Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

More Wonders
28 Comments
QUASAR Jan 19, 2018 @ 5:41am 
Thankyou for the mod; More wonders are cool.
Shocky  [author] Feb 11, 2016 @ 6:02am 
MasBossGaleForce Mar 26, 2015 @ 5:40pm 
Its like they don't know how to patch their own code without breaking the rest of it for modders.
Shocky  [author] Mar 18, 2015 @ 10:31am 
http://www.nexusmods.com/civilizationbeyondearth/mods/6/? Description for install in link, put all of my mods there when I first had to from an earlier request.
BlackViper Mar 18, 2015 @ 8:28am 
Hi, can you provide external download link (possibly with description where to copy your files), I am begging you.. :)
Shocky  [author] Mar 12, 2015 @ 9:00am 
Guessing people didn't like I didn't fix the mod within the minutes of patch. /Whistle :p
the patch that is called Winter patch that came in the Spring.
Dœrtel Mar 11, 2015 @ 2:05pm 
Why the low rating?
William_Raper_Kennedy Mar 9, 2015 @ 9:15pm 
my name is jeff
suscribed :)
Diceman Mar 7, 2015 @ 12:01pm 
Very nice mod, I have always felt that one of BE's biggest weakneses are the wonders.
Alse really nice pictures, mifgt think about replacing the pictures for the vanila wonders aswell
Plattsy Mar 6, 2015 @ 2:09pm 
The space elevator's name reminds me of Halo's 'Space Tesla'. All the more reason to download!
WizCat of the Third Kind Mar 6, 2015 @ 12:14pm 
"Wonders with proper artworks instead of blueprints?! Nonsense!" -CIV:BE devs
Shocky  [author] Mar 5, 2015 @ 6:00pm 
Atm. I only mod for CIV:BE, but I have made mods to various games since Morrowind. Only Skyrim and CIV:BE I have bothered giving out my small mods to though, since it's small things that seems to annoy me more then most people, except my last Skyrim mod. I probably should finish up my Skyrim underground adventure and city mod akin size of Blackreach. :D
Estebanita Mar 5, 2015 @ 2:18pm 
do you other mods for other games?
buzzkillington1990 Mar 5, 2015 @ 10:51am 
Well, if nothing else, you've managed to blow Firaxis out of the water when it comes to giving a visual representation of what the Wonder is supposed to be. Much better than some dull blueprint.
Mar 3, 2015 @ 11:02am 
F* nice!!!
Shocky  [author] Mar 1, 2015 @ 2:48pm 
Thanks for the high praise :)
Erika Mar 1, 2015 @ 2:21pm 
These artworks are absolutely beautiful. Awesome work Shocky, one of the better mods out here
Joko Feb 27, 2015 @ 1:40pm 
i used the in-game pictures lol and also used on many wonders the in-game quote and audio. But my job have me working 7 days a week now and sometimes 12 hours (around 60 hours a week) so i have had hard time finishing the mod, thats why i uploaded it as a "beta" but when i have free time i finish it and add audio and new pictures lol
Shocky  [author] Feb 27, 2015 @ 1:04pm 
I just noticed 83 buildings and wonders project of yours, quite the undertaking to say the least. Think I would have trouble to find 83 pictures even, adding unique audio on top of it would be hardcore amount of work. :D
Joko Feb 27, 2015 @ 12:55pm 
i did the same, but when i have time i am planning on recording audio for the quotes. But honestly people will hear them only once and eventually just skip the wonders intros lol (i know i do) But when is something new, i watch it 1 time lol

But well i can only talk for me, i cant talk for everyone lol
Shocky  [author] Feb 27, 2015 @ 12:43pm 
Btw! I forgot to mention some of the wonder quotes are reused from the tech tree hence have an audio when completed, while others are new and are silent. Dunno what people prefer? I mixed since it might be a bit jarring hearing same quote for 2 different things too often?
Shocky  [author] Feb 27, 2015 @ 12:39pm 
Took me around a day to find where the "Import into VFS" command was hidden. Right click on imported .dds file and select properties, didn't seem that logical to me considering how you activate the .xml file when you turn on the mod in game. Somehow I was convinced they had changed the way it worked from civ 5 tutorials to civ:be.
Joko Feb 27, 2015 @ 12:25pm 
and the Icon command took me around the same to find, but i found it by mistake while looking for something else lol
Joko Feb 27, 2015 @ 12:24pm 
[NEWLINE] took me weeks to discover it lol, but that command will help you keep everything looking pretty ;)
Shocky  [author] Feb 27, 2015 @ 12:20pm 
Thanks!
I was thinking along those lines regarding the help text, but almost everything of GTH abilities had to be put down in help text section making the description clip certain places in game. I suspect I need to trim away the icons and description to something along lines:

Tag="TXT_KEY_WONDER_GALACTIC_TRADE_HUB_HELP">
<Text>Requires all resources to build.[NEWLINE][NEWLINE]This city gains additional 2 trade routes.[NEWLINE]... </Text>
Joko Feb 27, 2015 @ 11:31am 
By the way, awesome pictures on the wonders.
Joko Feb 27, 2015 @ 11:30am 
<LocalizedText><Row Language="en_US" Tag="TXT_KEY_WONDER_GALACTIC_TRADE_HUB_HELP">
<Text>-1 [ICON_PETROLEUM] Petroleum -1 [ICON_TITANIUM] Titanium [NEWLINE][NEWLINE]-1 [ICON_GEOTHERMAL] Geothermal -1 [ICON_XENOMASS] Xenomass [NEWLINE][NEWLINE]-1 [ICON_FLOAT_STONE] Floatstone -1 [ICON_FIRAXITE] Firaxite</Text>
</Row></LocalizedText>

This command will make it show on the building help info when you mouse over it. That is how i did it in my mod.

You will also need to add a <Help>TXT_KEY_WONDER_GALACTIC_TRADE_HUB_HELP</Help>
In the <BUILDINGS> area, between description and civilopeadia.

Hope i was of some help my friend :) and GJ with ur mod
Shocky  [author] Feb 27, 2015 @ 9:41am 
Seems like steam is struggling with showing screenshots...hopefully they get fixed by themselves. So here is what they do:
GTH: 2 trade routes, 10% trade bonus with cities connected with capital, 20% bonus gain for trading initiator, 10% to target city. Trade specialists generates 1 extra energy and building grants 3 of them.
SE: 30% orbital production and orbital range cover the hole map. 80 hexes is enough for the largest map at this point.
PTC: 4 energy, 2 science, 1 culture and all fighting units gain 7% combat bonus.
SW: 2 extra anti-alien hex range in city built, every other city gains normal fence for free.
NSA: 1 extra spy and 20% more espionage caused, increases unhealth by 7%.