Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Empowered Wonders
71 Comments
QUASAR 10 May, 2018 @ 8:15am 
Thankyou for the mod, I will give it a try. The geothermal requirement might be a problem. Some maps lack one thing or another.
Beefcake 16 Apr, 2017 @ 5:38pm 
RS compatability?
samuel.handelman 31 Dec, 2015 @ 7:03am 
*bump*. A favorite of mine, would be nice to see a version for RT.
3ntf4k3d  [author] 20 Mar, 2015 @ 12:20am 
I want to update this, but sadly the current state of BE is so sad that I can't even force myself to play the game to test my modding stuff
:(

I'll try, though. I'll try.
Chico Chico Chico 19 Mar, 2015 @ 5:36pm 
Yo 3ntf4k3d

This used to be a great, must pick mod for me, until the second to last patch broke it. I sugest if you make a new version of this, try and use the current wonder abilities as base, some of them are really interesting, they are just broke.

OTOH, they said they are working on a 2.0 version of the game, which will be like a super patch to be released in a "few" months, so i guess you should wait too...

(nah, update your mod now! [plz {plz} ] )
xCythex.ttv 13 Mar, 2015 @ 5:43am 
Would love that 3ntf4k3d. And I agree, with that assessment. I loaded my game that was using your mod and was like WTF happened to all my awesomness? What is this crap? It boggles me why they would change the wonders -that- much and still make them no where near what most Civ players want in a wonder.

If you -do- work on a 2.0 of this mod I thank you much in advance.
Cider Town 12 Mar, 2015 @ 3:22pm 
I like the ideas of the new wonders but most of them seem Too out of the way, expensive and not powerful enough to bother :/
3ntf4k3d  [author] 12 Mar, 2015 @ 3:10pm 
Considering that they somehow managed to make wonders *EVEN WORSE* with the last patch, it might be time to create a 2.0 version of this mod...
xCythex.ttv 12 Mar, 2015 @ 2:41pm 
Oh noes! Latest patch threw a big wrench into this mod :(

Love this mod, hope you're still supporting it.
Tiek68 21 Jan, 2015 @ 8:02am 
lol @DeadMarine1980 Yep!! I totally agree!! ;)))
DeadMarine1980 20 Jan, 2015 @ 6:53pm 
lol @Tiek68 dude this game is only playable with mods, period!
3ntf4k3d  [author] 20 Jan, 2015 @ 12:49am 
Thanks for the info.
I don't have much time atm, so that saves me quite a bit of wörk.
~Cheers~
Tiek68 18 Jan, 2015 @ 1:32pm 
Hi, accordingly to log file (Database.log) there're problems with files Text.xml (Holon Chamber Help) and Perks.xml (No column "Description" in Table "PlayerPerks"). Commenting out the offending entries (especially that related to Holon Chamber) allows the others txt entries to be loaded in game (I think the program just skip the entire file if finds something offending it; so, lest it can ignore also the new perks I commented out all the "Description" entries in Perks.xml). Since I just started a new game I don't know if the Wonders will work as intended after the December patch, but as I said the help texts are loaded normally. Even I can't see anything wrong in Holon Chamber Help entry and I can't understand why it's not accepted by game. Just to inform you... By the way, again my compliments for your mod, I can't play CBE without it ;))
3ntf4k3d  [author] 13 Jan, 2015 @ 2:25pm 
I assume a recent patch broke something.
I'll have a look at it soon (tm) and try to fix the problem.
DeadMarine1980 13 Jan, 2015 @ 1:19pm 
When will this mod be fixed? I looks really good but as of now it does not work.
poltt48 30 Dec, 2014 @ 4:24pm 
I cannot end turn while using this mod. Worked for me 2 weeks ago but now does not.
Induktivitaet 25 Dec, 2014 @ 8:03am 
txt errors
BLÀde 23 Dec, 2014 @ 3:41am 
big problem with this after you build the nanothermite it makes all covert ops impossible.
samuel.handelman 21 Dec, 2014 @ 8:09am 
I'm noticing them now, but it's weird because not all the changed wonders have this issue? It's only changing the help text that is an issue - changes in yield and so forth are updated automatically? Is it different for wonders than it is for other buildings (b/c doesn't the new version of this mod work: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=334376779 ? )
3ntf4k3d  [author] 21 Dec, 2014 @ 1:21am 
There are indeed text_key errors for all additional help text entries, but sadly I have been unable to fix the problem up to this point. The game simply refuses to accept the text given in the mod files - and I have found no way to make it work.

Thankfully this should only be a cosmetic problem, the actual changes to the wonders should still work properly.
samuel.handelman 17 Dec, 2014 @ 7:16am 
Bump? I get some text key erors but I didn't think they were related to this mod? Anyway I haven't noticed text key errors for wonders. The only issue I've encountered is that the Crawler and PreCog project help text no longer indicate that they generate geothermal or provide yield bonuses to institutes (respectively). I haven't checked if they actually provide such benefits or not.
AugustDrake 13 Dec, 2014 @ 10:42pm 
Same here.
BLÀde 11 Dec, 2014 @ 10:55pm 
i get lots of txt key errors with patch
3ntf4k3d  [author] 9 Dec, 2014 @ 11:40am 
Can anyone confirm if the patch causes any issues with this mod?
If that ist the case I'll try to provide an update soon (tm).
samuel.handelman 8 Dec, 2014 @ 6:03pm 
I agree with BreadBox - Nanothermite should do something else (I suggest - +1 Energy per Engineer, which is better than a bonus to Traders since Traders are weak.) Are you going to update with the patch? Although the Holon Chamber energy bonus is hardly broken.
Silzar 8 Dec, 2014 @ 3:36pm 
HOW DO YOU DONWLOAD THIS
the milk man 7 Dec, 2014 @ 3:17am 
headquaters is what you have to have for the spys. thats where they go and give you the bonus you picked for their project when they are not on duty/traveling. think of it as the actual cia building in langly vergina. its basicly a RnD center for the spys to sit at. and sence its unfair for only you to have spys all of the civ's get one.
Autistic Seal 4 Dec, 2014 @ 9:12pm 
I'm not sure I like that they all require geothermal. I'm not sure I see the logic in that. It'd make more sense if the resources required depended on what you were building. For example if it's a wonder that's paired with a certain affinity, include that affinity's resource.
Karaschy 4 Dec, 2014 @ 6:09am 
Gread. Congratulations for your great work!
Swashbuckler07 17 Nov, 2014 @ 12:35pm 
Great mod. My only qualm is that the wonders are maybe 10-20% too powerful now. Then again, that's so subjective. Thanks!
Azerbaijan_Technology 16 Nov, 2014 @ 6:30am 
Hey there,could you revise the bonus to the wonder which makes roads and magrails maintence free(Nanothermite?).
Considering that Supramacy Lv 3(which is extremely easy to get)already made them maintence free,this wonder remains pretty worthless.
Tiek68 11 Nov, 2014 @ 9:11am 
@ bitch please So it's a vanilla bug? Ok, "Headquarters" is a wonder for all civs, but you should find just one entry for it (since you can have one headquarters at a time) not five or more like in my case :)
bitch please 10 Nov, 2014 @ 9:26pm 
I dont think you can fix the headquarters thing, my game did that before i added any mods, i think its a wonder that all the civs can get
FLESHPOPSICLE 10 Nov, 2014 @ 9:02pm 
Now if only I could find a map with any geothermal. Any way to reduce those reqs from 2 to 1?
Tiek68 10 Nov, 2014 @ 2:18pm 
Thanks for the info, I will try elsewhere for the solution to my problem. Keep it up with your mod; after trying it I can not imagine CivBE without it ;))
3ntf4k3d  [author] 10 Nov, 2014 @ 12:54pm 
My mod doesn't change anything to the Headquarters or the diplo menu. I also haven't seen any odd behaviour in that regard.
Tiek68 10 Nov, 2014 @ 9:22am 
Congratulations for your great work! Now I can "feel" the value of various Wonders ;) I was just wondering if a strange anomaly I have in diplomacy/relationships tab can be related to your mod (I also posted it in the thread of another mod I installed that can be involved, I'm waiting for an answer); basically I have several entries of "Headquarters" for almost all the AI opponents along with the others wonders built. It's nothing really annoying, but just for immersion it would be more pleasant a single entry for the headquarters :)) Any suggestions? Anyway, thanks again for your commitment with this mod.
3ntf4k3d  [author] 10 Nov, 2014 @ 1:48am 
Well, I thought about giving it another effect, but I couldn't find anything else that fit the theme and was scriptable in the XML. So I settled with a (building/wonder) unique effect.

And while it is easy to get some supremacy, you still need at least 3 turns to research the techs, so there is still some value to the wonder for non-supremacy players.
Vaurature 8 Nov, 2014 @ 4:04pm 
So far, I'm liking the look of all of them aside from the NanoThermite, mainly the "Roads and Magrails cost no energy to maintain" Seems kinda pointless to add when one can easily just get the first three affinities for Supremacy.

Still worth the download and like/Favourite though.
WindyCityShooter 8 Nov, 2014 @ 8:57am 
Really like your mod. Thank you.
Krigsprästen 5 Nov, 2014 @ 9:58pm 
A non-steam workshop version would be lovely.
_TiRAN_ ru32reg 4 Nov, 2014 @ 3:14pm 
loool:csgoa:
3ntf4k3d  [author] 4 Nov, 2014 @ 1:10am 
Oh silly Steam. Added them again.
Alyfox 4 Nov, 2014 @ 1:07am 
When I click on Change Notes, it doesn't list the changes that the mod makes, it just lists the version updates..
3ntf4k3d  [author] 3 Nov, 2014 @ 10:44am 
Yes, I noticed. ^.^
Thanks for the heads up!
Nortexx 3 Nov, 2014 @ 4:20am 
Nice !
голова, глаза 2 Nov, 2014 @ 6:19pm 
офигенно
Robin Jim 2 Nov, 2014 @ 4:23pm 
Great mod! Will there be a direct download?
lacrimosa oni 2 Nov, 2014 @ 2:53am 
super