Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Codex - Sponsor Compatibility Mod
31 Comments
HEXEPAHYC 5 Jan, 2021 @ 12:27am 
Do you have a plans to add Polish Empire mod from creator of Iron Pact?
zArkham4269 8 Dec, 2019 @ 1:08pm 
I'd second that about the Stargate command!
BrotherDeath 6 Dec, 2019 @ 2:44pm 
I would love to see the "USAF Stargate Command" added. But it seems this mod Won't get any new updates anymore... Well, you can dream.
ramoisagamer 21 Oct, 2019 @ 7:05pm 
Any chance you can add "The Void Survivors" to this compatibility list, please?
bat592 21 Feb, 2019 @ 11:08am 
Didn't like it
Frothy 1 Oct, 2018 @ 6:37pm 
AWESOME! I love this BE Rework and I didn't notice you've taken extra steps to keep improving it and also letting us enjoy the Great JFD's work. Keep it up!
Roop 8 Sep, 2018 @ 5:44pm 
When it comes time to Develop a Virtue, I filled all the Tier I virtues for combat but can't select any tier II virtues. I can't find anywhere anything telling me what I have to do to be able to select higher tier virtues.
Ryika  [author] 3 Sep, 2018 @ 5:05am 
Yes, their trade routes follow the same rules as all trade routes in Beyond Earth: Gold is only generated by external Trade Routes, and Food is only generated by internal trade routes. I would be clearer about that but there's only limited space for text in the sponsor trait description.. ;)
DragoonBlade 30 Aug, 2018 @ 11:35am 
I was playing with the Christian Democratic Commonwealth on the "very tiny islands" map mod and all my cities were coastal (As in->they were all land cities next to water). My external trade routes had no +4 food. My internal trade routes gave no energy and my station trade routes gave +4 food and +2 energy. Is this how the +4 food and energy is supposed to work?
Arca_Bibliophile  [author] 31 Jul, 2018 @ 4:31am 
@JFD
I am very sorry; I was not under the impression that editing the lore was incorrect. As this was a mod that does not redistribute your mod in any way (You even need to be subscribed to your sponsors for it to work) and only edits them so they work with Codex, I thought that editing the lore would be okay. I am very sorry for this error, and thank you for letting me know of my failure; I shall take heed to avoid a similar error in the future.
Ryika  [author] 30 Jul, 2018 @ 6:43pm 
Yes, I think the problem is that treated it more like an integration mod than a compatibility patch without really thinking about the overall picture. Codex has a bit of an "expanded universe", so within the project, it seemed to make sense to adapt the sponsors for that universe where the lore was in conflict and just treat it as an "alternative universe" version of the mod. But you're right of course, it's still a representation of your sponsor, and as such I see why you would want it to be represented in the way it was designed.

While I personally probably would not care if someone did a similar thing to my sponsors, it's easy to understand why other people would, and it was negligent of me to not think about that earlier. Especially given that you seem to have put a lot more effort into the background stories of your sponsors than I, it is not surprising that you would also care a lot more more about keeping the background story intact than I would. :)
JFD 30 Jul, 2018 @ 6:06pm 
Thank you. I'm sure you understand that the created lore is the most personal element to a BE sponsor, and so such a radical change (the isolation from the EU and commonwealth is as much a part of the sponsor's identity as is the 'Christian' in its name) whilst retaining the artworks and such created for it is imo going a bit too far for a compatibility patch.
Ryika  [author] 30 Jul, 2018 @ 3:05pm 
Sorry, that's my fault, not his. I should have asked before making changes to your texts.

As requested, I have removed those changes from the mod, the only texts that are left are those written by Lordoflinks (Diplomacy that is new in Codex and the texts for the Golden Age) and me (Trait Descriptions).
JFD 30 Jul, 2018 @ 2:03pm 
@Lordoflinks Well, that's radically changing my work then. I'd ask you to comply with my disclaimer on the CDC download page and revert it back.
Slacks Hatmen 28 Jun, 2018 @ 1:33pm 
Would it be too much to request the New albion Republic mod be added to this?
Ryika  [author] 28 Jun, 2018 @ 12:37am 
Found the problem, I had forgotten to update the descriptions for the trait levels of the Iron Pact. Should be fixed now - thanks for reporting.
zArkham4269 27 Jun, 2018 @ 5:24pm 
Well I do have it engaged (this mod) and it does seem the +1 culture is working. I'm just wondering if this is just a verbiage sort of thing.
Ryika  [author] 26 Jun, 2018 @ 12:11am 
There isn't supposed to be any worker speed in this mod, the three traits that you're supposed to have access to can be ssen above. The original Iron Pact Mod has Worker Speed, so it seems most likely that you don't have this mod active, or run into some error that has caused the traits not to funktion properly.
zArkham4269 25 Jun, 2018 @ 8:51pm 
Well the thing I miss about SMAC the most was the more you did improvements and the like, the more hostile Planet got. One way to get around this was create less threatening improvements. The hybrid forest was one of these. For BE, I was just thinking that there aren't any hybrid improvements; just the affinity specific. It seemed the hybrid forest would be a good Puriy/Harmony version of the Terrascape.
zArkham4269 25 Jun, 2018 @ 8:38pm 
Okay, just upgrade to my second level in my faction trait. Since workers actions are all immediate in Codez, what is the point of having them get a faster bonus?
Arca_Bibliophile  [author] 25 Jun, 2018 @ 8:38pm 
If I get the time, I hope to have a look at the SMAC factions. What are the hybrid forests you are speaking of?
zArkham4269 25 Jun, 2018 @ 8:15pm 
Sorry, meant SMAC (Sid Meier's Alpha Centauri) Found a small error (?) If you click on the Suum Cirique trait, it lists +10% worker speed and not the +3 on generators bonus
Arca_Bibliophile  [author] 25 Jun, 2018 @ 7:49pm 
SWAC?
zArkham4269 25 Jun, 2018 @ 6:30pm 
Sorry, took me awhile to realize that while I still had the physical files on my computer, I wasn't currently subscribed to those mods. Works now.

Any chance of future SWAC factions? Or maybe hybrid specific terrain improvements like the SWAC hybrid forest?
Ryika  [author] 25 Jun, 2018 @ 6:00pm 
You do have to activate the ones that you want to use.
zArkham4269 25 Jun, 2018 @ 5:58pm 
Okay, I just tried to use this mod and I'm not seeing the factions. I take it you have to have the original JFD mods in your Mod folder (like I do) but you don't have to actually activate them, just his mod, correct?
Ryika  [author] 25 Jun, 2018 @ 5:21pm 
@JFD: *poke* :3
@zArkham4269: You can use the Old Holy See Mod; as long as you don't activate JFD's Original Holy Sea Mod, you can use this mod and Lordoflinks' Version of the Holy Sea simultaniously. (Incompatibility with the Sha'Yuri Clan remains though)
zArkham4269 25 Jun, 2018 @ 5:16pm 
How does this work with the previous Holy See? Would it be best to use this mod along with JFD's original mods (whcih I have)
Arca_Bibliophile  [author] 25 Jun, 2018 @ 4:27pm 
When we were porting them, we had a look over the CDC's lore and noticed that it clashed heavily with the NSA introduced in Rising Tides. We did not agree with editing the NSA itself, as I felt that mods should bow down to vanilla lore rather than vanilla lore being edited to reflect one sponsor. Hence, we rewrote the CDC so rather than it being a Commonwealth of Nordic states, it was an evolution of the Commonwealth of Nations, with Scotland gaining independance and joining the NSA. Hence, as the evolution was driven by political ties rather than religous ties, we felt 'Christian' was ill suited and 'Royal' described it better.
Another reason was that I disliked having both the Holy See and CDC as Sponors with heavily religous influenced backgrounds and felt that by removing the religous elements from the CDC, it would make the Holy See stand out more.
Does that answer your question?
legalize freedom! 25 Jun, 2018 @ 4:26pm 
Great to see work on BERT!
JFD 25 Jun, 2018 @ 4:08pm 
Very nice to see my civs getting compatibility :3 Any particular reason you changed the Christian Democratic Commonwealth to the Royal Democratic Commonwealth?