first off, the DLC's cities can move.
quintarbarbarian 25 Aug, 2015 @ 10:49am 
this mod is not necisaery because of rising tide, forgive anthing misspelled
Chico Chico Chico 16 Aug, 2015 @ 2:08pm 
Tried playing with only this mod. Still got a huge slowdown around turn 200, also some line of sight glitch, where between turns, all my units would lose LOS and then get it back at my next turn.
MaximumTrekkie 14 Aug, 2015 @ 3:34pm 
So...why do I need to buy Rising Tide again? By the time it's released, all of its features will already be modded in. Maybe the expansion would be more stable in MP...except none of my friends play Civ: BE
My Thicker Is Dicker 14 Aug, 2015 @ 6:02am 
Rodso this mod is pretty much the same thing only FREE!!!!!!
Khorne Flakes 13 Aug, 2015 @ 7:54pm 
Interesting Mod, I like it. :) I will most likely just use this instead of Sid Meier's overpriced DLC... I mean, it currently costs more then the game itself, just for two new Biomes, and being able to colonize the oceans... Thanks Firaxis, but mods can do what you can do, for free. :D
Thalassicus 29 Jul, 2015 @ 3:36am 
Congratulations on Firaxis choosing your work as the focus of the first expansion! :D
Rodso 9 Jul, 2015 @ 8:17pm 
looks intresting but nahhh im going to wait for the actaul expansion to arrive
stanperkins 5 Jul, 2015 @ 9:10pm 
This looked like it would be a great mod, but by turn 185 the lag between turns made it unplayable. It freezes on the minor powers for over a minute....can't imagine what it would be like later on.
robert4260passedaway 29 Jun, 2015 @ 3:59pm 
Uuits were getting mixed up. The cursor would be on one and the name would be for another. This happened when two units were within a couple of hexes of each other and both had upgrades available. This occured post 100 turns.
Chico Chico Chico 28 Jun, 2015 @ 4:02pm 
Im getting a huge slowdown on late game during minor power turns.
Chico Chico Chico 28 Jun, 2015 @ 1:38pm 
Im getting a huge slowdown around turn 300-400 during minor powers (stations) turn.
duggelz 26 Jun, 2015 @ 10:55pm 
@lhall1025: It's almost like you didn't read the instructions...
WolfCat 24 Jun, 2015 @ 1:35am 
I like the idea and was very excite to subscribe to this. But when I did. I couldn't interact with anything. I started a new game, pod landed and nothing else worked.
lilgamefreek  [author] 19 Jun, 2015 @ 6:48pm 
@GeneralPIG: Sorry for not getting back to you. The mod modifies several map generation scripts, so I would not be surprised if it was incompatible with custom maps on the workshop. I will look into the DLC map scripts to see if I can fix those at least.
GeneralPIG 18 Jun, 2015 @ 11:37am 
It wont spawn resources on any map sizes bigger than massive (i.e. harkarian mod map sizes supermassive, enourmous, ginormous)
GeneralPIG 6 Jun, 2015 @ 7:24am 
I tested it on most maps including the deluxe map types and it just won't seem to spawn any resources except the discoverable ones (titanium, oil, geo) and those that come around your starting point. I am using resource bloom mods as my only other resource mod.
lilgamefreek  [author] 2 Jun, 2015 @ 7:08am 
Which map type are you playing on?
GeneralPIG 2 Jun, 2015 @ 6:13am 
I've found that this mod stops my game from generating any resources anywhere except around the city start locations... not sure if its a buggy interaction with my other mods.
lilgamefreek  [author] 31 May, 2015 @ 3:57pm 
I'm currently waiting on some building icons from an artist I'm partnering with. Once those are in, I'll be pushing out what is hopefully a final version. The gameplay is already fairly set in stone at the moment and the update will include a performance fix that has been reported by a few people.
Cinq_Cents 31 May, 2015 @ 12:34pm 
So what happens to the mod, what with Rising Tide coming soon?
Ozymandias 29 May, 2015 @ 5:24am 
Better get this now while its free, eh?
Zyrithithrall 25 May, 2015 @ 11:39pm 
This looks really good and it's a shame it's becoming a DLC no one is going to buy, but hey you still got my sub.
MadManMatt137 18 May, 2015 @ 1:18pm 
like I said lilgamefreek, you've made an amazing mod and the issue I noticed was minute and inconsequential, keep up the great work.
lilgamefreek  [author] 18 May, 2015 @ 5:42am 
The performance issues are from a relatively recent experiment in whether I could gate colonization with requirements apart from embarkation (such as tech or culture). I released with the prototype changes to test for performance issues as the process is much more performance heavy than previous releases and I didn't want to make actual gameplay changes before understanding behaviour on the range of hardware out there. Now that my school semester is over and I have time again, I'll likely resume work on my mods again, and update this mod to revert back to the less performance heavy version.
MadManMatt137 13 May, 2015 @ 1:18pm 
It seems Alkydere and I have encountered similar bugs. I have floatstone and miasma on an ocean tile like he had resilin. It isn't really a big deal and the mod is still great, just wanted to let you know.
http://images.akamai.steamusercontent.com/ugc/545278340090725679/6C5C0AC7C6529E6CD178AF11FCFE94211B9DD205/
TheAhn1995 10 May, 2015 @ 11:47pm 
i notice when i enable this mod with few other mods that it drops the fps 35 to 40 fps to almost nothing when the ai is taking its turns. it supposed to do that?
lilgamefreek  [author] 7 May, 2015 @ 1:44pm 
Known Issues

This mod suffers from a serious issue that affects all mods that add new unit promotions or build options (such as improvements) to the game. Upon first loading a game after initializing the mod, the Unit Panel in the games lower left-hand corner will appear buggy. There is an easy but annoying workaround. When after activating your mods for the first time, exit back to the mod selection window and reactivate your mods a second time. This will fix the issue for the remainder of your game session. You can do your part by notifying Firaxis of this widespread issue.
bmc51789 7 May, 2015 @ 11:48am 
For some reason when I am running this mod, with no others active, my orders bar disappears for units. I love the mod especially on island maps but not being able to give specialized commands sucks.