Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Aquatic Cities Begone!
31 Comments
Sabotage1964 15 Feb @ 4:50pm 
Does this mod work with codex? or does it break the custom wonders and abilities added by that mod?
Biggs 18 Aug, 2023 @ 1:13am 
i am noob. just began to play this game yesterday.
want to remove ocean cities. so i download ur mod.
is a good idea for a mod
scottvreed 28 Jul, 2023 @ 2:27pm 
I said "gunboat" in my previous thread but clearly meant patrol boat.

Removing the patrol boat turns naval strategy back to what it was during the vanilla game, where carriers and destroyers are support units in battle to clear defenses and beachheads, but to capture cities you ACTUALLY need to land an invasion force, give your opponent a turn or two to react, and conquer the unit defending the city.

Unless you somehow expect to build a civilization without coastal cities, patrol boats ruin the game by making it all about who has the biggest navy. There's no way to use your wit to gain an advantage in naval battles (through use of terrain modifiers, miasma, choke points, movement & visibility costs), instead naval battles are just decided by whoever shows up with the most metal. That's something you see in the very worst turn-based war games & has no business in the Civ series.
scottvreed 28 Jul, 2023 @ 10:44am 
Getting rid of aquatic cities is great but the major change they spawned is the gunboat which needs to go too.

In Vanilla CivBE capturing a coastal town required strategy. With gunboats, you can capture coastal cities by popping in from 5 hexes away with 2 destroyers and a gunboat. And garrisoned soldiers won't even fight back! SOO annoying to have to garrison a gunboat AND a soldier in every coastal city just to defend it, plus knowing that if the city gets captured one of these units will just disappear like a tacjet without even putting up a fight.

I realize that if you get rid of gunboats it will make cities on one-hex islets impossible to conquer. Who cares?
CrazyLazyCat 12 May, 2022 @ 8:21pm 
This mod is a must have to me, but feels like AI don't know how to play with it. They stop expanding after some point, probably for trying to build aquatic cities. Is there a way to fix the AI?
[PIGZ]MrTango 20 Feb, 2022 @ 1:52pm 
Would it be possible to instead of outright remove aquatic cities, instead allow them but a strategic resource cost to them (costs 1 of: oil + Alu + any alien resource to build and upkeep) thus limiting their deployment (i.e. spam begone)?
Ryika  [author] 17 Feb, 2022 @ 11:52am 
Not possible unfortunately, since they changed how trade units work in the game core, which is not accessible for modding in Beyond Earth.
[PIGZ]MrTango 17 Feb, 2022 @ 11:28am 
A mod to re-enable trade vessels (cargo ships) and disable trade convoy hover would be cool, really hate how hover trade just removes all sense of terrain strategy.
!✠ Pinks - Dictatorial Gamer ✠! 11 May, 2021 @ 8:45am 
Is it possible to limit Water Cities to Players Only? That is to say, a mod that prevents AI from settling on water? I remember playing a mod a long time ago (can't seem to find it, now) which changed the game to only allow the new Civs introduced in RT expansion to settle cities on water tiles. To clarify, I'm not asking for this particular mod to be altered in any way; I am merely asking how some one would go about limiting AI from settling on Water...
Any information would be greatly appreciated.
zen 3 Dec, 2019 @ 5:29pm 
do the commenters here not realize aquatic cities can move and only work as many tiles/range as a normal land city?
Lord Bubba 31 May, 2019 @ 4:20pm 
Any Coast Guard? ;)
Μολοχ 24 Oct, 2017 @ 11:34am 
StormSpy I think that problem has plagued civ 5 too. It's especially obvious with mods. I think each civ's expansion is specifically programmed. Some are programmed to settle more cities, others to attack more. I remember I installed The Timurids mod for civ 5, and they spawned like crazy.
Xorn 24 Oct, 2017 @ 10:45am 
I am playing with this mod and its great. I too love aquatic cities, but i would rather have them as mid game option through research.

I played only a dozen games but its seem that other nations stop building cities at some point. They got 3-4 cities and thats it. In my last game People's African Union can manage to build about 12 cities but other 7 nations have only 3 each :(
Μολοχ 15 Dec, 2016 @ 8:19am 
Thanks for this mod, I always felt like adding aquatic cities makes land less valuable and it felt like there's no borders, which turned the whole map into a set of tiles in my eyes. This should fix all of that.
Kali 2 Oct, 2016 @ 2:34pm 
Is there a way to enable it so that only the North Sea Alliance can be aquatic?
Ryika  [author] 5 Apr, 2016 @ 4:18pm 
None that I know of. The culture-growth system is completely disabled for aquatic cities and as far as I can tell can't be reactivated, so one would probably need to write their own system to emulate that which would be tons of work for little effect.
Caligula 5 Apr, 2016 @ 3:55pm 
Honestly,i never used aquatic cities because they cant grow thier borders with culture. i dont like moving a perfectly placed city jsut to gain a couple of firaxite or titanium recorces. think thiers a mod for that?
Hanabi 6 Nov, 2015 @ 1:25am 
Well shoot, that makes sense. But still, woulda been awesome.
Ryika  [author] 6 Nov, 2015 @ 1:18am 
No, that's a technical limitation. As far as I can tell it's either allowing Aquatic Cities for everyone, or for nobody.
Hanabi 5 Nov, 2015 @ 8:50pm 
Think you could make a version that leaves the North Seas Alliance ability to water? To increase veriety.
Trolldrool 5 Nov, 2015 @ 8:27am 
Don't think I'll be using this mod for a while. So far I'm really enjoying aquatic cities and the added diversity it gives the game. Ironically, the restrictions imposed by this mod adds even more diversity to the base expansion, which is almost always a good thing. Getting this just in case I get bored with aquatic cities eventually. Keep up the good work.
Altéria 25 Oct, 2015 @ 3:50am 
Thanks, even if I like aquatic cities, I need this mod because the IA has got to more expensions in oceans, so that my game lagg if I don't end the game (And i like to play in massive maps !).

Well, with this mod, I can keep my new sponsors and the new biomes, thx again Ryika, good job (good luck with haters) ^^
CrazyLazyCat 24 Oct, 2015 @ 4:00pm 
thanks man, that's what I was asking for!
Balthazar 22 Oct, 2015 @ 4:00am 
Thanks for the mod, water cities speed up early game way too much and they're too easy to settle compared to land based ones. Found a small oversight thogh; the rudder upgrades still add to movement cost for water cities.
nordstern 21 Oct, 2015 @ 4:56am 
maybe it is a better idea, if you have to unlock aquatic cities by a tech and not delete it completley.
I see it like you... but i think your mod is to restrictive. Unlock the aquatic cities for the late game.
mastarfin 20 Oct, 2015 @ 9:27pm 
Great IDEA!!! Thanks again for your mods Ryika!
I LOVE Rising Tide. But I can definitely see myself playing my next game with this mod. I love steak but sometimes you just feel like a salad...you know.
FuntCase 20 Oct, 2015 @ 7:02pm 
Can't wait to see more Rising Tide mods. Your mods for vanilla Civ BE made the game actually worth playing!
Captainbeastfeast (Rat-ee-JiK) 19 Oct, 2015 @ 4:48pm 
this is a good idea. Perhaps you could also remove the ability to build farms on water tiles? I'd like to be able to play on a desert map that is resource scarce, with few available farming tiles.
Ryika  [author] 19 Oct, 2015 @ 4:28pm 
Well, 23 people + myself seem to disagree with that very generalized statement.
🥇 Xaxoon 🥇 19 Oct, 2015 @ 2:31pm 
People buy "rising tide" because of that, what this name means: waterworld! its like, you buy a car, and dismantle the tires, because you liked how to walk around with your feet :-)
absintheuphoria 18 Oct, 2015 @ 5:04pm 
I feel the same way... giving this a try!!