Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Specialist Groups
25 条留言
SealingSatyr 8 月 20 日 下午 6:59 
i like this mod but it feels too overpowered for my taste. So i nerfed the values to be more realistic.
I plan to add a miner group to add a small production bonus for early game.
Nice job anyway :)
general_james 2022 年 10 月 10 日 下午 12:18 
Does this work with Codex?
clop1000 2021 年 12 月 4 日 上午 2:18 
Does it work well with awesome mods?
Stardust 2020 年 4 月 5 日 上午 6:57 
Great work!Maybe hiding the buildings appear in the city view after finishing demand makes this mod more great:)Just a little suggestion.
monkeyspforces 2019 年 12 月 26 日 下午 1:43 
found it, thanks))
Ryika  [作者] 2019 年 12 月 25 日 下午 4:46 
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 2019 年 12 月 25 日 下午 4:16 
ive looked and looked the + on the bottom right isnt showing up except a ! notification when a city is first founded...
SonictheSith 2019 年 4 月 3 日 下午 10:13 
can't wait to try it ill give review after i play
delalune4 2018 年 5 月 2 日 下午 2:26 
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 2017 年 10 月 21 日 下午 4:00 
That was fast, and it's a great change for water cities.
Ryika  [作者] 2017 年 10 月 21 日 下午 2:27 
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  [作者] 2017 年 10 月 21 日 上午 9:31 
@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 2017 年 10 月 21 日 上午 9:24 
Ok now how can i tell what bonuses a city besides when the pop up first comes up?
Galgus 2017 年 10 月 20 日 下午 9:20 
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 2017 年 10 月 14 日 上午 6:17 
Sorry, I had to put it someplace. Here is as good a place as any, really.
Ryika  [作者] 2017 年 10 月 13 日 下午 6:44 
Uhh... okay.
GuiltyNeko 2017 年 10 月 13 日 下午 5:26 
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  [作者] 2017 年 9 月 3 日 上午 2:31 
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 2017 年 9 月 3 日 上午 1:46 
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.
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1126875099
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1126875230
Ryika  [作者] 2017 年 8 月 8 日 上午 6:00 
@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 2017 年 8 月 6 日 下午 8:34 
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 2017 年 8 月 5 日 上午 12:08 
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 2017 年 8 月 2 日 下午 8:58 
Ah, sorry. I was thinking of it in the context of your Codex mod where some are bound to affinities.
Ryika  [作者] 2017 年 8 月 2 日 下午 7:12 
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 2017 年 8 月 2 日 下午 6:58 
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.