Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Specialist Groups
24 Comments
general_james 10 Oct, 2022 @ 12:18pm 
Does this work with Codex?
clop1000 4 Dec, 2021 @ 2:18am 
Does it work well with awesome mods?
Stardust 5 Apr, 2020 @ 6:57am 
Great work!Maybe hiding the buildings appear in the city view after finishing demand makes this mod more great:)Just a little suggestion.
monkeyspforces 26 Dec, 2019 @ 1:43pm 
found it, thanks))
Ryika  [author] 25 Dec, 2019 @ 4:46pm 
It's only there while you're outside of the city view. Look at the end of the button bar, a small + that's not very visible.
monkeyspforces 25 Dec, 2019 @ 4:16pm 
ive looked and looked the + on the bottom right isnt showing up except a ! notification when a city is first founded...
SonictheSith 3 Apr, 2019 @ 10:13pm 
can't wait to try it ill give review after i play
delalune4 2 May, 2018 @ 2:26pm 
All of my cities say focus: none and the UI option diasappears after the first time it's closed and loaded. Do you think it's because I'm playing on a mac?
Galgus 21 Oct, 2017 @ 4:00pm 
That was fast, and it's a great change for water cities.
Ryika  [author] 21 Oct, 2017 @ 2:27pm 
Updated to v2:

- Specialist Groups that require Improvements that can only be constructed on Land are now much less likely to be chosen for aquatic cities.

- 2 New Specialist Groups were added, both can ONLY be chosen in Aquatic Cities:
- -> Solar Engineers: +25% science while working at least 6 Generators
- -> Atlanteans: +35% Food and Culture while working at least 8 Domes

- 'Scholars' Specialist Group: Now has the correct title (was "Suburbanites). (The actual 'Suburbanits'-Specialist Group remains unchanged)
- 'Traders' Specialist Group: Description has been corrected to show that it increases Energy-Output, not Food.
Ryika  [author] 21 Oct, 2017 @ 9:31am 
@Galgus: Unlucky, yes, but maybe it's not a good thing that one can be this unlucky. I'll have a look at it later.
@Acebrandon117: There is an UI that shows all cities. To access it, click the little + in the lower right corner of the screen and choose the right menu option.
Acebrandon117 21 Oct, 2017 @ 9:24am 
Ok now how can i tell what bonuses a city besides when the pop up first comes up?
Galgus 20 Oct, 2017 @ 9:20pm 
This isn't a major issue since water cities can move, but it is a bit annoying when the majority of an aquatic colony's cities want tiles on land - in my current game I think I have four aquatic cities that all want at least six Terrascapes.

That makes for a fun little story of moving them into position, but it also makes me think that aquatic cities should be weighted to have tiles that they can build.

Maybe I just got unlucky with the RNG.
GuiltyNeko 14 Oct, 2017 @ 6:17am 
Sorry, I had to put it someplace. Here is as good a place as any, really.
Ryika  [author] 13 Oct, 2017 @ 6:44pm 
Uhh... okay.
GuiltyNeko 13 Oct, 2017 @ 5:26pm 
You know what would be great? If firaxis and 2K decided that it was worth fixing the modded part of the game. Because with things like minecraft for example, modding wasn't originally on mojang, so it's not their responsibility. But when you put a big ol' "mods" button in your base game, it's suddenly your responsibility when it doesn't work. You can't just ignore it and hope you can forget that the game had low sales because it wasn't based on earth.
Ryika  [author] 3 Sep, 2017 @ 2:31am 
Did you construct that farm this turn or move citizens to those farms this turn? Bonuses are only checked for at the beginning of each turn, when yields are calculated.
CleaningCaptain 3 Sep, 2017 @ 1:46am 
Hi. I'm reporting a bug in this mod. As you can see in the first picture, the game won't activate the suburbanites in my city because it thinks my citizens are only working 2 out of 3 farm tiles; If you look at the second picture, however, you'll see that they actually *are* working 3 of them.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126875099
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126875230
Ryika  [author] 8 Aug, 2017 @ 6:00am 
@Galgus: Yeah, doesn't really work with Codex, it's mostly meant to be used with other smaller-sized mods
@Olafr_the_Viking: Sorry, that was caused by my stupidity, I used some of the same text-keys that were used in the Greatest Cities mod. I've updated the mod, and it now works properly with Greatest Cities
@rulerofdabacon: Thanks. :)
GuiltyNeko 6 Aug, 2017 @ 8:34pm 
Thank you for continuing to make and update mods for this otherwise abandoned game. I and many others greatly appreciate your effort.
Olafr_the_Viking 5 Aug, 2017 @ 12:08am 
I am using this mod together with Event Horizon 2.2 and Greatest Cities, and that combination bugs out the text in the "specialist group" menu. Any known fixes?
Galgus 2 Aug, 2017 @ 8:58pm 
Ah, sorry. I was thinking of it in the context of your Codex mod where some are bound to affinities.
Ryika  [author] 2 Aug, 2017 @ 7:12pm 
That's pretty much the idea of this mod though, encouraging players to use many different improvements instead of relying on the same improvement everywhere. Improvements are not bound to Affinities after all, and can all be unlocked if the player really wants to do so.

That will not always be worthwhile, and the player is supposed to decide whether they want to invest some research into unlocking certain improvements or not.
Galgus 2 Aug, 2017 @ 6:58pm 
I love the idea of this mod, but it feels kind of unsatisfying when it picks an affinity improvement from an affinity I'm not going for, or of all three affinities, since I won't be able to build them.