Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Codex
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17.112 MB
14 Oct, 2016 @ 4:34pm
21 Jul, 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

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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
- 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
7 Jul, 2024 @ 9:00am
Feedback so far:
KEN RAILINGS
5
24 Apr, 2024 @ 7:11am
Crash bug '22!
Megamaniaco
12
24 Jun, 2020 @ 11:26am
City Specialization Strategy
starrynite120
1,244 Comments
Talii 30 May @ 5:58pm 
One of the best mods I have ever played. Like everybody else has been saying though, the game crashes a lot with this mod. Would love to have the developer return to patch it.
[PIGZ]MrTango 19 May @ 10:28am 
Would love those improvements as a standalone mod.
Kron 3 Mar @ 8:51am 
Game crashes a lot using this sadly. half way through games on anything past a small map gets bad.
tiefkühlPizza 24 Feb @ 1:30pm 
Sadly this chrashes the game quite often.
Sabotage1964 17 Feb @ 11:35pm 
Newly encountered bugs:
Resources always seem to generate sparce regardless how resources are set.
City Infrastructure does not contribute food to cities
-2 food from buildings when there are no buildings with a -2 food yield or negetave food yield
Sabotage1964 16 Feb @ 9:55am 
This mod is fantastic, but I encountered the following problems:
1: Health seems to imitate civ 5's health system, forcing what appears to be a soft cap on the number of cities you can settle (no more playing tall). The bonus health helps a bit, but if possible, id reccomend switching the bonus health options in game menu to -25% unhealth and -50% unhealth possibly instead of granting bonus global health to make wide play more feasable.
2: Polystralia's leader agreements do not seem to work with Codex's trade capacity system. Unsure if this is possible to change.
3: Most of the civilopedia entries are empty. My apologies if this is not something that can be fixed.
batatafritada 11 Feb @ 2:02am 
mod is super B even so far. I am running into a problem where for some reason my clinics or my old earth relics get deconstructed when I conquer an enemy city. Mildly annoying, but that's the only bug I've found.
briantjack 24 Dec, 2024 @ 7:21pm 
Anybody else here having problems with combining Progenitor Artifacts? I think I created one special item with them early on, but I've got six more that won't combine into anything. Sure, I could extract the results from each individually, but I'd like to see what new abilities and wonders can get unlocked with groups of three.
daigotsumax 15 Dec, 2024 @ 4:26pm 
I'm enjoying replaying this but for the love of Kavitha can't find the guide for it anymore. Is there any?
donschmiddy 15 Dec, 2024 @ 8:13am 
@otto antimon same issue here