Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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The most overpowered and underpowered things in CODEX
Hello!

I was wondering what starts/wonders/techs/etc people found to be the most/least powerful as they play with CODEX. I'm still a beginner with the Mod, and playstyles can heavily alter what's strong or weak, but so far these are the things I found that are so good that I find it hard not to choose:
  • Extra colonist from your seeding + Colonization Protocol - While it comes with a production loss, having a free colonist from the start is just way too good as it sets you up to snowball from the start. For the same reason, Colonization Protocol is super good.
  • The two early wonders - +5 culture is super good that early, which you can double with the Knowledge Virtue that gives +5 culture/wonders. It can result some pretty big culture/turn early. Also the free units you get will guarantee that you win the "most soldiers" Common World goal without any effort
  • Ultrasonic Emitter - I found that attacking aliens even once early game is suicide, but if you don't do it, then they will swarm you and you won't be able to work tiles and also leeches are annoying. Ultrasonic emitter just solves all your early problems without aggroing the aliens.
  • Anything that gives Science - With techs now giving free stuff for all your cities and also the option to "tech up" your buildings to build for free, I feel that Science is now by far the most important thing to produce. For this reason, Slavic Federation is incredible thanks to their +100% Science Golden Age.

These I found really weak:
  • Franco-Iberia - They just... do to little. +15% culture in the capital? I'd rather settle on water with another faction for +50%. The extra modules are nice, but I usually get enough from just having a few production cities, which I need anyways for build things. And the bit of production bonus for culture buildings also feels like nothing.
  • Supremacy - +50% food in cities smaller than 10, but -50% in cities bigger? It's super easy to reach 10 pop in a city in this mod thanks to all the flat bonuses techs gives, which means that going Supremacy is actually a detriment! I had games where my biggest city was over a 100 population! I think the threshold of 10 is way too low.
  • Domestic Personality Traits - They give some tiny boost like +1/+3/+5 food for each eggs. However Diplomatic Capital is rather sparse with the Common Wealth, other Traits, Goverment, Agreements are needing it. Also the cost of personality traits seems to go up very quickly, so I almost never bother with these Domestic ones. I only ever picked the Fungus one when the Fungus event happened.

(I'm loving this mod so far. Thanks Ryika for making it!)
Last edited by Servant Phoenix; 13 Mar, 2019 @ 8:52am
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FuntCase 13 Aug, 2019 @ 3:47am 
Agree with all of this. Supremacy giving -50% food to cities over 10 population is a huge weakness, I understand that it's supposed to encourage Supremacy players to go wide with lots of small cities but it just seems to make them weak compared to Purity and Harmony.

And yeah, personality traits get way too expensive way too quickly with diplomatic capital.

I haven't tried Slavic Federation yet since I'm really loving the mod faction Antiqua, but the bonus science seems very strong
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