What kind of future content would you like to see?

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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!
 
Wow… what a question. Game is actually great. I know everyone has their own desire for what they want this game to be, but I loved watching this game game change over the development period and feel it had only ever gotten better each time. My desire… I just like building a colony.

I would love to see a purer sandbox mode or at least more sandbox type options. I’ve actually replayed the Cold Rush scenario twice, not because I loved the scenario so much but because it had all the tech unlocked. It was fun building mid game buildings right at the start and just building until you reach the 75 day limit. (I also really liked building out from the centre of map, but not sure how that would work once you bring the gate back in.)

I love the custom game options that are available now, but adding sandbox type options to that would be great, tech fully unlocked, turning on or off unlimited core resources like wood, metal, and plastic (or all resources for pure sandbox) and having a toggle for building power requirements (normal, 1/2, or disabled)

I would also appreciate seeing another end game option come into play. I did enjoy building the bunker but with its multiple outpost requirements I have found zero desire to replay it, so having another end game to shoot for would be great. I also really had fun with the scenarios. So adding a few of those here and there would be great to see.

Finally, I would love to see a mod manger for console.! The community always comes up with great ideas and it would be great to have the option to use it.
 
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Wow… what a question. Game is actually great. I know everyone has their own desire for what they want this game to be, but I loved watching this game game change over the development period and feel it had only ever gotten better each time. My desire… I just like building a colony.

I would love to see a purer sandbox mode or at least more sandbox type options. I’ve actually replayed the Cold Rush scenario twice, not because I loved the scenario so much but because it had all the tech unlocked. It was fun building mid game buildings right at the start and just building until you reach the 75 day limit. (I also really liked building out from the centre of map, but not sure how that would work once you bring the gate back in.)

I love the custom game options that are available now, but adding sandbox type options to that would be great, tech fully unlocked, turning on or off unlimited core resources like wood, metal, and plastic (or all resources for pure sandbox) and having a toggle for building power requirements (normal, 1/2, or disabled)

I would also appreciate seeing another end game option come into play. I did enjoy building the bunker but with its multiple outpost requirements I have found zero desire to replay it, so having another end game to shoot for would be great. I also really had fun with the scenarios. So adding a few of those here and there would be great to see.

Finally, I would love to see a mod manger for console.! The community always comes up with great ideas and it would be great to have the option to use it.
I agree with this, particularly the additional Sandbox options. I would enjoy complete control over the tech and core resources in this mode!
 
I'd like to be able to make more use of colonists on the world stage rather then just specialists.
Building roads between settlement for faster trade, fortifying outposts as guards or maybe repairing "grand structures" such as a factory that once repaired supplies your colonists with tools, guns etc or repair a power station for a power boost to your colony thays sorts of things.

Armed/armoured vehicles thay I can use in combat, maybe we can kit vehicles out and upgrade them with better armour and fit mounted machine gun or something so can be used to directly attack bandits rather then dismount and attack in foot

Specialist training to improve their skills or upgrade their weaponry or equipment. Maybe a use for science points to train their stats or silver to buy better armour to improve resistance, guns for damage output or tools to speed up scavenging or researching.

Dogs, can be used for hunting, defence etc, able to sniff out sandworms from greater distance or catch rival specialist (with infiltration being added in new DLC due soon)

Greater control over resources, be able to specifically state what food type is used for meal production so that your soy and fish can't be kept for med production.

Larger school capacity or a upgraded version of school to replace school bus later on in tech tree.

Guns to not degrade when not actually being fired or have it so they don't break at all but require ammunition

Those are just some of the things I can think of off hand
 
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I'd like to be able to make more use of colonists on the world stage rather then just specialists.
Building roads between settlement for faster trade,
Greater control over resources, be able to specifically state what food type is used for meal production so that your soy and fish can't be kept for med production.

Larger school capacity or a upgraded version of school to replace school bus later on in tech tree.

Guns to not degrade when not actually being fired or have it so they don't break at all but require ammunition
Love the idea of roads to potentially speed up trade routes and a larger or upgraded school for sure!!!!

I like the idea of doing some more from the agriculture side like specific meals or ingredients, or even having food rotting after like X amount of time… but obviously a fine balance between adding depth and just unnecessary micromanagement.

I’ve enjoyed the relatively mild combat aspect of the game, but having an ammunition factory could be an interesting way to spice things up. I don’t mind adding conflict but I’ve liked that this isn’t a combat forward colony builder.
 
A pure sandbox mode is currently already possible with the Debug mode mod.
But, since I won't be able to update this mod (and all my mods) beginning with the next patch, and until the unforeseeable future, I should not promote it.


For the benefit of forum members who don't do Discord, this was my contribution in a thread on this topic.

Future content as in DLC ideas?

- More weather systems other than winter
- more things to utilise the 1000s of excess Science points and coins once we build bunker
- usage for prestige
- yeah, multi-tiered education for better productivity efficiency
- multi-select tool on colonists, not just specialists/guards
- terrain terraforming and using the ruins?
- custom map creation
- scenario editor/creator

In terms of DLC-thinking, if each DLC is one central idea, then I'm basing it off of games that I know and play namely Sims franchise and Cities Skylines

Education - super educated or unskilled workers, but since kids are not in various ages, I suppose limit to elementary and universities for Adults (new survivor arrivals) and specializations-focused so we can tie in to create more Specialists that way

Seasons - more weather systems other then Winter (and player can select the duration of each or select the ones they want or don't want). Fall, Summer, Spring. Forever Drought scenario? Once Bunker is build, use it as an actual bunker during Disasters...

Industry - more resources and choice of manual, or automation. There's always the extreme spectrum of each that a player can gravitate towards. And expand the Trade mechanism

Safety - for those that thrive on moar combat and conflict.

Logistics - wheelbarrows? And other transportation for cargo? Would make more sense if we have a bigger colony map, which I believe at the start of Early Access the map was much bigger IIRC. And would then make the much-requested minimap a necessity.
But this might be a sticky thing as most of us think Logistics should be improved in base game itself, not in a DLC

Basically to expand on the 3 ideologies further or even a chance to create more?

Health - moar Hospitals to treat diseases and nurses/doctors have specialisations to treat the different diseases, moddable diseases

Food ecosystem - Pets/Seeds - domesticated animals, beasts of burden, hostile animals/pests, more varieties in Farms, Ranches and therefore Recipes. Expand on the current resources. We have Cows and Pigs but no leather, bacon, etc?

Skills - with education, industry and food getting expanded, might it be more interesting to introduce this? and the super-skilled becomes Specialists.
 
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As a systems change, I still would like to see a recipe revamp so that the medicine system and the food system aren't competing with each other for resources. And I'd like the option to electrify restaurants. And I'd like to see mess halls and restaurants get a storage bay that specifically can only hold Meals, to make distribution of food easier. And I'd like to see Medium Greenhouses and Large Greenhouses that take up the same footprint as Medium and Large fields, with corresponding increases in efficiency.

As for expansions, I want four things:

* More holiday decor. Fourth of July, Halloween, and Christmas at a bare minimum.

* More map variety, for both maps. In particular, I'd love to see a tropical option.

* More building variety, especially for morale buildings. I'd like to see more arts options, like a community theater and an art gallery. Also, I'd very much like to see the Shrine be supplemented by a Church, a Mosque, a Synagogue, and a Temple. Not only would offering a wider variety of religious options giving more happiness be consistent with how refugee camps work, it would get me out of feeling like I have to build buildings I don't like, like the fighting pit and the battle arena.

* More non-automobile transportation options. I still want farms to be able to raise horses for transport. And improved machine shops to build bicycles. It still strains my credulity to see people driving in the post-apocalypse. Car culture can't survive a nuclear war; bicycles and horses will rule.
 
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A pure sandbox mode is currently already possible with the Debug mode mod.
But, since I won't be able to update this mod (and all my mods) beginning with the next patch, and until the unforeseeable future, I should not promote it.


For the benefit of forum members who don't do Discord, this was my contribution in a thread on this topic.
I am on XBox so no mods for me. That's why I would like a pure sandbox mode officially added!
 
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More building variety, especially for morale buildings. I'd like to see more arts options, like a community theater and an art gallery. Also, I'd very much like to see the Shrine be supplemented by a Church, a Mosque, a Synagogue, and a Temple. Not only would offering a wider variety of religious options giving more happiness be consistent with how refugee camps work
I definitely agree with more variety, even if its just visual, we have multiple possible looks for houses, tents etc so even if we jad 2 theatres next to each other but they looked different it wouldn't be as jarring as having a row of identical buildings. As for religion, I'm all for more structure options but I wouldn't want to see religion itself implemented in the game, it's far to divisive a subject and had a nasty habit of causing friction when it doesnt need to, for example the devs add christian churches, Buddhist tempkes and mosques but leave out jewish synagogues and suddenly they are accused of anti-Semitism when reality is its virtually impossible to cater to every single religion so rather then run the risk of singling one out, just have NONE of them. it can open up so many cans of worms and frankly I don't think it is a needed feature for the game to be enjoyable. If faith is to be a need of the people then a simple generic shrine or like they jad in SimCity4 simple generic places of worship without any connotations of particular faith.
 
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Aside from all the cool things others have mentioned, it would be nice to have some new achievements with every patch that substantially changes the game. I like having some goals to reach for every time I'm playing.
 
I would like more scenarios and more late-game content. I think most of the game plays well and different scenario challenges can add constraints or new requirements to keep the survival phase fresh. New maps would help as well, maybe having to build around rivers or hills.

Late game I delay finishing Project Tomorrow as long as possible because I find surviving the catastrophes to be the most interesting part of the game, and the bunker removes most of them. I'd like alternative things to do at the end of the game or more post-bunker weather variety (maybe don't remove the heat waves). New types of catastrophes might also be interesting.

And as another person mentioned, it'd be nice to have something to spend science on once everything is researched.
 
I would like some more death and destruction on the world map and "Terra forming" to clean them up. Rebuildable bridges to cross untraversable rivers, monster lairs that spawn hordes of roaming monsters to destroy. Nuked areas that hurt everyone traveling through them to slowly clean up. Fields to purify so you can use them for a global food bonus.


Basically green Planet, but for the earth :)
 
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As I mentioned in an earlier threat, I feel like the agricultural side could show promise… and although it was on a different threat a guy mentioned the idea of a pasture as a larger upgraded version for the husbandry, one that wouldn’t generate pollution. Could be interesting if it requires a lot of green space. It could also consume some veggies to feed the animals as a cost of producing even larger quantities of meat.

I also like the idea of rivers or incorporating the map’s water sources a little more
 
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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!
Wow ok. Firstly love the game.
I’d really like to see an expanded variety of cosmetic choices for building. For example the shrine at the beginning makes sense. It’s small but would get the job done but by the mid game you’d think they’d have enough to build something more impressive especially if it’s a faith building. I’d also love to see a concert like building (stage and seats) maybe have the employee play the guitar or sing idk. Anyway love the game keep up all the great work.
 
A leader/avatar. Kinda like a super specialist that can't leave the colony(maybe diplomatic missions) is immortal but has low dmg or doesn't fight (capturable by bandits for ransom?). can visit buildings to temporally boost them, does this automatically but can be ordered to a specific one. has a unique upgradeable residence and a skill tree tied to ideology maybe. customization' of clothes looks.

A functioning economy, including wages, shops/luxury's, protests, law and order/crime and punishment, ownership and government(representation to autocratic/dictatorship)

A game starting option(where you choose your ideology/map difficulty) to choose roughly how many societies exist. from: all (it's crowded) lots (7-9) normal(4-6) few (2-3) to barely any (1) would tie in nicely with the new dlc,
 
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A leader/avatar. Kinda like a super specialist that can't leave the colony(maybe diplomatic missions) is immortal but has low dmg or doesn't fight (capturable by bandits for ransom?). can visit buildings to temporally boost them, does this automatically but can be ordered to a specific one. has a unique upgradeable residence and a skill tree tied to ideology maybe. customization' of clothes looks.

A functioning economy, including wages, shops/luxury's, protests, law and order/crime and punishment, ownership and government(representation to autocratic/dictatorship)

A game starting option(where you choose your ideology/map difficulty) to choose roughly how many societies exist. from: all (it's crowded) lots (7-9) normal(4-6) few (2-3) to barely any (1) would tie in nicely with the new dlc,
I like the idea of having number of societies as an option on the custom games. I’m on consol though so I haven’t played the new DLC yet, but i like the idea!
 
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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!
Is there an area for general feedback & suggestions? I haven't looked to deep yet in the forums so I might find it after this post.

As for content would love to see some sort of extra defense buildings. Maybe man turrets until you get power and then auto turrets?

And maybe visitable outposts, but have the building in it be automatic, you can just suggest what the colonist should build based on type ie medical outpost can only build medical type buildings. That way you don't have to micromanage the layout as much. Unless it's easier for you devs to let's us decide what to build and where.
Maybe have them be needed to unlock special upgrades for the colony.

Oh and outpost events? Be it bandit or animal attacks, or something breaking down and needing a specialist visit to fix it? Like say, in a research outpost, there be a lab accident and now the building needs repair, so you have to send supplies over there, otherwise there's a hit towards your RP rate.
 
Is there an area for general feedback & suggestions? I haven't looked to deep yet in the forums so I might find it after this post.
You can post your suggestions here or create a new post as many have done, we'll read them through regardless! This post is dedicated for that very thing and also stickied, so it won't get lost as easily.
 
You can post your suggestions here or create a new post as many have done, we'll read them through regardless! This post is dedicated for that very thing and also stickied, so it won't get lost as easily.
"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?