Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Kleinzach  [developer] 29 Oct, 2014 @ 5:55pm
Suggestions Discussion
Use this to suggest any new ideas for choices!
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Showing 1-15 of 30 comments
yutterh 29 Oct, 2014 @ 9:34pm 
can you add a changelog please
Kleinzach  [developer] 30 Oct, 2014 @ 5:10am 
@yutterh There is the change notes tab on this page at the top, though I haven't always been putting in the most descriptive notes...
Syranesh 30 Oct, 2014 @ 7:39am 
What about having civilians as a type of colonist and do something like half price on workers or faster tile improvements
Robinxen 30 Oct, 2014 @ 7:59am 
The two colonists I came up with, for when you work out flat losses, were Eugenicists which provide 3 health but -2/3 culture and/or Politicians which improve wonder construction by 10% but -1 energy. I also thought as a small reference you could have XCOM Operatives which give a boost to all damage against aliens.
Syranesh 30 Oct, 2014 @ 8:07am 
For cargo you could add a mining expedition which starts you off with 3 floatstone, xenomass or farixite depending on which you choose
Kleinzach  [developer] 30 Oct, 2014 @ 10:17am 
I am still attempting to figure out negative yields on buildings or colonists, but the problem might be unsolvable until the giv DLL access.

For the mining expedition cargo, that sounds like a good addition. I still need to figure out quests which would be helpful to do choices like that.

Lower cost workers or tile improvements is absolutely a possibility.

Thanks for the input!
Syranesh 30 Oct, 2014 @ 10:18am 
no problem
Cendreux 30 Oct, 2014 @ 3:17pm 
I just thought of a good way to balance out the initial spy thing. You know how computing is a relatively advanced or mid tech for soemoen just starting out? Well maybe you could do something similar to that thing when your explorer researches a artifact and a future tech is lowered in tech cost. That way computing and therefore building the spy agency is more viable earlier in the game, but still takes work to get to.
Kleinzach  [developer] 30 Oct, 2014 @ 3:35pm 
Huh, that could work. Similar to a lot of these suggestions, I'll see if I can figure out the quest system. Good suggestion.
colsoncj 31 Oct, 2014 @ 7:44pm 
Great mod, really liking it... On the cargo descripts, all the originals start with "Begin with" while the mod's start with "Start the game with." only thing I've found, which really isn't anything!
Zubject X 1 Nov, 2014 @ 7:22am 
Just a suggestion, but perhaps have a colonist option for "Naval Officers" which give you Planetary Survey at the start. I'm not certain if it's balanced, but it seems interesting.
Kleinzach  [developer] 1 Nov, 2014 @ 7:43am 
Im not sure about that as a colonist as they aren't really about the one time bonuses, but giving planetary survey as a cargo is on the table!
RJ Dork Bard 1 Nov, 2014 @ 9:46am 
i'd like a spaceship option that lets me take an extra cargo....
Kleinzach  [developer] 1 Nov, 2014 @ 10:43am 
@Mordenkien that... would require a lot of hacking. I'm not actually sure how I would go about doing that besides copying all of the cargos to spaceship.
Peregrine 1 Nov, 2014 @ 8:26pm 
Some suggestions:
What about a cargo that gives each affinity 5 out of 11 points to the next level. This way you can still have an affinity bonus, but one without instant gratification.

Industrialists should have less negative health. 10% more just for 1 more production than engineers seems unworth it to me. I think 5% unhealth seems more just, or add another production.

Merchants sound more like something using trading, so what about changing their name to craftsman, and making a merchant colonist that gives you +3 energy from trade routes and start with 1 trading convoy.

What about an Architect colonist, giving 1 culture, 1 production, and 1 energy?


Also, how does extra food = tamed manticore? Also, that is very, very OP

Otherwise great work! I cant wait to see what else you come up with.
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