HandyVac
Gentleman
It bugs me a little that the main way to gain affinities is by researching techs, since to my mind affinities should be more like an ideology or philosophy, representing how your people use what they know, rather than what they know. And what better way to judge the ideology of your civilisation than by what it chooses to build?
So in this mod I remove the affinity rewards from researching techs and instead make tile improvements and buildings yield affinity points per-turn.
Key Changes
- No techs grant affinity points when researched. I.e. Affinity comes from what your choose to do with your knowledge, not what you know.
- Many (but not all) buildings and tile improvements yield affinity points per turn, so what you build dictates the affinity you progress towards. I.e. The work and living environment of your colony influences the ideology of your citizens.
- User interface changes show the new yields in tooltips, production lists and techweb filters. New icons in the city view screen show the total produced by that city, and the dropdowns from the top menu show the total produced colony-wide.
Hopefully all this makes it clear to the player what to build to persue which affinity.
Screenshots:
Now compatible with Rising Tide:
DOWNLOAD FROM CIVFANATICS
DOWNLOAD FROM STEAM
With alternate version for use without Rising Tide:
DOWNLOAD THE NON-RISING-TIDE VERSION FROM STEAM
Original first post:
So in this mod I remove the affinity rewards from researching techs and instead make tile improvements and buildings yield affinity points per-turn.
Key Changes
- No techs grant affinity points when researched. I.e. Affinity comes from what your choose to do with your knowledge, not what you know.
- Many (but not all) buildings and tile improvements yield affinity points per turn, so what you build dictates the affinity you progress towards. I.e. The work and living environment of your colony influences the ideology of your citizens.
For example, and not an exhaustive list:
farms, mines, domes, vivariums and old earth relics yield Purity points
generators, manufatories, nodes, autoplants and networks yield Supremacy
paddocks, plantations, biowells, xenonurseries and alien preserves yield Harmony
farms, mines, domes, vivariums and old earth relics yield Purity points
generators, manufatories, nodes, autoplants and networks yield Supremacy
paddocks, plantations, biowells, xenonurseries and alien preserves yield Harmony
- User interface changes show the new yields in tooltips, production lists and techweb filters. New icons in the city view screen show the total produced by that city, and the dropdowns from the top menu show the total produced colony-wide.
Hopefully all this makes it clear to the player what to build to persue which affinity.
Screenshots:
Spoiler :
Spoiler :
Spoiler :
Spoiler :
Spoiler :
Spoiler :
Now compatible with Rising Tide:
DOWNLOAD FROM CIVFANATICS
DOWNLOAD FROM STEAM
With alternate version for use without Rising Tide:
DOWNLOAD THE NON-RISING-TIDE VERSION FROM STEAM
Original first post:
Spoiler :
This is very much a work in progress, but I thought I'd share what I have so far.
It bugs me a little that the main way to gain affinities is by researching techs, since to my mind affinities should be more like an ideology or philosophy, representing how your people use what they know, rather than what they know. And what better way to judge the ideology of your civilisation than by what it chooses to build?
So in this mod I remove all affinity rewards from techs and instead make tile-improvements yield affinity-points-per-turn when worked.
Download The Latest Version Here
So Far
The following tile improvements yield affinity when worked (not labelled in-game yet, but functioning):
Still To Do
Add supprt for affinity-yields from buildings
Change civilopedia entries and help texts to mention the new yields
Balance the numbers so that all three affinities can be gained with equal ease. (supremacy tends to get left behind at the moment)
If possible, tweak the UI for showing tile yields, so icons for affinity yields are visible on the map.
It bugs me a little that the main way to gain affinities is by researching techs, since to my mind affinities should be more like an ideology or philosophy, representing how your people use what they know, rather than what they know. And what better way to judge the ideology of your civilisation than by what it chooses to build?
So in this mod I remove all affinity rewards from techs and instead make tile-improvements yield affinity-points-per-turn when worked.
Download The Latest Version Here
So Far
The following tile improvements yield affinity when worked (not labelled in-game yet, but functioning):
- Generator - 1 Supremacy
- Quarry - 1 Supremacy
- Firaxite Mine - 3 Supremacy
- Geothermal Well - 2 Supremacy
- Array - 3 Supremacy
- Node - 4 Supremacy
- Plantation - 1 Harmony
- Paddock - 1 Harmony
- Work Barge - 1 Harmony
- Xenomass Well - 3 Harmony
- Biowell - 4 Harmony
- Alien Nest - 4 Harmony
- Farm - 1 Purity
- Mine - 1 Purity
- Floatstone Quarry - 3 Purity
- Petrol Well - 2 Purity
- Dome - 3 Purity
- Terrascape - 4 Purity
Still To Do
Add supprt for affinity-yields from buildings
Change civilopedia entries and help texts to mention the new yields
Balance the numbers so that all three affinities can be gained with equal ease. (supremacy tends to get left behind at the moment)
If possible, tweak the UI for showing tile yields, so icons for affinity yields are visible on the map.