Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Aquatic Affinity Resources
29 Comments
Venusaisha 24 Jul, 2020 @ 9:46pm 
Nice & good to hear, thank you.:AffinityHarmony:
Venusaisha 17 Aug, 2018 @ 12:59pm 
https://gtm.steamproxy.vip/id/Venusaisha/screenshot/959717316647068477

Ideas:For rising tide a lite version of Aquatic Affinity Resources mod that only alters the detail of the Aquatic Affinity Resources. That would be a fashion awesome.
Venusaisha 17 Aug, 2018 @ 11:06am 
By Land and Sea - Ocean Colonies by lilgamefreek and or Strategic Resource Mod
by Barathor might fix the bug vanilla. Thou i more RT type , tried this on rising tide and it worked after a fashion however too many resource/affinty mods may clash. The only thing lis in rising tide made Aquatic Affinity Resources look awesome.:Diplomat:
Venusaisha 17 Aug, 2018 @ 3:41am 
LtBlujay: "Coastal City" , the only thing i think that may fix that is Gaia's Marine Park mod and Land and sea Clarity mod as well Gaia's Terrain mod. However i don't think Gaia's Terrain mod works with Ryika's Gaia biome or New Earth map , depending on how many mods in use as i tried(however works some but i found no stability yet). It's all risk trial and error, do or do not.
LtBlujay 10 Dec, 2016 @ 7:35am 
I just encountered a strange bug. Alien nests are spawning on the abundant tiles in the sea..and land aliens are spawning in them. I have swimming wolf beetles, but they can't move. Anyways, just thought I'd let you know.
DeLorean 20 Dec, 2015 @ 7:23pm 
for some reason I cant build improvements on the water tiles. anyone knows of this issue? I only run this mod and the grow ressources mod
pgames-food 8 Sep, 2015 @ 3:33pm 
cool many thanks :)
Ryika  [author] 8 Sep, 2015 @ 12:55am 
No need to unsubscribe, Mods are only active if you activate them through the mod menu. You can still play unmodded Single- or Multiplayer.
pgames-food 7 Sep, 2015 @ 4:08pm 
hi, i was thinking of trying this mod, but had a question please.
my friend and i both have the vanilla game, and play multiplayer games.

if i install this mod for my single player games, do you know if it will cause conflicts if i play multiplayer.

is it something that i can install / subscribe, play some single player turns, and then unsubscribe to play multiplayer vanilla, and then simply re-subscribe to continue my single player games?

thanks in advance :)
Ryika  [author] 28 Aug, 2015 @ 4:45pm 
This mod works just fine, I can build improvements on all Aquatic Resources without any problems. If you use other mods, then you may have run into some compatibility issues, but in that case I need more information - mainly the name of any Resource-Related Mods that you may be running.
Brain Dawgs 28 Aug, 2015 @ 4:35pm 
This mod doesn't work. Workers aren't given the option to build improvements on sea resources. I tried to make a Firaxite Mine and I had robotics.
ZaydinTTV 23 Aug, 2015 @ 12:20pm 
Just wish Firaxis would let you earn achievements while playing modded games
ZaydinTTV 23 Aug, 2015 @ 12:04pm 
Well, whatever the case may be, I'll be using this mod till Rising TIde comes out and renders it redundant. Really liking all the additions I've seen so far Rising Tide is making.
Ryika  [author] 23 Aug, 2015 @ 5:08am 
I'm pretty sure Firaxis was working on the expansion long before that mod was released. ^^

But yes, this mod is basically taking a part of Rising Tide and translating it into the current version of the game. With rising Tide, Ocean Resources will become a lot more interesting than this though, because Coasts themselves are no longer restricted to directly-coastal areas, but instead form Reefs in the middle of the oceans and stuff like that. (Well, and there are a lot more of them as well)
PhailRaptor 23 Aug, 2015 @ 4:51am 
@XregularC That's also somewhat untrue, as there has been a mod for settling cities on the water for quite some time. It's called By Land or Sea.
XregularC 22 Aug, 2015 @ 7:34am 
@Zaydin Before this mod was published Rising Tide were already going to add this feature to the game, it's most likely the other way around.

Thanks for making this mod. Even though rising tide is soon enough going to put this into the game I appreciate the mod :)
ZaydinTTV 19 Aug, 2015 @ 11:43am 
Seems like Firaxis saw this mod and decided it was a good idea, considering what I've seen for Rising Tide.
osiris455 14 Aug, 2015 @ 11:56pm 
Just Wanted To Say, This Was A Fantastic Idea! :)
Ryika  [author] 14 Aug, 2015 @ 1:38pm 
I just double-checked and the improvements seem to work just fine. Remember that you need to have the right tech (there's one for each resource), as well as Planetary Survey to be able to embark. And the tile must of course be in your territory.

If you're sure that you have all of the things above:
- Are you using any other mods?
- Does the improvement-action show up if you get your worker to a tile with a resource, or does it not show up at all?
xesnoise 14 Aug, 2015 @ 1:09pm 
Not sure why, but cant seem to build the improvements to take advantage of these wonderful new resources though the landside versions are working fine. Did I miss something? Thanks for the mods, appreciate all the work you do.
midnattssol 14 Aug, 2015 @ 3:27am 
Cool!
Ryika  [author] 14 Aug, 2015 @ 1:26am 
Alright, managed to track down that bug (was rather easy actually, must have missed it before) and it should be fixed now. The downside is that the amount of Xenomass Tiles that are created will fluctuate a bit more (compared to the other resources) depending on how the map turns out. Overall, the Resource distribution should still be somewhat equal.
Ryika  [author] 13 Aug, 2015 @ 11:11pm 
I see. Well, thanks for reporting, I'll make sure to keep an eye on that while I'm working on other stuff and see what I can do to prevent that from happening.
PhailRaptor 13 Aug, 2015 @ 11:05pm 
Yes, played a game right after subscribing. Across a shallow straight of coast, there was an Alien Nest in the water with no Miasma on a spawning of Xenomass on a Coast tile. 5 of it's 6 neighboring tiles were land, the 6th was also Coast.

In hindsight, I should have taken a screenshot. :steamfacepalm:
Ryika  [author] 13 Aug, 2015 @ 11:01pm 
Did that happen to you? I was sure Alien Nests can only spawn on pre-decided Locations and only on Xenomass with Miasma - and I've never had that happen when I tested the mod myself.
PhailRaptor 13 Aug, 2015 @ 6:53pm 
Unintended side effect -- Alien Nests can spawn in aquatic Xenomass deposits.
mastarfin 13 Aug, 2015 @ 2:04pm 
cool...was just curious about it as it was one of the mods i was wanting to get around to trying...then it dissappeared :) - Love your work.
Ryika  [author] 13 Aug, 2015 @ 10:47am 
I'll probably start working on a similar mod once Rising Tide is released, but the version that I temporarely released had some serious balance and design issues that can't be fixed easily, so... it's gone for now. ^^
mastarfin 13 Aug, 2015 @ 10:32am 
A very interesting mod!!! Definitely gonna check this one out. Thanks again for the great modding work!
oh...just a curiousity...i noticed you removed your Awesome Game Overhaul mod....is that permanent? or are you planning on releasing it again at some future date?