What kind of future content would you like to see?

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"Please try to keep it limited to future content rather than general feedback & suggestions." made me think I needed to put it in a separate place.

The one suggestion I'd make is, the resources on the world map that are for outposts, it'd be really nice and helpful if those didn't spawn in an area already controlled by another colony.
Or is that intentional?
It's more of a by-product of the way world map is generated. We've kept them as "society-owned resource locations" in our internal headcanon, but those could be looked into at some point as well. All the map generation changes have to be made very carefully (save compatibility, new game generation, overlapping resource node placements etc.), though, so if it doesn't become a huge issues, we might leave it as is.
 
I would like to see the colonists assigned to removing pollution to be garbed in white decontamination suits. I would also like logging camps to take up less space. I would like mess halls to take electricity. I would like the grand hospital to be able to be gotten through science. I would like to see libraries and other science buildings built in the colony have the ability to generate science and maybe make them need electricity. I would like to see toilets actually reduce contaminations instead of just steam rooms. I would like for specialists to be able to improve their statistics over time and be able to equip fighters with auto weapons. I would like to be able to send guards to wipe out the rats that invade the fields., as of now I just ignore the notation. I would like to be able to request goods I need in the trade center. It seems just as soon as I need something everyone stops selling it when they were just selling it a few minutes ago. I am in a game now, very late game, and have never been able to buy the Sunflower seed.
 
I would like to see the colonists assigned to removing pollution to be garbed in white decontamination suits.
I would like mess halls to take electricity. I would like to see libraries and other science buildings built in the colony have the ability to generate science and maybe make them need electricity.
I would like for specialists to be able to improve their statistics over time and be able to equip fighters with auto weapons.
I would like to be able to send guards to wipe out the rats that invade the fields.
Some fun ideas in there I like too. Libraries producing science or at least perhaps increasing productivity the way the schools do would be cool.

the decontamination would cool too, have them look at least different like the guards. Speaking of which, do the guns really do much, also seems like the guards have the same weapons regardless of what quality weapons I bring in.

Being able to deal with the rats or at least being able to do something from the user end to prevent or reduce the impact would be nice. I did mention in an earlier post there may be a lot of room to built the agricultural side of the game.
 
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Some fun ideas in there I like too. Libraries producing science or at least perhaps increasing productivity the way the schools do would be cool.

the decontamination would cool too, have them look at least different like the guards. Speaking of which, do the guns really do much, also seems like the guards have the same weapons regardless of what quality weapons I bring in.

Being able to deal with the rats or at least being able to do something from the user end to prevent or reduce the impact would be nice. I did mention in an earlier post there may be a lot of room to built the agricultural side of the game.
The guards are modelled holding crossbows even when armed with automatic rifles (a minor cosmetic issue but it does bug me far more then it needs to!)

I have always wondered about preventing this minor catastrophes like the rat swarm, jus having workers tending the field would probably scare off rats, or even a later research in the tech tree of pesticides that you can upgrade the fields to use to prevent it at a high cost of water, slight raise in pollution from crops or a slightly reduced yield in crops maybe?
 
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I have a simple quality of life change that I'd like to see. I play console and I love the addition of the quick repair/ demolish function but I think it's missing one more. It would be nice to harvest a field or insect farm using this function. It would make emergency harvests for winter and food shortages easier.
 
My son is 5 years old and would like to see animals on Mars. Would you consider adding an animal-seeding pack? Maybe we could have herds of zebras and cheetahs on Mars!!!

Many thanks,
Tom & Sid
 
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Hi so i have been thinking about this for a while, i really like alliances although i wish there were more quests to do for them, the building quests are all good but when you already have a material bottleneck it makes it harder.

I would like to see something with trade, something like you need to clear the road between you and this other colony and it will speed up the trade routes, also trades can get ambushed by raiders and you have a certain amount of time to send specialists in to clear the raiders or you will loose the trade and the stuff you have sent. Although frustrating i love the way you can get ambushed on the world map now as you either have to really plan a route back or just go for it. So something similar for your trade.

In you main colony i would also like to see more defensive buildings and the fact that you can get raided from any direction. So you can build walls round you colony the build catapults and in the end turrets but maybe to make this harder they have to manned by a specialist so you cant just build and man 100s, maybe alos people camp in your area and you see the campsite you can approach it and its either bandits or something good and you can recruit the people, also a tech to tell you of an incoming raid which can be upgraded to tell you the rough area on you colony area, this would add a new skill tree and building category, for the world map the chance to put firepower on your vehicles to take out the wondering bandits who can intercept your path.

I maybe going a bit to far down rts route here maybe but something to make you really need to use the guard towers etc
 
A beautification update/dlc.
Just because we're in an apocalypse doesn't mean our colony can't look nice.
Wooden and metal fences and gates, a plaza or gathering site, boxed gardens, hedges sculptures etc. Having these things could add a small happiness bonus to the surrounding area.
 
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Hey folks. We're doing some surveying to see what kind of future content the community would want for Surviving the Aftermath.

Although we do regularly keep track where we can of the community's wishes, now's a good time to share any ideas you have, no matter how big or small. Please try to keep it limited to future content rather than general feedback & suggestions. We'd love to hear your thoughts!
I would like to customize my own specialists. Names, abilities and picture faces would be great.

Also since I am on Xbox, DLC releasing at the same time on PC and Console is always great for us.
 
Speaking of console, is there an update for the DLC release date yet?
To quote Kalle from another thread:

We're still aiming for an August release on consoles. The PC patch is released at the same time with new achievements, bug fixes, balance changes and QoL improvements. The console version will have these from the get-go.

So, not long now! Thank you for your patience.
 
I quite like the game and still feel there is much potential for future development. I would like to see the apocalyptic simulation deepened. Further role-playing elements for the specialists, ways to bring more life to the map (i.e. the ability to settle new colonies or move colonies), further paths/options for the city-building components.
 
Hey folks. We're doing some surveying to see what kind of future content the community would want for Surviving the Aftermath.

Although we do regularly keep track where we can of the community's wishes, now's a good time to share any ideas you have,

Hey folks. We're doing some surveying to see what kind of future content the community would want for Surviving the Aftermath.

Although we do regularly keep track where we can of the community's wishes, now's a good time to share any ideas you have, no matter how big or small. Please try to keep it limited to future content rather than general feedback & suggestions. We'd love to hear your thoughts!

For new content, I like new buildings and new technologies. I like tech and buildings that improve the efficiency and sustainability of my colony or things that reduce manual micromanagement.

Building Ideas:
- maintenance depot with more work slots and wider work area (like a full screen)
- deep resource extractor for sustainable metal
- eco plasic laboratory to produce plastic from sunflower oil
- wheel barrow factory to produce tools that also improve hauler speed and capacity
- extra large greenhouse to produce wood throughout disasters
 
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Ok I have had another thought

Mid game an option comes up maybe 3 or 4 options of what type of tribe you will be a few examples

Militant
Religious
Trbial
etc

as such you unlock new buildings and a new branch to your skill tree for example

If you choose militant you take more aggressive turn and have access to research more advanced weapons, turrets, have access to have slaves from the people who attach you, Religious you have access to churches and cathedrals which boosts happiness and production, you haven't got the power of militant but you can convert raiders when they attack.

It can also go onto the world map where you can equip your specialists with special weapons or ability's according to your selection.

replay would be great as each selection that comes up you get access to different and unique buildings, research, specialist upgrades.

maybe fun
 
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I think it would be interested if you were to expand the ideologies into factions within my colony. There are already 3 ideologies represented in the game. It could be that each ideology comes with specific bonuses and negatives at the beginning and you can select whether you want to adhere to a specific ideology. As your society begins to grow, new colonists come in, each with their own random ideological convictions. If you selected a specific ideology at the beginning to be your political ideology that you want to run your colony under, this is really just a minor change, but as usual, when more and more people come in, difference in opinions and goals will naturally arise in every society. So once the total "ideological weight" of the other ideologies increases, your bonuses start to diminish and you get more and more events about disagreements and so on, ultimately ending up with sabotage and other incidents.

You can try to convince people of your own ideology with particular buildings to keep your bonuses, you could even only allow in new colonists that match your ideology, but every now and then even those who were formerly convinced of your ideology might change their mind, because they found an old book in the rubble and other convictions begin to grow, etc. At some point, the different ideologies would want some representation in politics in the form of a council (i.e., decisions, laws, focus on production of different things). This could lead to interesting synergies that are in some ways more beneficial than your starting bonusses. You can then try to run the colony as a more or less democratic council or as a dictatorship. The other societies on the map could also have specific ideologies and government types, so alliances would be more probable with other societies that match your conviction.

This sounds like a pretty different game, but I think you could keep it pretty nicely confined to an additional layer that gives your colony and its relation to other colonies some additional flavor and the actual effects on the gameplay would simply be a new system for bonuses and negative sideeffects, some additional buildings, some kind of "ideological unity" metric, slight differences in how the relation with other colonies is handled and lots of new events. For people who have the "New Alliance" DLC, you could then even justify the adversary by simply having him be a dictatorial leader of one of the other ideologies.
 
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A couple quality of life improvements I would love to see:
1) the ability to ‘bury’ a deposit after it has been picked. The wood deposits disappear but the metal, concrete and plastic leave huge ugly looking spots. They are eye sores to me and I am basically forced to put a building over it to try and cover it up. (Which often messes with my layout plans) I’m willing to sacrifice many of my less efficient underground deposits for the sake of a nice looking colony. If you chose to bury the deposit it will disappear but is replaced with whatever soil is underneath it.
2) the ability for specialists to build paths. I build my colonies with wide paths (again, I’m all about aesthetics) and when you have a path that is three to five tiles wide it takes forever to get built. Meanwhile I’ve got three or four specialist standing around doing nothing.
 
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