
-- WORKSHOP -- 

Codex is a massive overhaul mod that reworks almost every aspect of the game.

Only Works with Rising Tide.                                                                                                                                                                                                                   

[b][h1]The main Goals of this Mod:[/h1][/b][list][*] [b]Create more interesting bonuses, add more depth and a stronger sense of progression[/b]
[*] Make games longer (~250-350 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
[/list]
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[h1]WARNING[/h1]
[h1][b]This mod will not work properly if you do not activate mods twice![/b][/h1]

So after starting the 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 Codex, 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 everytime you start the 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, nothing I can do to prevent it.

[h1]I heavily suggest to not combine this mod with other mods 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.[/h1]
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With that all out of the way, some of the main features of this mod.

[h1]The Empire Manager[/h1]
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.

[h1]The Moonbase[/h1]
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. 

[h1]Events[/h1]
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. 

[h1]Biomes[/h1]
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.

[h1]Affinity Overhaul[/h1]
Affinities have been reworked heavily and all now have their own style. Affinity is also no longer only gained by researching technologies, but also by completing buildings, working certain improvements (late-game) and launching certain satellites (late-game). New Affinity Quests have been added and are an integral part to the overall affinity-gain in the mid- and late-game. Affinities also all have unique Improvements, with two entirely new Improvements with unique art - the Xenoscape and the Nanoscape - becoming available in the later stages in the game.
 
[h1]New Tech Tree Layout[/h1]
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.

[h1]New Worker System[/h1]
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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[h1]Credits[/h1]

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 [url=https://steamcommunity.com/sharedfiles/filedetails/?id=334310652]Modular Script Loading[/url]
- Machiavelli's [url=https://steamcommunity.com/sharedfiles/filedetails/?id=542126922]Policies grant Perks and Buildings[/url]
- 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:
- [url=http://forums.civfanatics.com/members/gaga-extrem.155685/]Gaga Extrem[/url] and Mark (real life buddy) both gave valuable feedback during very early development
- Big thanks also to the beta testers who provided feedback and suggestions, especially [url=https://www.reddit.com/user/TheIllustriousYou]TheIllustriousYou[/url].

Also many thanks to those who have reported bugs and problems after release!