Aliens won't turn friendly (blue) - anyone else?

bkn42

Warlord
Joined
Oct 28, 2005
Messages
104
I'm going for harmony on mercury, have had a nest in my territory since turn 40, and am on turn 160 now. I've only taken out like 2 aliens so far. Nothing works. :mad:

I tried to stay passive, but the feature must be broken, so goodbye aliens.

Anyone else had this issue?
 
Look at that. I reloaded it, and in 2 turns they turned blue.

:wallbash:
 
I've had a nest next to one of my cities for ages and they never turn blue.
 
Do you attack aliens still? I let them roam around and didn't attack them while having the nest in my territory and it certainly did work.
 
Nope I left the nests in my territory and built fences to keep them away. I don't even build military units and they wont go blue.
 
I had that same problem. I was very disappointed and :mad: . Harmony is broken affinity...
I was surrounded with mountains and nests with frenzied aliens on a huge map with bunch of miasma tiles. They swarmed all around me.
I could not send any trade routes for 100 turns while I was waiting for aliens turn blue. But they did not. It destroyed my game. I had to quit....
Damn buggy game. :mad:
 
A great solution to that problem is a quest that allows you to reverse the polarity on your fences and trade routes are no longer attacked by aliens....best quest ever.
 
A great solution to that problem is a quest that allows you to reverse the polarity on your fences and trade routes are no longer attacked by aliens....best quest ever.

I know, but if you go harmony with nest inside your border, you don't need the trade routes protection but you want to keep aliens outside of your borders...
So I picked 3 tiles fence instead the trade routes protection...

After reloading my save, aliens turned blue for me also. It is a bug.
 
I got a nest in my territory one game. It took a while, but the bugs did eventually turn blue and everything went swimmingly from there. One major flaw that I noticed (and I believe it was in one of MadDjinn's videos as well) is that the first nest that you get in your territory doesn't allow you to have the Xenomass underneath, even after Alien Sciences. Subsequent nests did act as Xenomass Wells, but not the first. I ended up knocking down the nest and building a regular Xenomass Well on the tile since I had other nests in other cities to keep the bugs blue.
 
I keep forgetting that for aliens to be friendly, you need the nest inside your territory :) Seems like one of the most challenging ways to play the game - certainly trickier than all the players using purity and farming aliens for science!
 
Oh wow, that CAN be done I see... And THAT's how it's done, huh? Well I played my harmony game, just to try it out and well... it wasn't what I'd call "harmonious"... ended up exterminating all aliens on my continent, because I didn't know what else to do. I guess I'm not much of a harmony player.
 
Mine finally turned blue!

With a nest in my borders and an ultrasonic fence. So you can put up a fence if you want.
 
For those having trouble turning blue, I saved the game, exited out of CBE, and then later came back and reloaded, and it happened in 2 turns.

I watched MadDjinn's ARC preview, and he got it in like ~60, IIRC, which is way more than mine took. And I killed less than he did.

A strategy for how to expand with green aliens: get one level of Purity, which gives explorers immunity from attacks. Then have explorers escort your settler/workers around, and they'll be safe. The explorers can even take nests and they won't be attacked. This benefit really belongs in Harmony tree, not Purity.

In order to make friendly aliens worthwhile, they really need to get rid of zone of control, above all, and then thin out the aliens so you don't have flash mobs of them just sitting around. While a fence does partly solve this problem, it doesn't completely address it, especially when it comes to move units to/from your outposts.
 
I think learning the "dance" one has to play with the aliens at different parts of the game is one of the fun new features. I'm always a little apprehensive sending out a unescorted colony pod early in the game, even if the terrain seems fairly clear of bugs.

And the Siege Worms! At first I assumed they moved randomly, but I've since learned otherwise. Once I saved a game and then tried to sneak a colony pod past a green-level worm. Bye bye pod! I reloaded and waited a turn. With no morsel to snack on, The Siege Worm went the opposite way.
 
On the quickest game speed, it took around 75-80 turns for them to pop blue for me. The nest fell under my control somewhere between turns 98 and 100 (not sure exactly) and they popped at turn 176.
 
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