Echoes of Earth: A total conversion for BERT

Very interesting. On health, on my ongoing game, i managed to stay all times at +5 to +10, but from as soon as i could manage, i had the +4 health per agreement full bonus (+20), so iwas actually between -15 to -10. But i suppose thats fine, health has to come from somewhere (buildings, improvements, virtues, diplomacy), and i picked diplomacy.

Is the integr trait fixed?
 
Wow, really excellent job with the traits. A lot of interesting ideas. I particularly like that each new level adds a new trait in most cases, rather than just a better version of the previous level. Its also great that you moved away from the boring percent yields, this is much much better.
 
Is the integr trait fixed?
Yes, the Culture per Agreement is done via Lua now. The current version actually changed them to get Science per Agreement but I'll could change it back. I don't want them to be too similar to France.

I particularly like that each new level adds a new trait in most cases, rather than just a better version of the previous level. Its also great that you moved away from the boring percent yields, this is much much better.
I knew from the start that I wanted to move away from the simple percent yields. When possible the Diplomatic Traits are designed so that you do not always need to max it. Depending on your needs and plan you may be just fine with the first level or two.
 
Built the Laser Com Sat, which momentarily strenghtened the signal, but at turn 100 the signal went silent anyway. Bug or feature?
 
That is the intended design Lamassu. The advantage of the LaserComm is that you get the full bonuses of the Signal during the second half instead of reduced bonuses.

Once more of the story text is incorporated this mechanic will hopefully become more intuitive. The Signal degradation is caused by the colony side LaserComm Satellite hitting the end of its engineered life spawn. While the Signal ends because crises on Earth prevent them from being able to continue to send information.
 
Ok, I figured that may have been the case. Not too sure going for Laser Com is worth it that way though, as I had to dedicate an incredible amount of resources to get there before 100 turns were out. Got it around turn 95, and it went out soon after. Perhaps if it wasn't on a leaf tech, but on the main tech? And/or cost less to build?
 
The health rebalance on virtues is really good, now i can go prosperity without feeling guilty for the easy-mode virtues there. Im also really enjoying the new traits, very interesting and hard to choose which one to go for.

But did something change with how many agreements we can sign? What i mean is that i met all AI, and yet i see only 10 or so possible agreements on the diplo screen. Can each agreement be signed only once?
 
But did something change with how many agreements we can sign? What i mean is that i met all AI, and yet i see only 10 or so possible agreements on the diplo screen. Can each agreement be signed only once?
Correct -- you can't have two version of the same Agreement.

The reason you see fewer options is that there are fewer total distinct Agreements. There are 12 starting Agreements (each faction has 3) and 5 Agreements per Diplomatic/Domestic/Military (two Traits provide each Agreement). This is a total of 12+(5*3)=27 Agreements. But not every Trait is going to be taken so you often won't have the max number of options.

I'm considering an approach where each Trait provides 2 (of the 5) Agreements. It would help increase the number of Agreements that are "on the market" but could make it to easy to always get a specific Agreement in every game.
 
What has happend to the option to take over native life with explorers? I don't get a button for my explorers to do so despite being on an adjacent tile and having the needed tech. Was that feature removed or relocated to another tech?

Also an unrelated minor request...is it possible to change the number of maximal allowed players to 12? Currently BE only supports 10. Beside that I just love to play with "full house", the massive map size finally would start to have a use...
 
I play with several other mods, like:

Max Sponsors (to play with all 12 sponsors at once), as pfeffer said
yields for marvel tiles (so i actually seek to have marvels inside my territory, instead of ignoring them)
station flavor text (that was removed in RT)
extra difficulty levels
artifact helper (right click to move artifacts in and out of the artifact screen)
chungsu color (white and red instead of green)
Increased Embarked Speed (seriously, there should be at least a few upgrades to the speed of embarked units, it also really helps the inept AI)
and Cities 4 tiles away from eachother (my preference, so cities won't cluster together so much).

Those are all nice mods, but i don't think they really NEED to be added into Echoes of Earth, since they already exist in the workshop and work perfectly fine with EoE.
 
I play with several other mods, like:

Max Sponsors (to play with all 12 sponsors at once), as pfeffer said
yields for marvel tiles (so i actually seek to have marvels inside my territory, instead of ignoring them)
station flavor text (that was removed in RT)
extra difficulty levels
artifact helper (right click to move artifacts in and out of the artifact screen)
chungsu color (white and red instead of green)
Increased Embarked Speed (seriously, there should be at least a few upgrades to the speed of embarked units, it also really helps the inept AI)
and Cities 4 tiles away from eachother (my preference, so cities won't cluster together so much).

Those are all nice mods, but i don't think they really NEED to be added into Echoes of Earth, since they already exist in the workshop and work perfectly fine with EoE.

Nice to see that all this stuff is already out there :)

Still, I'm prefering to have all-in-one. Not so much because for the sake of easyness, but there is still the possibility that further versions of EoE make the supplementary mods incompatible or those get discontinued...having all in one package assures compatibility and also might attract more people to EoE which just look for one mod to get things right. As said before, still hoping for this to be what Gazebo's patch has become for Civ5.

That approach is - IMHO - at least preferable if the questioned addition does no harm (e.g. possibility of 12 sponsors) at all, because its purely optional.

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BTW, I have completed and won my current game as INTEGR with a transcendence victory after 491 turns. The game is already so much better with this mod, however there are still some things which need love (espionage e.g. is for my taste breaking the game...the stealing options feel just to powerful and articifical...it does not matter from whom you steal, you can cover any energy deficit with it or reap maximum science, if you micromanage your research in the turn the stealing happens) Also for my taste, both ressources of all kind and diplomatic capital come in too easily...I tend to stockpile them without any use sooner or later (however, that might be also a sign that I have to move up from Gemini difficulty)

On the new agreements, I like that there are fewer to pick from, felt always a bit cluttered to me before. My bigger problem is often that AI don't want to sign the "bigger" ones and the game lacks in the department of telling me *why* an AI refuseds an agreement.
 
I feel like your relationship with each AI "regenerates" for a while, so if you're cooperative, but he doesn't want to sign his bigger agreements with you, try every turn and after a while you'll get it. Sending him trade routes and donating him units inside his territory also improve your relationship so you reach the "will sell agreements" point faster.

Gazebo patch and mod are amazing. But he's been doing that for what, years now, and has a ton of supporters and testers, he also included in a ton of work from other players. I can't help but playtest, and the community in BE is a lot smaller than ciV, which is kinda sad, but i still like this game very much besides all of it's shortcomings.
 
Kozlov orbital production bonus from Launch Complex isn't working, so his trait right now is only "+3 petrol". Took me the whole game to notice :(
 
Thanks for the catch Doviello, I've fixed the issue with Kozlov's trait. (It was actually working at level 1 but due to a typo wasn't working on level 2 or 3).
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On a separate note, I seem to remember someone asking about leashing aliens but for some reason I can't find the quote right now (sorry!). Currently nothing provides leashing but the effect may return as a wonder or something that shows up when Harmony gets xenoswarms online. I want aliens to be more threatening in the early stages of the game and leashing was trivializing everything that wasn't a worm/kraken. I'm still looking at ways to encourage attacking the aliens to disrupt the common strategy of going full pacifist toward the aliens (at least at first) to ensure free roam for your explorers and minimize the need for an army at first.
 
I think leashing can be fun but being able to do it so early (at harmony lvl 2 or something), and so often (at the cost of health), make it too, i dunno, not optimal. Plus, aliens get weak super fast, at the second level of unit upgrades, only worms and krakens matter. I think leashing should definitely come back, but either as a high lvl harmony ability, or make it cost expedition modules instead of explorer health. Or the Xeno Swarm, could be made into a specialized leashing unit maybe.

Some mods i usually use make alien life more relevant by giving them a strengh boost (i think they get +10% every 20 turns or so). It's a fun mod, and make aliens relevant longer. The best alien mod is one that wasn't converted for RT, which add several new variety of aliens, like a black worm that is weaker but moves two hexes; there was a weak manticore with range 3 i think, really annoying but cool.

Another thing that i noticed, is that at lvl 3 harmony or so, we get that "faster relationship recovery toward alien life" ability, but it makes the player go beyond neutral, once i hit harmony 3, it doesn't take that many turns to become allied with the aliens. The ability to befriend aliens should be there, but i don't think it should be achievable so easily.

Other notes:

I like the new artifact effects, but some are very weak (+1 vision for tanks isn't so good, +1 move i'd take). The buildings for the OERelics aren't that good as well, +2 production, +2 diplo. Maybe they could give an specialist slot as well, like a engineer slot from drone command, or even custom specialist slots: like a +4 diplo capital specialist from the frontier stadium. But i feel those buildings should be cheap since spending relics to get them is already a big investment, and with lower yields, everything takes longer to build already.

On 3 games that i played, i got at best 2 OErelic buildings, and i had to try really hard, so i felt that the trait "+1 yield from relic buildings" was kinda weak.

The +1 food to farms trait is really really good, i almost go for it every game. On my kozlov game, however, i had 8 or so sources of geothermal nearby, so i got the "+2 energy from geo" trait, and it was very useful. But unless i get a weird concentration of resources like that, the +farms is nearly always better. Don't nerf that, though! The generator trait could give +2 instead of +1, the mine trait could take care of the unhealthy instead, there are plenty of interesting options.

What else... would it be possible, eventually, to mod in hybrid version of planes and submarines, even if they don't get custom art? That could sorta take care of that annoying situation of having cool flying carriers with lame lvl 2 planes that die on the attack.

Also on units, i think all affinity unique units (all of them) could get a movement bonus. I have to go waaay out of my way to make use of the affinity units (hybrids included) when floating artillery and floating tanks are so much cheaper, faster, and take care of everything. Rocktopus, Sabr, and those hybrid dudes are so expensive in production, resources, tech, and they always reach the front when the bulk of the IA army was already taken care of by tanks, it's like a missed opportunity. I'm happy with their strength, i just wish they could keep up with the much cheaper and faster vanilla units.

Is there a way to tell the player a numeric value of our relationship with each AI, and how much we need for them to get them to sign diplomatic deals? What i mean is that, after getting a cooperation agreement, i have to check every turn until my "friend" will FINALLY allow me to pay for one of his agreements.
 
is the mod available yet i dont seem to see it in the steam workshop?

No, at least not yet (unsure if Machiavelli24 will make it available over there when its ready) - mod is still in alpha stage, though already way more fun the base game and pretty stable. PM Machiavelli24 to eventually get access to the current development version.
 
jimkirk, I have yet to put a version that is visible to the public on steam workshop. But if you want you can get access to the internal version.

I'm hoping to finish integrating the final text from the writer this evening. When that is done I can send out a version that will be the public release candidate. Once the release candidate is ready to go it will be a week long sprint (or death march) of everyone playing it as much as possible to find any remaining issues. If after that week everything is good to go than the workshop entry will be set to public.
 
A link to the release candidate version (11) was sent out to everyone this morning. This afternoon I updated it to fix a typo that was causing the Thorium quests not to show. All other quests should be showing correctly.

I plan on updating the UI used for signal fading for the public release version since I'm aware it is cutting off the side.
 
Finished/won my current game with v11...

Name: Peaceful Supremacy
Difficulty: Gemini
Speed: Normal
Victory: Emancipation
Turn: 405
Faction: Chungsu
Loadout Colonist: Biologists
Loadout Spacecraft: Bootstrap Manufacturing
Loadout Signal: Topological Map
Domestic Trait: Advanced Aquaculture
Political Trait: Public Health
Military Trait: Protected

Rather unexiting victory.

AIs did not attack me until T403, where Hutama eventually declared because I was winning...obviously a bit late.

I tried playing on dry planned with the atmospheric corresponding desert biome. I also picked sparse ressources and played with 10 players on a standard size map to spark some confrontation and competition. I failed; I drowned in energy, ressources and diplomatic capital from midgame on.

Once more I didn't found anything problematic with the stuff this great mod adds (not even typos in Texts or something), everything frustrating me (like incompetent or unpersonal AIs, unbalanced espionage, unchallenging aliens, dumbed down combat, missing features compared to Civ5) is related to the game itself. The mod is the reason why I still play it at all, hoping more of that stuff getting adressed in future releases.
 
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