Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Aggressive Wildlife - A Hostile Planet
 This topic has been pinned, so it's probably important
Ryika  [developer] 5 Nov, 2014 @ 3:54am
Feature List + Latest Changes
(Almost) Full Feature list:

Alien-AI and Diplomacy
- Aliens will now always be hostile against all players
- Aliens will now pillage and try to kill workers
- Aliens will now attack cities and outposts

Unit Tweaks

General:
- Twice as many "colossal" land units will spawn (weaker, but still terrifying siegeworm before turn 80)
- All alien units now heal 15 damage in Miasma (was 5)
- Tweaked Alien stats so they work better as an "army" instead of just making them banging their heads against whatever is in their way. (More information below)

Units
Aliens how have 2 tiers. "Evolved" Versions of the normal Aliens will start spawning on turn 80.
Alien Spawn rates have been changed:

Before turn 80:
Wolf Beetle - 45%
Raptor Bug - 25%
Drone - 15%
Manticore - 15%
YOUNG Siege Worms may spawn.

After turn 80:
Evolved Wolf Beetle - 40%
Evolved Raptor Bug - 25%
Evolved Drone - 15%
Evolved Manticore - 15%
Queen - 5%

After turn 140:
ADULT (normal) Siege Worms may spawn.

These numbers scale with game speed.

Raptor Bug:
Combat set to 12 (down from 14)
-> Is a fast, but now slightly weaker Unit comperable to cavalry

Wolf Beetle:
Combat set to 13 (up from 8)
-> Is now a strong core unit of the alien army

Manticore:
Movement set to 2 (up from 1)
Range Strength set to 12 (was 10)
-> Is now able to keep up with other aliens and takes the place of a ranged unit

Drone:
-> Seems to do fine. Low combat strength is okay - it's the most mobile unit and ignores Zone of Control

Sea Dragon:
Combat set to 12 (was 14)
Range set to 1
Range Strength set to 12 (didn't have any)
Moves set to 2
-> Is now an alround sea-alien that can cause problems to coastal empires if they don't have a decent naval defense force

Kraken
Range set to 1
Range Strength set to 52 (didn't have any)
-> Still fills the spot of being a menace to anyone who gets into deep ocean.

(these changes WILL affect aliens that the player gets from skeletons)

You'll have to find out what stats the new tier of aliens has by playing (or looking at the mod-files)!

Buildings
- The Ultrasonic Fence has been moved to Alien Ethics

Hardcore:
Extra-Spawnchance for Aliens has been set to 25 (was 10) when using raging aliens.

______________________________________

Latest version is v7.

Mainly overhauls aquatic aliens. Also reverts a few changes the latest official patch made to Apollo AI.

Apollo AI:
- Doesn't get a free affinity level anymore and its bonus-strenght against aliens has been set back to 40% (was 60%).
- Only gets 2 free combat units instead of 3.
Reasoning: Tier 2 Melee units with 60% combat strength just wrecked the aliens, making the AI almost "immune" to them. I feel like reverting these changes was necessary to ensure at least SOME "power struggle" between Aliens and Major AIs. If you don't like this change you can remove it by deleting the apollo.sql file in the slq-folder of the mod.

Units:
- Sea Dragon is now a Range 1 Unit
- Sea Dragons now has 12 Melee Combat Strength (was 14) and 12 ranged attack
- Sea Dragon now has 2 Moves (was 4)
Reasoning: Instead of being a unit that just kills t1-boats and dies when it attacks cities, it's not now THAT strong against boats anymore, but a a bit stronger against cities - as it doesn't take any damage anymore when it attacks. Using boats when defending against aquatic attacks will now be possible and effective.
- Evolved Sea Dragon has been added and will start spawning on turn 80.
- Evolved Sea Dragon: 20 Melee + Range Combat Strength, 1 Range, 2 Moves
- Kraken is now a Range 1 Unit (52 Range Strength)

(I forgot to remove some changes from the changelog in the mod folder - this one is the correct summary)
Last edited by Ryika; 8 Jan, 2015 @ 11:35am