Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

331 ratings
File Size
16.319 MB
Oct 14, 2016 @ 4:34pm
Jul 21 @ 8:09pm
45 Change Notes ( view )
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In 1 collection by Ryika
Codex Modpack
5 items
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


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.

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.

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.

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!


- 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[]
- 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 (18)
Jul 29 @ 9:24pm
Feedback so far:
Jul 11 @ 2:52am
Failure to launch, cannot access main menu
May 29 @ 10:39am
Graphics error
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countrybysworld Sep 21 @ 10:13pm 
Hey, I'm just here to say that this mod is awesome. No complaints, or a but about issues with the game. This mod really makes this game way more fun to play! Thank you so much for making it. I appreciate the work you put into this a lot. You're a beautiful human.
d-bales Sep 20 @ 10:49pm 
So The CODEX-Civilized Aliens is out of service i would like to play the three codex mods -zombies,civilzed aliens,& codex over haul just these mods nothing eles is this possible?
d-bales Sep 20 @ 10:48pm 
So The CODEX-Civilized Aliens is out of service i would like to play the three codex mods -zombies,civilzed aliens,& codex over haul just these mods nothing eles is this possible?
Ryika  [author] Sep 19 @ 10:59am 
The CODEX-Civilized Aliens mod is not up to date and should be used, as it will only cause problems with the game.

For all other errors, see the "Playing with Mods" guide to find out what files are causing the problem:

Solve compatibility issues if there are any, and if the problem persists, copy-paste the errors here. Might take a while for me to respond though, as I don't have much time right now.
RaulPro19 Sep 16 @ 3:20pm 
Well, i've solved the game log problem, but now it freezes and crashes every time I open the diplomatic menu
Goaton Sep 15 @ 7:58am 
does this do anything to the aliens?
RaulPro19 Sep 13 @ 10:33am 
I've trided everything, in windowed and fullscreen, my esc button don't close the window nor bring up the menu, deleted the cache, disabled every other mod, enabled the mod twice, started a new games, loading the first turn autosave, re installed the mod and verified integrity of the game
Venusaisha Sep 13 @ 2:55am 
Did u activate mods twice? Dependent if you fullscreen or windowed , maybe try one or other for difference. What of esc button?

From Modulator author Gaia quote referance: "If you experience strange behaviour or even crashes with the new version, please delete all files in Documents\My Games\Sid Meier's Civilization Beyond Earth\cache (it is safe to do so and no backup is needed), and then start a fresh game and it should all be working fine." (this helps often to me)

other if u did not know: Ctrl + alt + delete to bring up task manager close the game And if that don't respond. click window button and try to close programs and if that don't work shutdown/restart computer
RaulPro19 Sep 13 @ 2:15am 
Hello, i want to play this mod but i can't close the Game Log window whenever i start the new game
ra.dlanor Sep 11 @ 10:45am 
@Super Warlord Checky: Your graphics problem is clearly the same which I get whenever I attempt to load a gamesave after playing with CODEX mod active, and also if I attempt to start a new game after aborting one where CODEX was active (even if CODEX is not used for the new game). This problems appears to be due to an incorrect rendering layer order, so that the lowest terrain layer is rendered on top of the layers for terrain details and units, and thus hiding all of them.

I get proper screen rendering with CODEX only after initial start of a game, or when loading a game directly after restarting the main game engine and loading the mods. (So that is the only way I can use gamesaves with CODEX.)

I wonder if it works that way for you too, or if your problem is even worse than mine, messing up the graphics even for initial game start...?