Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

EnhancedLoadout
Kleinzach  [开发者] 2014 年 10 月 29 日 下午 5:55
Suggestions Discussion
Use this to suggest any new ideas for choices!
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正在显示第 1 - 15 条,共 30 条留言
yutterh 2014 年 10 月 29 日 下午 9:34 
can you add a changelog please
Kleinzach  [开发者] 2014 年 10 月 30 日 上午 5:10 
@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 2014 年 10 月 30 日 上午 7:39 
What about having civilians as a type of colonist and do something like half price on workers or faster tile improvements
Robinxen 2014 年 10 月 30 日 上午 7:59 
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 2014 年 10 月 30 日 上午 8:07 
For cargo you could add a mining expedition which starts you off with 3 floatstone, xenomass or farixite depending on which you choose
Kleinzach  [开发者] 2014 年 10 月 30 日 上午 10:17 
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 2014 年 10 月 30 日 上午 10:18 
no problem
Cendreux 2014 年 10 月 30 日 下午 3:17 
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  [开发者] 2014 年 10 月 30 日 下午 3:35 
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 2014 年 10 月 31 日 下午 7:44 
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 2014 年 11 月 1 日 上午 7:22 
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  [开发者] 2014 年 11 月 1 日 上午 7:43 
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 2014 年 11 月 1 日 上午 9:46 
i'd like a spaceship option that lets me take an extra cargo....
Kleinzach  [开发者] 2014 年 11 月 1 日 上午 10:43 
@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 2014 年 11 月 1 日 下午 8:26 
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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