Hey Ryika,
I know you're just about to release and probably already have everything set in stone. But I've got some free time and wanted to chime in with some thoughts on the various affinities and progression:
One of the biggest draws of Beyond Earth in my mind is that all of the factions start out so similarly, and grow apart as their affinity choices begin to alter their playstyle. There’s so much potential to play around with here that the base game really dropped the ball on. I’m gonna spit out my own ideas for a bit. Please don’t feel like I’m pooping on the awesome work I'm sure you've spent a lot of time on! These are just my opinions since I've never gotten into modding Civ games.
OK so let’s look at the flavor of the 3 main branches. Harmony is all about going native, meshing with the world, and not screwing with it. Purity is all about carving out a new home for humanity, planet and locals be damned. Supremacy is achieving technological ascension or whatnot. So how can we make these distinct fluff-wise, and how can we incorporate their unique buildings and tile improvements into this new structure?
So Harmony wants to adapt to fit in with the new world. Let’s have them focus on food, healthiness, and growing tall cities. Let’s give them more access to buildings that give these things, (food and health,) and perhaps less so on the other resources. Perhaps affinity specific buffs that grant bonuses to tile improvements, reduce healthiness penalties for city pop, but increase it for number of cities? Provide some incentive to mesh with the world you’re on, and not disrupt it? I think a big missed opportunity here for Harmony is a way to integrate forests back into their kit lategame. They’re all about merging with the local flora, yeah? So make the ability to plant forests a Harmony thing (you're kinda doing this already with xenoscapes, so pretty spot on!). Have high levels of harmony affinity start to give bonuses to forests, or even give them an improvement that requires forests/jungle. (A xeno-lumbermill?) So early game forests are a hassle, as humans are trying to live on this alien world. You chop ‘em all down for production or to make space for improvements. Purity factions even go so far as to start re-paving the world with trees from Earth! Why not give Harmony the ability to plant forests which become useful tiles for them? Take living-with-local-nature to a new level! I don’t know if such a thing is possible, but is there a way to have miasma give more and more benefits as you level up Harmony? Give you an incentive to re-spread all that miasma to boost your tiles, and give your enemies more reason to clear it out.
Alright, moving on to Purity: They’re gonna show up, bulldoze the local trees, and set up nice Earth-like stuff. I would love for basic mines, farms, and plantations to have a few Purity-specific buildings or potential affinity perks. We’re making this new world like Earth, after all! Let’s say their favorite builds are production and science. Showing up with bulldozers and mechs, and harvesting all the local resources while shooting at blue space-hippies. As for their specific improvements, the Terrascape and Dome and great in theory. But let’s make them a bit more exciting. I’d recommend the Terrascape being a primarily culture-generating tile, (as setting up a park ala old Earth isn’t really great for industry or agriculture, but fantastic for remembering the homeworld.) As for domes, I think they should be dedicated to food, maybe bonus city stats, and perhaps maybe even a bit of production? It’s going to be a mini-city essentially. Have it costly, but effectual. I like the idea of buildings giving bonuses based on population. Put all those people to work!
Finally, Supremacy. I think from a gameplay perspective, they should be based on science, energy, and specialists. Especially so late game. So let’s quickly look at their special tile improvements. The array is pretty blah. Orbital coverage is easy enough to get elsewhere, let's make it a bit more exciting. The node is such an iconic Supremacy structure, and in my opinion it should be spammed. These are essentially massive server banks. Give them some flavor. A society that’s slowly transferring their consciousness to computers is going to want a lot of servers. Moving on, I’d love to see Supremacy be rewarded for going wide, and not necessarily needing to work a whole ton of tiles. Make them specialist-oriented, with plentiful bonuses to them lategame. I mean, a pop not working a tile and instead living as a specialist… maybe they’re just brains in jars? Or personalities already put into machines?
Next: unit balance. Right now the combat jump between various units doesn't make much sense! Hitting a certain affinity threshold can instantly double the strength of your army, which is kind of crazy. Then there’s also the issue that the affinity-specific units are unlocked through kind of out-of-the-way techs, and not necessarily anything special. Even attempting to rush CNDRs or Battlesuits, you’re likely to hit the affinity req for lvl3 soldiers first, giving you access to a cheaper, resourceless unit with more upgrade options.
I think the steps to be taken here should focus on two areas: Rebalancing affinity-unlocks, and making the various units and especially affinity-specific units more unique and different from each other.
The first step is tackling unit strengths. I think the jumps in combat strength become a bit too harsh with the later unlocks. Soldiers jump from 10 to 14 to 24 to 48! And this is on top of the upgrades they get to pick! If adding more levels of soldier is impossible, I recommend toning down the jumps in strength! Something like 10 to 14 to 20 to 34 would be more reasonable. Keep ‘em as nice cheap footsoldiers.
Next up, the tank line. Now what really sets them apart from Soldiers mechanically? They’re both melee units. And since there aren’t dedicated anti-cavalty units like in other civ games, (is this something you can implement?) the aspect that makes them unique is their speed. Now they’re not really that much faster than soldiers, and their numbers and production cost don’t add up either. At lvl1 affinity, you unlock Marines which are stronger than Combat Rovers and not much more expensive. It’s not until affinity3 that you unlock Armors, which gain a very modest amount of strength for a MASSIVE jump in production cost. And then at affinity6, tier3 soldiers obsolete them again. Tanks should either be strong and more powerful, or stick with speed as their schtick. It wouldn’t hurt to make them faster or a bit stronger to make up for their nutty cost and inability to defend or take advantage of terrain.
The ranger line suffers from the same issue as other units. The jump between unit strengths is massive later on. I think the game could be improved if the difference between levels of units were flattened out a bit. Gunners can go from being almost worthless to hilariously powerful when they hit lvl3, and again when they hit lvl4. The jumps are wild here.
The missile rover line suffers from similar issues. It’s a siege unit, but it doesn’t really do that job any better than rangers. Perhaps they need a longer range, or to be a bit cheaper, or faster? As is, they don’t really do their job better than spamming rangers would.
These same issues are mirrored with sea units. The jumps are simply too massive, and generic upgrades of basic units quickly overshadow their affinity-specific unique units.
OK, so now let’s try to differentiate the affinities a bit more. Let’s give ‘em all a theme. Harmony is all about living with the new world, so let’s make them a guerilla-style army. Upgrades which ignore terrain penalties, allow ranged units to move after shooting, and get bonuses in miasma and forests. Maybe slightly less overall strength, but increased speed, utility, and the ability to fight well in any terrain. A real hit-and-run faction, unwilling to fight on an open battlefield.
Next, Purity. Straight up old-fashioned Terran style. Big bulky powersuits, tanks, etc. Make them a bit tougher, not as quick as the other factions, and with perhaps increased bonuses to fortifying, defending, etc.
Supremacy in vanilla actually has a great theme in my mind. Networked machines, working and thinking together. I love their bonuses from adjacent units, working best in groups, and even more bonuses for fighting in friendly orbital coverage. Emphasize their inhuman battle styles.
Finally, the unique units need to fit into the game. Right now, they don’t really, and they almost aren’t worth building or teching to! They’re hard to get to, and need to do their gimmick better.
Xenoswarms, Battlesuits, and CNDRs don’t do ANYTHING that lvl3 soldiers don’t do better and cheaper, with upgrades to boot! And they don’t really come any earlier given how far off the techs for them are out of the way!
So if we’re already decreasing the strength of lvl3 soldiers, how can we make these first unique affinity units unique? I feel like Xenoswarms should be faster and ignore terrain, Battlesuits should be more expensive, but more powerful, and CNDRs should be weaker and cheaper. They’re mindless expendable soldiers that work better in groups. Give them some flavor! Some unique defining attributes by default would be great! Lvl2 of these units should come a bit earlier as well.
The Aegis and LEVtank should have their ranged strength decreased, and their melee defense increased. It doesn’t make any sense for those massive mechs and floating tanks to be glass cannons! Tone down their damage, but buff their survivability! Make them really feel like a massive hunk of metal. Ditto the LEVdestroyer actually. Down the damage, up the durability.
CARVRS need something to set them apart from CNDRs. What could set a giant terminator apart from tiny terminators?
Xeno cavalry should be faster maybe?
The Rocktopus and SABR are nice and unique. Just rebalance their numbers to not be so wildly game-ruining when they pop out.
I'm not really sure what would be best to do with the hybrid units. I feel like right now they're all adorable in theory, but they often don't have as large an impact on a battle as just spamming more pure-damage troops.
Anyway, I'm super looking forward to your mod. These are just some thoughts on how BE shoulda been!