Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Codex
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17.112 MB
Oct 14, 2016 @ 4:34pm
Jul 21, 2018 @ 8:09pm
45 Change Notes ( view )
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Codex

In 1 collection by Ryika
Codex Modpack
5 items
Description
Disclaimer:
I have set this mod as unlisted as it has a lot of issues.

It was created when I was still very inexperienced at coding and project-/scope management, and as a result, offers a very unpolished experience, makes the game run a lot slower, and seems to crash rather frequently on at least some, but probably all systems.

I've attempted to fix it in the past, but wasn't able to track down what's causing the crashes. I assume it's simply caused by the bloat of the mod, and some of the many questionable workarounds that I used to make things work. The mod would probably need a complete rework to return into a reasonable state, which would not only be a lot of work, but also need to change the core of what Codex even is, since the aforementioned workarounds were necessary to make things work in the first place.

So, in summary. This mod is a mess and beyond fixing. I would not recommend using it.

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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 (~250-400 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

_____________________________________________________________

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
- Big thanks also to the beta testers who provided feedback and suggestions, especially TheIllustriousYou.

Also many thanks to Lordoflinks, who lent his superior English skills to greatly improve many of the texts in this mod.
Popular Discussions View All (31)
82
Jul 7, 2024 @ 9:00am
Feedback so far:
KEN RAILINGS
5
Apr 24, 2024 @ 7:11am
Crash bug '22!
Megamaniaco
12
Jun 24, 2020 @ 11:26am
City Specialization Strategy
starrynite120
1,242 Comments
Unktray Sep 7, 2018 @ 1:21am 
Hey Ryika & Lordoflinks. I have to start out by saying that this mod is truly a gift from heaven. I love every single aspect of it. But I'm experiencing a bit of a dilemma and I really hope you can help me. See I've started a new game with Australia and I was hoping to trade with lots of Stations to boost my civ. The problem is that no stations have appeared after I've been playing for rougly 58 turns. Have you removed them from the game? I also have to add that I have the mod Awesome Stations installed. Could they be incompatible? I hope you can help me.
Pls respond : '(
ra.dlanor Sep 6, 2018 @ 10:39pm 
I've just started using this mod, also with mod "CODEX-Civilized Aliens", and found a fatal problem, as I'm unable to use gamesaves.

Saving game seems to work normally, as does loading such a gamesave, up to the point where the loaded game screen is rendered. But at that point the game is unusable as all units and cities are invisible, though some labels and icons are rendered in the proper locations. The ground itself also seems incorrectly rendered, in what appears to be a partial reversal of display layers (can a mod even do this ?). I believe these reversed layers are what hides the units and cities too.

I've used the procedure of repeated mod activation (just as when starting a game with mods), both in reloading gamesave in the same session where it was saved, and in loading it after relaunch of both the Steam GUI as well as the game. All attempts gave the same unusable result, so I can only use this mod by playing without ever using any gamesaves, which is impractical.
carl8000 Sep 3, 2018 @ 8:15am 
The 'Improvements' section needs to be double-checked, I've played 2 games of this version and the advanced improvements were off (for my Purity playthrough the +6 to culture for Terrascapes only gives +3, and the +2 to capital for Suburbs only gives +1, there were anomalies in the Harmony playthrough that I can't remember now, sorry)
choomba Aug 25, 2018 @ 3:05pm 
Happen to get the CW research award again. First it was 2k something which fit in for a high tier project. (you lowered it I assume?)
Then again the next award will be research again with 19.5k points. :/

What do you think of disallowing the buy of military units? There is no point in chosing military instead of wonder building as industrial choice. Same to Empire feature. Since the military cap is so restricted and energy so abundance, with all the spies, its so simply to just buy every unit. Or they are too cheap.
Ryika  [author] Aug 11, 2018 @ 7:03pm 
@Venusaisha: No, I don't think so.
@Elhoim: That's how the game handles things. Tiles are owned by the city that first acquires them, and buildings become available based on owned tiles, not worked tiles.
@masiyi9406: Strange, I'll look into that.
@Echo Wolf: No, Colors are intentional. ARC and KP have very similar colors (especially on the minimap), so I changed both of them to be more distinct. ARC simply got a new color that looks different than the ones that were already in use.
Venusaisha Aug 11, 2018 @ 4:08am 
just a off question: do any of your mods use a tofuntion.lua? just asking.
Elhoim Aug 9, 2018 @ 9:40pm 
This might be a base game issue, but if I found a land city near a resource (petroleum, for example) that has been claimed by a moving water city, the land city doesn't consider it part of it for building requirement like Cell Pump.
masiyi9406 Aug 9, 2018 @ 3:31am 
another strange thing, in late game after reaching lvl 18 supremacy already, save-loaded the game then suddenly received some purity level bonus quest. :D
Echo Wolf Aug 8, 2018 @ 9:42pm 
Just a minor thing, but did ARC and KP empire colors get accidentally swapped?
masiyi9406 Aug 7, 2018 @ 4:23pm 
Hi, in my recent game, i cannot research the commonwealth victory tech. it stuck there when I clicked it, also researching other victory tech is very laggy