Hahahaha! You know, folks, this game is typical.
These everywhere "existing" soulless corrupt weaklings pump out quantity BS after quantity BS, and it COULD HAVE BEEN GOOD, but it is FKed, basically. You know. My saying is always: Humans in itself, are FKing braindead. If THEN, 24/7 stress comes along, ALL body and mind levels drop even further, until you hamster run throughout a pitch black SHT tunnel. And if THEN, corruption hits, money, might, money, might, then GAME OVER. Beyond rescue. Frozen hell.
I found and played CIVBERT, March 2024 - it is a heavenly beautiful game. But so much chaotic, and semi finished, and... full of a mishmash of idealistic ideas, thrown into one potten, and then forgotten to rotten. This is, when too many bloody amateurs start something, and then drop it according to their default human level - minus 10. Did you recognize, that you are surrounded by people, hell frozen not be able to reach any given level zero, and do ANYTHING RIGHT.
It is a shame. It is a tragedy. CIVBERT is FOR SURE, one of the most beautiful games I ever saw. And FOR SURE, chaotic AF. An idealistic start to mishmash together a bunch of GREAT ideas, GREAT graphics, GREAT sound, GREAT atmosphere, really! And never finished, just abandoned. And to HARDCODE, SERIOUSLY, into Rising Tide, that Aliens wont attack until you attack them, is NUTS. This is another of these braindead ideas of broken, frozen hell, bloody stupid, amateurs, ruining the last piece of possible gameplay. WTH.
I started modding this beautiful level minus 10 masterpiece, March 2024 til April 2024, cause I cannot really play games not reaching my standards. Quit. And re-started, 20th September 2025, and today, found this thread, essentially stating that a Rising Tide hardcode FKed the last piece of possible gameplay to doom Aliens, not just into non existent faction and growth, but also, into complete passive euthanasia. WTH. WTH. WTH.
WTH.
Well, I came up with a desperate "solution" called "Scalper". At least this works.
If Aliens wont attack you, until you attack them, I could mod into the gameplay, that you WANT to attack them.
There is a command file called "Unit_YieldfromKills". If I create a "Scalper" unit, which gains Capital, Culture, Science yields, you WANT to attack any given unit and "scalp" it, to gain more Capital, Culture/Virtues, Science/Research, and this actually WORKS. So, to gain an advantage in gameplay, you want to attack Aliens.
And... yeah, this works.
And to limit this advantage for human players, at least the game provides COSTS, in prereq tec, minimum Affinity level, resources, etcetera, so, you create unique Scalper units, to scalp any given unit whatsoever, including Aliens Earlygame.
And since I am totally greedy in my dopamine addicted bloody hedonism, I already created Explorer 1 til 3, Worker 1 til 3, Sea/Trader 1 til 3, I will create Scalper 1 til 4, so that it rises in COSTS, and POWERS, as a unique unit, like the Sniper 1 til 4 - so that, over time, the human player will have an adequate, but always reduced amount of Scalpers to have, simply, more fun and strategy in attacking and gaining. VERRRY NIZE.
EDIT: Oh! I found out that I was a little shadupe (stupid). To cut these Virtues down I wanted to do late modding game. After studying Virtues and possible Virtues, you actually increase Alien stuff anyway, so, yields for Alien kills and Alien combat increases are there already (what I wanted to cut down) - no need for the Scalper anymore! I created it by Explorer model, with a different symbol, and it was super fun to play with the Earlygame Scalper, but yeah...
bad luck. I want to limit Virtues, they come too inflationary and are OP in my opinion, I want them slow and smooth going, with slight advantages. Not like this savage Scalper! Yeah, with Scalper and smart Virtues, Alien War is... awesome!
To create the whole Virtue war branch as a whole SLOOOW development for Alien War in combination with Scalper.