Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Codex
 
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16.319 MB
Oct 14, 2016 @ 4:34pm
Jul 21 @ 8:09pm
45 Change Notes ( view )
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Codex

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In 1 collection by Ryika
Codex Modpack
5 items
Description
Codex is a massive overhaul mod that reworks almost every aspect of the game.

Only Works with Rising Tide.

The main Goals of this Mod:
  • Create more interesting bonuses, add more depth and a stronger sense of progression
  • Make games longer (~250-350 turns on Standard Speed depending on the level of optimization)
  • Make every match play somewhat differently
  • Create more interesting gameplay and choices
  • Add more depth to city and empire management
  • Add more personality to the Affinities

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WARNING
This mod will not work properly if you do not activate mods twice!

After launching the game client, you need to do the following steps:
- Go to the Mod menu and activate a mod. It does not have to be this mod, just choose _a_ mod that loads quickly.
- Click 'Next', wait until the "Configuring game data... please wait."-dialog is gone.
- Click the X-Button of the dialog box (or hit escape), you will return to the mod menu.
- Now disable all Mods except the ones you want to use, then click the 'Next'-Button again.
- Done.

You can now start the game and the Unit Action Icons will appear properly. You have to do this whenever you start the game client, but it will then work for the rest of the session, until you close the game. I apologize for the inconvenience, it's a bug in the game itself, unfortunately there is nothing I can do to prevent it.

I heavily suggest to not combine this mod with other mods outside of the Codex Mod Collection unless you really know what you're doing. This mod replaces a lot of files, makes changes to many systems and is likely to run into compatibility issues with almost any type of mod, and not all of them may be obvious while playing.

If you really want to combine this mod with other, unsupported mods, make sure you get familiar with the Logging system so you see whether there are compatibility issues or not.

If you run into issues, this Guide may also prove useful.
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With that all out of the way, some of the main features of this mod.

The Empire Manager
The Empire Manager is a new tool that allows players to specialize their empire as a whole, decide what yields to focus on, and trade resources.

The Moonbase
During the game you gain Access to the Moonbase to excavate progenitor ruins found on the moon and gather some strong bonuses. A heavy investment is required though. "Solving" the Moonbase is also required for the new Contact Victory.

Events
Random events trigger during the game, making every game play out differently. Most events are positive in nature and provide opportunities for players to alter their playstyle and change their plans for maximum benefit.

Biomes
Every planet is slightly different from other planets (well, unless you roll the same biome twice. :p), and some Resources will be stronger or more numerous than on other planets.

Affinity Overhaul
Affinities have been reworked heavily and all now have their own style. Affinity is no longer mostly gained by technologies; instead, players generate it from many different sources - buildings, wonders, satellites, improvements, and more. Similar to Religions in Civ 5, Affinities now fight for the minds of the people living on the planet: Spread your Affinity to your neighbors and prevent your own population from being converted to get even larger bonuses!

New Tech Tree Layout
The tech web has undergone a lot of changes, and is now more representative of a tree than a web. It is a bit more linear for a greater sense of progression but tries to keep a lot of the freedom of the tech web, thus has kept the concept of Branch- and Leaf-Technologies, and has differentiated their roles further.

New Worker System
Using a system that I have totally not at all copy-pasted from Civ VI workers now finish (almost all) improvements instantaniously, but only have a limited amount of "charges" before they need to be replaced with new workers. This makes placing improvements more of a "burst"ish ability, which, in my opinion, is a LOT more fun*.
(*Also check out the new Worker Keybinds, they should be a LOT more convenient)

...and lots of new buildings, abilities, perks, and overall tons of changes everywhere!
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Credits

Art:
- This Mod uses artwork taken from two other games for some of its interface elements: Master of Orion (the new one) and the Mass Effect Series.
- The Moonbase Artwork is taken from an old wallpaper found on many wallpaper sites, couldn't find an artist to credit.

Modder Resources used:
- Vice Virtuoso's Modular Script Loading
- Machiavelli's Policies grant Perks and Buildings
- This mod also uses scripts and snippets based on code that other uses made public on Civfanatics, a great community.
Note: This mod uses EDITED versions of those Resources, the fact that they're listed here does NOT mean this mod is compatible with other Mods using the same resources, it means the exact opposite.

Creative Input:
- Gaga Extrem[forums.civfanatics.com]
- Big thanks also to the beta testers who provided feedback and suggestions, especially TheIllustriousYou.

Also many thanks to those who have reported bugs and problems after release!
Popular Discussions View All (20)
7
Oct 19 @ 6:03pm
Load Saved Game Bug
lancewrd
76
Jul 29 @ 9:24pm
Feedback so far:
duck_bird
2
Jul 11 @ 2:52am
Failure to launch, cannot access main menu
solidus_snake117
< >
1,022 Comments
Kanjejou Nov 14 @ 11:32am 
Very nice mod except the suicide worker im pretty happy with this mod. keep upt he good work
Pendragon Nov 13 @ 2:14pm 
Forgotten to mention that I do follow the necessary procedures for the mod to work
Pendragon Nov 12 @ 5:38pm 
Let me begin by saying this mob looks incredible.

But when I try to run it (press "start game") the entire game crashes. I am not running any other mod. Unfortunately I cannot post the log data from Database.log and the information from error.log is uninformative (showing bootup status').

Has anyone else experienced this? Any solution would be of great help
Xabaras Oct 30 @ 1:11pm 
About to give this mod another playthrough, hoping that the changelog worked out infinite/crash turns in the lategame when using certain civs. :steamhappy:
Ryika  [author] Oct 30 @ 9:00am 
It uses the same system, but it changes the things that the the AI uses to evaluates their opinion on you by different things: A bunch of diplomatic positions that players can alter throughout the game. While that's not huge difference overall, it does fix the issue where everybody loves you for being ahead in development or hates you for being behind, and instead gives players some real control over who they want to associate with.

But "real" diplomacy as it existed pre-Rising Tide does not exist, no.
Imperator1125 Oct 29 @ 10:13am 
Does this in anyway shape or form change the diplomacy system of "Rising Tide".
Sinc Oct 5 @ 5:36pm 
In the buggyb mod menu ingame, it lists this mod as singleplayer only. Nothing on this page says anything about that. Is it actually singleplayer only?
Teflon Oct 2 @ 5:14pm 
*mod
Teflon Oct 2 @ 5:14pm 
Does UI Tweaks model work with Codex mod?
CommanderAngel1 Oct 2 @ 9:29am 
I'm sorry, the only other option I know of is a full factory reset, where your machine itself is wiped clean and you have to reinstall EVERYTHING.

But that's a huge step, and there's no "undo" button from that.