Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Echoes of Earth
311 Comments
Blacksorrow 18 Apr, 2024 @ 1:36am 
I love this mod! It really changes the way that you play the game, at least for the first half of it. I really struggled with culture in the midgame until i looked deeper into the science web. I liked the organisation of research into the three virtue paths and the dependencies of firaxite, floatstone and xenomass. Really clever! Unfortunately I couldn't finish the Old Earth Quest path, because the "Protect the Station" Quest never finished even though i traded with it for three complete trade rounds. So i had to send my Prrime CNDRs and Evolved ANGEL to Earth and tell them directly! ;)
Megamaniaco 11 Jan, 2023 @ 9:31am 
I really should give this mod a spin again, I was left hungry waiting for Spirit of the Age :_
nour.k 30 Oct, 2021 @ 3:06am 
it's 2021 an i wanted to give this game a new trail with this mod
all went well, expect the diplomacy that's terrible since they all go to war for no reason
also i had a bug not sure if it's from the game or the mod
after i lost the game i kept playing but couldn't save anymore and when i tried to reload the game i lost all health got down to -40
michealhuff 28 Jan, 2021 @ 10:29am 
This mod does not work alone or with other mods everything appears under the world and I get several lua erros alone just for this mod
Cyurus 21 Dec, 2020 @ 10:47pm 
I load up, on RT, with no other mods. I load it twice, then. . . it works but the virtues are disabled around the time my affinity points go above 0. After about turn 100 my science goes up, but my virtue does not. So two virtue problems. The screens all work, but this seems to be an all around problem for all factions. Nice map though! Is this a new glitch? Is this just me.
zArkham4269 11 Jul, 2020 @ 8:35pm 
I've done 3 games since I last commented and you CANNOT win because EVERY faction spams units and attacks you. So even with getting a few units via explorers and building the same, I'm still attacked by 2-3 factions at once with 6-8 units which shows that the AI is doing NOTHING but building units. So sadly, unplayable.
flymar 11 Jul, 2020 @ 2:50am 
I guess "water spam" is the vanilla issue. At keast I see thin in every rising tide game. And I hate diplomacy in those games. Get friendly but not allied. Agree to AI deals because they will not agree to yours almost never :(
zArkham4269 10 Jul, 2020 @ 3:15pm 
I realize expecting any updates on this is probably futile but I started playing it again and I do like it.

HOWEVER, it seems that the AI just spams units, especially water units. So much so that it gets to a point where nothing gets done because everyone is going to war because "you're weak!" "no, YOU'RE weak!" and such.

I finished one game where none of the other AI were above 4 in their highest affinity because they were all to busy spamming units. Even factions which were down to 1-2 cities would rather go back to war with the faction (i.e. me) that kicked their butt rather than build a colonist and build away from me.
VikingWarrior 16 May, 2020 @ 6:27am 
I launched the way you suggested (double-enabling) and it worked like a charm.
But when I later tried to reload a saved game, not only was the "normal" save not there, and I had to go to an autosave, it wouldn't load.
The first time I tried, I forgot to double-enable, but then I did, and it CtD'ed.
Luckily I hadn't gotten very far, only about 40 turns or so. But have others had issues with saved games?
StonogaRzymu 5 May, 2020 @ 6:39am 
Your mod is brilliant. Should we expect any updates?

I've got a question about the ending. I followed supremacy, after Ansibl and Holon Chamber I chose rebuilding Earth, completed Project Combine, sent petroleum and... no more events. So did I make some mistake or just that's the current state of development? If there is no more content (for now) I'd suggest adding some simple, purely text event to connect previous missions with vanilla victory conditions. Without it immersion is totally destroyed, especially for supremacy victory
NeonNobility 30 Sep, 2019 @ 1:41pm 
"Double Enable"
Neptunium69 31 Dec, 2018 @ 6:55am 
meh
split 25 Dec, 2018 @ 8:53pm 
The mod is so much fun! Thank you!
Miath 11 Feb, 2018 @ 7:41pm 
My favorite Civ V modder has done things for CIV IN SPACE? Yes please.
TankDuck 3 Dec, 2017 @ 7:52am 
I completed "hope accross time" quest with building the ansible, now I have to build the holon chamber for "aid for burden", but it is not available in the tech tree so I cannot help the poor earthlings :(, they must wait until I teleport them to the promised land or emancipate them with my angels :)

UPDATE: I found out that holon chamber is buildable in the city where ansible is built. It would be good to show this info in quest description for new players.
TankDuck 3 Dec, 2017 @ 6:33am 
Thanks for the quick answer!

1, True, new cities founded after quest benefit from the +4 hammer. This is good as it is, it needs more tactic and thinking when and where to settle. Quest description even says too "to new cities", but this is a mechanic never seen before for anything else, so it wasn't clear for me.
2, Boats can heal outside of friendly territory in RT. But I tried to kill with my not fully healthy tacjets too, they didnt heal either. Also I killed with a 100 healthy rover on enemy territory a battlesuit, it took damage from battlesuit, but killed it, but rover didn't heal. So I eventually changed this trait. I also think 50 heal on kill would be too powerfull, 25-30 would be enough.

Thank you!
Machiavelli  [author] 2 Dec, 2017 @ 11:12pm 
TankDoc, I haven't taken a look at the save game yet but here some possible answers:

1) For the Trade Depot, only cities built after the quest is complete can benefit from it. Does this match your experience?

2) For the boats not healing. I suspect the "boats can't heal outside friendly land" is overriding the "heal on kill". I need to take a closer look to confirm.
TankDuck 2 Dec, 2017 @ 1:33am 
Hi!

I have found to bugs or I misunderstand something:
1, trade depot quest +4 food\hammer: I have choosen hammer, but the destination city that doesn't have trade depot, doesn't benefit from this at all. It worked in my previous play. Do I miss something or it is bugged in my current game? (in attached save game: tianong->quyen )
2, diplo trait, military-aggressive says "military units heal 50 hp when killing a unit". I kill enemy boats with my boats but my boats doesnt heal. Do naval units considered military units? Do "killing units" count for military, naval or just for civ units? (in attached save game: on the south there are my boats that can kill badly damaged brasil boat)

Thank you!

savegame: http://s000.tinyupload.com/index.php?file_id=15810141644576735631
CommanderAngel1 27 Nov, 2017 @ 7:14pm 
@Machiavelli

Ah, I see now.
Thank you for responding and clearing that up.

I also noticed that for some of the quests (the mid-game Affinity buildings in cities) have text missing, i.e. it says "Text will be added in future updates"
Mechanically, they work, but it was a bit jarring at first.

In any event, let me say again your mod is wonderful.
Machiavelli  [author] 27 Nov, 2017 @ 6:48pm 
CommanderAngel, to answer your questions:

1) The fungus is a visual side effect of how I trick the engine into supporting something it doesn't usually support.

2) The Signal always ends at turn 100 (assuming standard speed). This isn't any failing on the part of the player or the colony. Rather it is caused by something going terribly wrong on Earth, preventing them from broadcasting.

Mechanics-wise the main benefit of getting a LaserComm is the ability to keep getting Affinity from Signal Virtues. In early versions the benefits were much greater (overpowering in fact), so it got nerfed into its current, unsatisfying form.

Strategy-wise it is usually easier to get a free LaserComm from Artifact Combos or Wonders rather than hard teching it.
CommanderAngel1 27 Nov, 2017 @ 5:54pm 
I love this mod, but I have two things, if you will.
The first one is aesthetic, the second is more pressing.

ONE: Farms, Domes, and Terrascapes "create" the fungus look, the little brown things that you build plantations on.
Not bad, just odd.

TWO: I build the Satellite, and it says "Continue Exploring the Signal", then 2-3 turns later, it inexplicably says "QUEST FAILED" and that I lost the Signal.

For context, I devote EVERYTHING to getting the LaserCom Satellites, got lucky with Petroleum, and restarted three times to avoid losing the Signal entirely, at the expense of everything else.
Even doing everything right, WHY does the signal give out?
If it's part of the mod, then so be it, but if the Signal is lost, can it be "found" again?

To clarify, if that is BY DESIGN, then no worries.
But if there is something I'm missing, then I would like to know what it is.

Your mod is amazing, I love your work, I hope I haven't given you too much text to parse through here.
Gizmo 18 Sep, 2017 @ 2:14am 
Clearing the cache worked great! I recently reinstalled the game to try your mod, and had totally forgotten I had bits of the old game left over. I've been having a ton of fun with your mod since then, it's really well made.
Machiavelli  [author] 16 Sep, 2017 @ 1:28pm 
Dazric, has the mod ever worked for you? That behavior can happen if you didn't have Rising Tide or didn't double enable the mod?

You can try clearing your cache (Delete everything in "Documents/my games/Sid Meiers Beyond Earth/cache"). You can also send me your database.log and lua.log.
Gizmo 14 Sep, 2017 @ 9:32pm 
I seem to get a game freeze whenever I open the diplomacy menu or when it's openned by something else.
Machiavelli  [author] 2 Sep, 2017 @ 5:30am 
Thanks for the bug report WonderGoth. I've recreated the issue and will see about putting a fix together. The Health per Agreement and Science per Agreement work correctly. It is just the Energy per Agreement that isn't working.
WonderGoth 27 Aug, 2017 @ 11:23pm 
I think one of the virtues in the Signal tree is bugged (unless I'm missing something?). The 'International Power Grids' virtue doesn't seem to be granting any energy per agreement.
jephrey64 14 Jul, 2017 @ 11:22am 
Similar to some other commenters, I see a lot of great elements in this mod. The way it connects play to old earth is great. But I can't understand the energy aspect of gameplay. The problem of energy production makes all other decisions seem trivial or annoying.
zArkham4269 7 Jul, 2017 @ 4:18pm 
What is going on with the AI? I'm playing with just this mod and I'm constantly at war! Either my army's too small or my orbiital coverage is too small or whatever. I mean it's Turn 222 and I've been at war most of the game. The AI CONSTANTLY harps about how I'm not perfectly like them. It really kills the enjoyment of this mod.
flymar 18 Jun, 2017 @ 5:55am 
Ah, so with +3 surplus and -4 from notification I am losing 1 per turn...
geir.h.ellingsen 18 Jun, 2017 @ 4:30am 
@Machiavelli. Thanks for the feedback. I gave up om mods now that all attemts to load mods will crash the game:
https://steamhost.cn/steamcommunity_com/app/65980/discussions/0/626329820966171725/
Machiavelli  [author] 17 Jun, 2017 @ 7:35pm 
geir, the behavior you are seeing sounds like what would happen if the mod was not double enabled. I know you said you did double enable but if you single enabled first it will leave a thread running in the background that will have to be terminated.

I have not tested the mod on linux but it should be compatible.
Machiavelli  [author] 17 Jun, 2017 @ 7:30pm 
flymar, the "-x for unit maintenance" message is to let players know how much energy has been deducted for unit maintenance. Unit maintenance doesn't show up in the top bar UI so if the top bar says +10 and each turn the player sees "-10 for unit maint" their energy total will remain the same.
flymar 17 Jun, 2017 @ 11:36am 
@Machiavelli Can you disable the '-x for units maintenance'. As far as I can tell it gives nothing and it's just there.
flymar 17 Jun, 2017 @ 11:29am 
@geir.h.ellingsen As wel as the structures and improvements? Described before and in the FAQ also I guess. Try to double enable the mod. Be sure no exe is running in the background.

And after the update. AI is pretty spammable with the colonies, reminds me Civ6:)
geir.h.ellingsen 17 Jun, 2017 @ 11:00am 
Units and unit commands became invisible (linux version), and was therefore unplayable. I did double enable the game. 1 mod enabled.
Machiavelli  [author] 3 Jun, 2017 @ 5:32pm 
The "-x for unit maint" message is to let you know what your unit maint is. The normal UI doesn't show it because I disabled the normal maintenance system and replaced it with a manual calculation (to fix the previous bug).

As for Internal Trade Routes, they will only provide yields if you have built certain buildings. For example, cities built after after completing the Trade Depot quest will get extra food or production from internal trade routes.
iliv4kane 3 Jun, 2017 @ 3:58pm 
Hey, v.26 helped a lot. Now it makes a lot of Fun. Is it intentional that early Intern Trade Routes genrate no income at all? And i dont understand what the message -X for Unit Maintanance tries to tell me while in the postive Income. :D
flymar 30 May, 2017 @ 9:26am 
Have to try this. In last game I was bored of energy shuffle and armies of 3 units.
Qbit 29 May, 2017 @ 10:13am 
Ah, but it does seem v.26 is much kind for early energy needs. I don't feel the need to have to jump in as energy heavy from the start as I did in v.25.
Qbit 29 May, 2017 @ 8:03am 
Hey iliv4kane, I've also struggled with early/mid game energy management.

I've found going with the Technicians loadout and relying more on generators to start helps, especially with the first rank of the Smart Grid personality trait and that Signal virtue generator bonus. Any building - or better wonder -- that helps with energy is a must too, and choosing city founding locations is even more key than usual.

I tend to run Chungsu, so I use spies to siphon energy from other civs until I stabilize out. You just have to be really careful with which buildings and tile improvements you choose to make, but I must admit I still struggle with having a big enough standing army when needed.

Can't say this observation contradicts your final conclusion, though.
Machiavelli  [author] 29 May, 2017 @ 6:21am 
iliv4kane, the most recent version of the mod fixes the a bug with how unit maintenance was being calculated. Previously it would often be higher than intended.
iliv4kane 27 May, 2017 @ 2:09pm 
Nice mod and i like your fresh ideas like Affinties tied to Virtues, quests and policies, but i cant wrap my head around the economy. Quited my first game cause i lost -18 energy per turn by round 80. Had too many farms and other modernizations. My second game i found like 700 energy, only had like 1 boat, 2 soldier, 1 scout, 1 builder and by turn 100 i was running -11 deficit. Only build one gerator and one Farm. Didnt want to build the generators everywhere and going the lef Virtue tree for Generator bonus. The economy feels to restrictive and forces you in one way to play.
I like the philosophy of the mod, but the balancing is off.

Best regards
Hunudi 19 Apr, 2017 @ 4:19am 
Machiavelli ok ty I'll try that now.
Machiavelli  [author] 18 Apr, 2017 @ 4:34pm 
Hunudi, it sounds like what you are seeing is what happens if you don't double enable the mod. Did you double enable Echoes of Earth when you started or loaded your game? (There are instructions on how to double enable the mod in the second paragraph at the top of this page).
Hunudi 18 Apr, 2017 @ 12:27pm 
Hi Machiavelli, I have a issue when I start a new game my terrain is messed up. I dont know what occurs this. It even happens when I only have your mod activated. It would be nice if you could help me out? You can answer when you wish.
Machiavelli  [author] 25 Mar, 2017 @ 2:10pm 
Managing energy is tricky and how you'll do it will shift over the course of the game. In the early stages you can build up a surplus buffer by grabbing resource pods (they always give energy now) so it is ok to run slightly in the negative at first.

Generators are kind of crappy unless you get something that buffs them. Energy Specialists and Solar Collectors are usually the best way to get energy early on.

In the mid game Xenofuel plants are the best way to generate energy. They consume Xenomass to build so non-Harmony players can make them everywhere without limiting their military.
Swedish Mate 25 Mar, 2017 @ 7:31am 
Great mod. However, i don't seem to understand how to fix the economy. Generators and other Energy buildings/Improvments don't seem to work as i'm always at a negative balance.

How does the energy system work in this case?
Qbit 26 Feb, 2017 @ 3:31pm 
Hey Machiavelli, I can say with good confidence after playing some other matches that affinity points given on new satelitte launch DO indeed work. I'm not sure if it was user error or an odd game issue the first time I reported that. I presume the founding a city by X resource affinity bonus is probably also fine as well then too.

Thank you for your clartification on the Deep Space Telescope message. Really enjoying the Ansible questline.
Qbit 19 Feb, 2017 @ 7:54am 
The tiered traits that I found didn't give any affinity points were:

1) where Supremacy points are given when launching a new satelite (none given on same turn the trait was unlocked before launching my first spy satellite, which was manufactured on the previous turn), and...

2) where Supremacy points are given when founding a new city next to fireaxite (none given when beginning a new colony, both on the same turn the trait was unlocked and retested for the turn after the trait was unlocked).

I'll play around with other variables as I get time. Thankfully, the pillaging alien nests for affinity points work just great (especially with the virtue for better alien relations).
Machiavelli  [author] 18 Feb, 2017 @ 8:55pm 
The Traits not providing Affinity points is concerning. Are there one specifically you've had trouble with? The Satellite ones can be confusing because they only trigger the very first time a type of Satellite is launched and the points aren't given retroactively.