Potenzo
Chieftain
- Joined
- Mar 19, 2010
- Messages
- 73
I'm going to write up this idea in the form of a design proposal document for a mod. Let me know what you think.
Core Goals
Assumptions
Wide and tall should both be viable; right now, thanks to trade routes and health mechanics only wide is optimal. We assume this will be fixed.
Affinity descriptions
Purity
Purity is characterised by expansion. A Purity civ builds tile improvements that yield food, production and health. Strong production makes it easy to build an army and buildings; this is mitigated by limited energy (limiting the ability to support a large army and non-energy buildings) and limited science (limiting/slowing access to more powerful unit, buildings and wonders).
Supremacy
Supremacy is characterised by tech. A Supremacy civ builds tile improvements that yield energy and science. As the strongest affinity for science, it will have the earliest access to powerful units, buildings and wonders. However its limited productive capacity will force it to make hard choices, and it will often be forced to use its energy to rush-buy.
Harmony
Harmony is characterised by friendship with aliens and preservation of the planet. It eschews tile improvements and spreads miasma. The Harmony civ doesn't need to build units: it recruits aliens to fight on its behalf. The Harmony civ is the weakest of the affinities on food, production, science and energy - and doesn't care. So long as there are aliens it has military units that are free to acquire and zero maintenance; so long as there is miasma on unimproved tiles, there will be more aliens.
Affinity point "yields" and "ranks"
New game mechanic: alien recruitment
There is a new special unit, the Alien Relations Officer. This is unlocked by the new Tier 1 tech "Universal Translator". The Alien Relations Officer upgrades with Harmony ranks in much the same way as other affinity units.
When the Alien Relations Officer attacks an alien, there is a chance the alien is placed under the direct control of that civ (i.e. destroy the alien unit, and replace with playable unit that matches the alien's stats and graphics). The chance for this to happen should be a function of two variables: the alien unit's strength, and the number of upgrades the Alien Relations Officer has achieved. Thus in the early game recruiting Wolf Beetles is merely probable, not certain, and trying to recruit Raptor bugs is risky; by the end game, a fully-upgraded Alien Relations Officer could have a decent chance to recruit Siege Worms.
Affinity yields from tile improvements
The following tile improvements generate Purity points per turn
The following tile improvements generate Supremacy points per turn
The following tile improvements generate Harmony points per turn
Affinity friendship and rivalry
Love and hate
Trade and diplomacy preferences
Other game mechanics changes
Variations
Core Goals
- Playstyle should determine affinity, not choice of leaf techs
- Each affinity should have a distinctive flavour
- Purity should be based in growth/expansion and production
- Supremacy should be based in energy and science
- Harmony should be based on alien friendship and preserving Planet
- In leaning towards one affinity civs should veer away from the others, not gradually level up in each
- Domination victory should be viable for every Affinity
- Mechanics should favour friendship with civs with same Affinity, and rivalry with opposing Affinities
Assumptions
Wide and tall should both be viable; right now, thanks to trade routes and health mechanics only wide is optimal. We assume this will be fixed.
- It is assumed that the currently overpowered nature of trade routes, which makes ICS and trade route spam the only optimal strategy, is fixed
- It is assumed that internal trade route yields are reduced, so that external trade becomes a viable choice; number of trade routes may also be nerfed.
- It is also assumed that the penalty for negative health is increased
- It is also assumed that biowells are nerfed, for example by increasing maintenance.
Affinity descriptions
Purity
Purity is characterised by expansion. A Purity civ builds tile improvements that yield food, production and health. Strong production makes it easy to build an army and buildings; this is mitigated by limited energy (limiting the ability to support a large army and non-energy buildings) and limited science (limiting/slowing access to more powerful unit, buildings and wonders).
Supremacy
Supremacy is characterised by tech. A Supremacy civ builds tile improvements that yield energy and science. As the strongest affinity for science, it will have the earliest access to powerful units, buildings and wonders. However its limited productive capacity will force it to make hard choices, and it will often be forced to use its energy to rush-buy.
Harmony
Harmony is characterised by friendship with aliens and preservation of the planet. It eschews tile improvements and spreads miasma. The Harmony civ doesn't need to build units: it recruits aliens to fight on its behalf. The Harmony civ is the weakest of the affinities on food, production, science and energy - and doesn't care. So long as there are aliens it has military units that are free to acquire and zero maintenance; so long as there is miasma on unimproved tiles, there will be more aliens.
Affinity point "yields" and "ranks"
- Civs no longer earn affinity from researching techs.
- Affinity points are changed to a yield system, similar to culture or Civ5:G&K faith.
Passing a certain threshold in earned points in a given affinity unlocks the next "rank" in that affinity, in the same way earning culture unlocks virtues. Unlocking an affinity "rank", grants access to the buildings, units and unit upgrades in the same way affinity points do in CivBE vanilla/launch edition. Of course you DO still need to research the tech too.
- Each civ has three affinity points pools; one for each affinity. Earning points in one affinity drains the pools of the other affinities. i.e. earning Purity points results in a loss of Supremacy and Harmony points (to a minimum of zero).
- Losing points in an affinity could result in losing affinity ranks. Losing ranks will disable access to their benefits, just as with loss of access to a strategic resource.
New game mechanic: alien recruitment
There is a new special unit, the Alien Relations Officer. This is unlocked by the new Tier 1 tech "Universal Translator". The Alien Relations Officer upgrades with Harmony ranks in much the same way as other affinity units.
When the Alien Relations Officer attacks an alien, there is a chance the alien is placed under the direct control of that civ (i.e. destroy the alien unit, and replace with playable unit that matches the alien's stats and graphics). The chance for this to happen should be a function of two variables: the alien unit's strength, and the number of upgrades the Alien Relations Officer has achieved. Thus in the early game recruiting Wolf Beetles is merely probable, not certain, and trying to recruit Raptor bugs is risky; by the end game, a fully-upgraded Alien Relations Officer could have a decent chance to recruit Siege Worms.
Affinity yields from tile improvements
The following tile improvements generate Purity points per turn
- Farm, Mine (few)
- Biowell, Manufactuary (more)
- Terrascape, Floatstone Quarry (most)
The following tile improvements generate Supremacy points per turn
- Generator (few)
- Node, Academy (more)
- Array, Firaxite Mine (most)
The following tile improvements generate Harmony points per turn
- Paddock, plantation (few)
- Tile with miasma (more)
- Alien nest, Xenomass Well (most)
Affinity friendship and rivalry
Love and hate
- AI civs will generate positive reaction modifiers for civs that follow the same affinity, and negative reaction modifiers for civs that follow an opposing affinity. As with Civ5 BNW ideologies, this reaction modifier should be one of the most important in the game.
- AI civs should be strongly inclined to attack a civ that follows an opposing affinity when that civ approaches the completion of its affinity victory condition, if it is at all feasible to do so.
Trade and diplomacy preferences
- Trade routes with the capital of a civ following the same affinity should yield bonus special resource (Floatstone, Firaxite, Xenomass); this will reduce strategy rivalry between civs of aligned affinities.
- Trade routes with civs following differing affinities should suffer steadily increasing penalties as each of the pair ranks up in their respective affinities. Ultimately, trade should be impossible. Likewise, as a pair of civs rank up in opposing affinities, diplomatic deals should suffer penalties or be disabled altogether.
Other game mechanics changes
- Because Harmony usually does not improve tiles, it will need access to buildings that boost the yield of unimproved tiles.
- Harmony may need a mechanic to increase the rate of alien nest spawning within its borders. (Perhaps nests could occasionally spawn an alien "colonist" unit, so the player can choose the new nest location?)
- Harmony may also need a mechanic to increase alien spawn rate from nests (building attribute?).
- It may be necessary to increase the number of alien unit types, and the maximum strength of the best alien units, to keep Harmony's military viable.
- Do Harmony workers need the capability to spread miasma?
Variations
- Generating Supremacy points from science and energy tile improvements severely penalises use of such improvements by civs following Purity and Harmony. If this is too harsh, we could have every leaf tech unlock access to its own super-cheap national wonder that generates Supremacy points.