Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Awesome Wonders
   
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7.559 KB
27 Mar, 2015 @ 9:42pm
10 Oct, 2015 @ 8:22pm
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Awesome Wonders

In 1 collection by Ryika
The Awesome Collection
8 items
Description
Overhauls the Wonders that can be unlocked in the tech tree.

This mod only works with the Rising Tide DLC.

If you don't own Rising Tide, use the Classic Version instead.

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IMPORTANT: The Devs have STILL not fixed the bug that messes up unit action buttons. To prevent this, you have to acvitate all the mods you want to use, then hit 'Next' and let the game configure the Game Files. Then Hit Esc and let it configure the Game Files a second time. It will then work properly for the Rest of the Session.

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All Wonders available in the Tech Web have been overhauled to be more interesting and powerful.

Changes include:
- more base yields (especially for wonders that come very late and thus don't have much time to pay for themselves) have been added
- %-Modifiers were added on many wonders to support vertical empires
- some new unique bonuses have been added (and some pre-patch bonuses have been brought back),
- some bonuses have been changed completely (Because they were bugged, were too weak or just didn't fit the phase of the game the wonder becomes available - bonus to alien opinion on a late-game wonder...?)
- a HUGE cost-reduction for most wonders (especially the late-game wonders, wonders that are placed on techs that don't give anything else and wonders that are on techs that are far away from what people generally consider the "ideal" tech path.)
- changed resource costs - most wonders now cost geothermal, except for those that are placed on affinity-techs - these now require the affinity-resource. Some wonders have a Local Resource requirement.

Yields in this Version are in general a bit lower than Yields in the Classic Version because of the added Diplomatic Capital.

PS:

If you're more interested in playing wide empires, you might want to consider combining this mod with the 1 Wonder Per City Mod. With such a limitation in place, the percentage-based yields very much support city specialization and make cities feel more unique.
22 Comments
Ryika  [author] 16 Nov, 2015 @ 8:01am 
That's a bug with the game itself, not with this mod. Firaxis will hopefully fix it in the near future, if not I'll create a workaround or change the bonus.
*Crimson-Y 16 Nov, 2015 @ 1:00am 
@Airborne Same for me
Airborne 31 Oct, 2015 @ 12:33pm 
I think the most recent update broke the gene vault. I no longer get free workers in new cities.
Prometheus 25 Aug, 2015 @ 12:30am 
Panopticon loses its sight range bonus? Did you think it was too weak or did you move it? Because its FREAKING STRONG. If Panopticon gave only the sight range I would still like it more than most of the wonders visible in your picture.
TheAhn1995 29 Apr, 2015 @ 1:21am 
does this mod work with affinity as yields?
Ryika  [author] 23 Apr, 2015 @ 9:09pm 
Yes, you can just delete these elements and the mod should still work. Just make sure to delete the <Update> tag above and the </update> tag below the building you want to remove as well. Use the search function of your text editor to make sure you find all elements of the wonder you want to roll back, as many buildings have been edited values in multiple tables.
Crimson13 23 Apr, 2015 @ 9:01pm 
I don't want to seem rude asking this but is it possible to remove/change a modded wonder from this mod? I like this mod alot better than the vanilla wonders with the exception of the XenoDrome; I like getting me some Alien allies, haha.

Do I just delete the Xenodrome section in the Buildings.xml file and it reverts to vanilla? Or is it possible for me to delete most of it but keep the changed production cost? I'd like to keep that, haha.
Meiji 11 Apr, 2015 @ 8:26am 
Can we have an alternate download link please???
Ryika  [author] 6 Apr, 2015 @ 5:04pm 
Ah, right. Saw your post on Civfanatics, but forgot about it - will check and change the bonus later (and actually set the version number to 2, seems like I forgot that). Thanks for the reminder.
JeffFraser 6 Apr, 2015 @ 4:55pm 
I think the Panopticon orbital strike range increase will run into the same bug as the vanilla Mass Driver -- the icon doesn't appear unless there is an orbital unit within 2 tiles.