Gokudo01
Emperor
2 weeks left until the next extension of Beyond Earth and we already know that many issues wont be addressed.
Affinity too science depended, Improvement balance issues ( Academy mainly), Virtues, Quests ( although some efforts have been done with RT ) and more.
But, although I know this game has got all these issues, I really like it, I don't even know why, the scifi ? the units ? the art ? The female voice actress ?
So instead of complaining everyday , I will propose some changes to Affinity and Culture system in order to try to smooth the overall experience.
So what's the problem with affinity :
First they don't offer much in Vanilla, a little more in RT. It's a little sad when you think that affinities are meant to define your society, like philosophy and ideology.
Second, they are too much linked with Science. Not only it creates some weird issues but it doesn't feel natural :
Why should Ideologies be linked with Science and not Culture ?
Ok for both, because Affinity is not just an ideology but a way to develop and see the future with your faction but atm it's 80% science 20% culture if you consider that getting culture allows you to get more science or some side bonus like + 20% to affinity exp or -10% to leaf technologies.
Which brings me to Virtues. With RT, diplomatic system will bring many bonus and some overlap with Virtues bonus.
You can react and adapt with the diplomatic system as you can do in other recent games, like Endless legend. You can have those critical + 5 health at turn 50 and switch to industry or science when you are able to live without it.
In this environment, what is the role of Virtues ? Static diplomatic bonus ?
I think that virtues should give you Play style, not just a bunch of small bonus but a different way to play the game and to develop your sponsor.
So here my proposition, feel free to discuss it and give me some feedback
Before I start, I want to point out that numbers can always be changed and if I don't put "X" on my numbers, it has got the advantage to be less abstract.
I've got the rising tide changes in my mind too.
I will start with Affinity because my Culture changes extend the Affinity ones.
I - Affinity System
1- I propose to increase tenfold the experience needed to get affinity level.
Quests should get the same processing( x10 exp from their rewards )
Tier 1 and Tier 2 leaves should get their affinity points increased tenfold.
Tier 3, increase sevenfold
Tier 4, increase fivefold
Yes, you are losing some affinity points from tech web but don't worry, you will get them back with the virtue changes
2- Affinity levels should upgrade Improvements. Biowell, Dome and Node should get most of their bonus from affinity level.( Harmony, Purity, Supremacy )
Terraforming should get a bonus from Purity-Supremacy.
Natural resources should get a bonus from Purity-Harmony
Strategic resources should get a bonus from Harmony-Supremacy
It leaves 4 improvements "neutral" : Manufactory, Academy, Farm and Array.
3 - Affinity late levels( 10+ ) should allow you to get more from your resources, you should be able to harvest more ( like Slavic federation with petroleum) and get better yields from it ( it's already accomplished with some building early ). Getting some free xenomass when you re harmony is cool but not enough.
4 - Affinity levels should increase the difference between them :
- Purity should get bonus to be more focus on growing and getting big. They should have bonus to specialist and trade.
- Harmony should get bonus to establish cities with medium population( more food from basic resources, better xenowell but no food carry over) and should have the easiest way to get health. After all, they have embraced genetic and they are able to adapt faster to their environment.
- Supremacy should have an hard time to grow but should get some super yield from their improvement and later lvl 10-11-12, they should get free energy to food conversion or even the possibility to buy population with energy. ( After all, late game you are almost robots )
5 - Some Unique units should come sooner, ( Aegis, Rocktopus and CARVR)
II - Virtues
There are three things that I hate about Virtues :
Firstly, there are so many underwhelming virtues, it's just pathetic.
Secondly, they don't give a different way to play the game, they just add small bonus after small bonus to make you stronger. Sometimes the bonus is a joke and sometimes it's too good ( fast colonist for example, but I think it's mostly an artist issue )
Lastly, they are too linked with yields with some exceptions here and there :
Industry is energy and production, Prosperity is food and health, Knowledge is culture and science. Might is hum, I don't know? Affinity ? Spy ? aliens exterminator ? military industry ? Stations ? I don't really know what are their yields. They don't even have bonus to attack cites or to reduce the turns of resistance or unhappiness from occupied cities.( which should have been there if it was "the military tree" )
So here my proposition :
Global Changes :
1 - Every categories have got normalised two first kicker bonus.
The first one at 5 is the health bonus.
The second one at 10 gives you an UNIQUE way to generate affinity experience/points
The last one is an unique bonus if you choose to fill every virtues from the category.
2 - Every categories has got a way to generate culture. But I will talk about it later.
3 - Every bonus which gives culture bonus, culture for more culture, bonus from culture output are now located in synergy bonus.
Free virtues, Virtues cost reduction, Culture from population, Culture to gold, Culture to science, etc ....
4 - Culture is not related to any category. If you choose to play cultural, you just need to get those horizontal bonus instead of diving deep into the trees.
Might :
Might is now oriented around Aggressive expansion. They want to have the best spot on the map and they don't want you to take it from them. They are oppressive at peace and at war. they will take over your sweet expansion spot and they will try to steal it from you if you were there first.
First kicker is health from military units ( 0.5 ratio or 0.6 )
Second kicker is Affinity projects. This is how Might generates Affinity points.
It works like Emancipation gate. You put units into it, you "sacrifice" them or convert them into propagandist and it gives you a percent of their strength as affinity points.
Last kicker is now 25% strength against cities.
For the tree, I won't talk about the order or the pre-requirement. I will just give the virtues which should not be there and the one I would add.
! Removed
Liberation army
Public security
Special services
Adaptive Science
Joint Operation
! New :
-> Discount on purchasing tiles. (something like - 50% )
-> Free settler ( instead of liberation army )
-> Scaling Food and Culture bonus in the city where you purchase tile or acquires it with culture
-> Health from tiles you own ( we can start with 1 health every 10 owned tiles )
-> Each City tile produces +0.75 Energy for every Population
! Changed :
-> Army Engineering cop : from 1P 1E to 3 Production and 1 Science from Strategic resource
-> Survivalist : now grants the ability to build road/mag to unitclass_marine
-> Scavenging : + 1 Free Marine, call him "Papa".
//So now might is : Take land, buy out every tiles in order to get the good land, the strategic resources, make your neighbour mad, and increase your population. Build an army if you has been too disrespectful or just to get more affinity points.
Prosperity :
Prosperity is more about (In my humble opinion ) expansion and health but with respect of your neighbours. You want to grab some land and try to make the best of it. You prefer to get the sweet spot but you can do ok without it.
Prosperity focus on passive/defensive expansion, health and international trade route.
First kicker : + 7 Health
Second kicker : Unlock three unique improvements which generates affinity points. They can only be build near a city tiles and you can't have one near another. They are destroyed if the city is destroyed or if the city moves.
Last kicker : -20% unhealth
! Removed :
Homesteading
Colony Initiative
Pathfinders
Mind Over Matter
Hands Never Idle
Eudaimonia
! New :
-> Food bonus into the capital
-> Production bonus for settlers ( +50% or 100% )
-> Discount for purchasing building (-25% /30% ) allowing them to buy basic buildings in new cities.
-> Growth Bonus
-> +1 health per city
-> Receive some (scaling ) culture and gold when a citizen is born.
Knowledge :
In my humble opinion , Knowledge should be about science lover , Specialist and Spy. You are the fake friend, the one which always say yes in order to break the promise 10 turns later. You want to piggyback the other players and you like littlefinger from GoT ? Knowledge is for you.
First Kicker : 1 health every 5 citizens
Second Kicker : +100% affinity exp from research ( Oh you are back ).
Last Kicker : New level 3 Operation, Coloured Revolution : After 20 turns (without any modifier), your target lose his food stock and you get 2 new citizens in your smallest city.
! Removed
Social Mores
Creative Class
Cohesive Values
Applied Metasociology
Community Medicine
Technoartisans
Monomyth
! New
-> Explorer can build 1 additional Expedition (opener )
-> + yield to specialist ( for example +1 production +1 science )
-> half food and unhealth from specialist
-> + health from the number of techs you've done. ( 0.25 health every tech, there are 82 techs in BE )
-> + intrigue from cover ops( + 40% for example ? )
-> Free culture when you complete a ( successful or not ) operation.
-> +50 production in the city when you purchase or finish to product a building. (will really help to get the small building out)
-> + 2 Food from plantation and paddock.
! Changed
-> Information Warfare gets "City Intrigue decreases faster when an Agent is present " in addition of his current effect
-> Foresight moves or gets removed, I don't really care. if it moves, it should stay tier 1, it's not good enough to be tier 2 or tier 3.
Industry :
The most powerful Virtues atm, strong production, strong health and energy generation, hyperscaling. This tree is almost a must-have if you don't plan to only create cities with 5 citizens, 3 academies, 1 laboratory and 1 network.
First kicker : 0.5 health per trade route
Second kicker : Grants affinity city processes( one of each affinity, extremely small ratio production -> affinity points )
Last kicker : not change maybe a small buff
! Removed
Enterpreneurial Spaceflight
Alternative Markets
! New
-> +2 energy from any population acting as a Specialist
-> Your capital tiles generate 2 more culture for each active orbital unit. (free solar collector )
Synergy :
So now everything related to culture for more culture or Culture -> any other yield is here with some others bonus.
That means that if you are focusing on culture, you can play any virtues, you just need to play more horizontally.
Tier 1 :
6 : free virtue
9 : + 10% Production, science and energy in the Capital
12 : - 12% to virtue costs
15 : Earn extra Science equal to 20% of the Culture you generate
Tier 2 :
6 : Free virtue
9 : Each city generate 0.5 culture for every population
12 : Free affinity, Free Ops
15 : Earn extra Energy equal to 40% of the Culture you generate
Tier 3 :
7 : +7 Culture for every Great Wonder
10 : +10% growth, production, science, energy and culture in every city
Aaaannd that's the end. I still think that we need some balacing with improvements too ( base yield of academy is too good, Manufactory is so bad without Social investment, etc .. ) but it will be for another post
I'm waiting some feedback, because I feel like I will have to work on it when the expansion will be released
Affinity too science depended, Improvement balance issues ( Academy mainly), Virtues, Quests ( although some efforts have been done with RT ) and more.
But, although I know this game has got all these issues, I really like it, I don't even know why, the scifi ? the units ? the art ? The female voice actress ?
So instead of complaining everyday , I will propose some changes to Affinity and Culture system in order to try to smooth the overall experience.
So what's the problem with affinity :
First they don't offer much in Vanilla, a little more in RT. It's a little sad when you think that affinities are meant to define your society, like philosophy and ideology.
Second, they are too much linked with Science. Not only it creates some weird issues but it doesn't feel natural :
Why should Ideologies be linked with Science and not Culture ?
Ok for both, because Affinity is not just an ideology but a way to develop and see the future with your faction but atm it's 80% science 20% culture if you consider that getting culture allows you to get more science or some side bonus like + 20% to affinity exp or -10% to leaf technologies.
Which brings me to Virtues. With RT, diplomatic system will bring many bonus and some overlap with Virtues bonus.
You can react and adapt with the diplomatic system as you can do in other recent games, like Endless legend. You can have those critical + 5 health at turn 50 and switch to industry or science when you are able to live without it.
In this environment, what is the role of Virtues ? Static diplomatic bonus ?
I think that virtues should give you Play style, not just a bunch of small bonus but a different way to play the game and to develop your sponsor.
So here my proposition, feel free to discuss it and give me some feedback
Before I start, I want to point out that numbers can always be changed and if I don't put "X" on my numbers, it has got the advantage to be less abstract.
I've got the rising tide changes in my mind too.
I will start with Affinity because my Culture changes extend the Affinity ones.
I - Affinity System
1- I propose to increase tenfold the experience needed to get affinity level.
Quests should get the same processing( x10 exp from their rewards )
Tier 1 and Tier 2 leaves should get their affinity points increased tenfold.
Tier 3, increase sevenfold
Tier 4, increase fivefold
Yes, you are losing some affinity points from tech web but don't worry, you will get them back with the virtue changes
2- Affinity levels should upgrade Improvements. Biowell, Dome and Node should get most of their bonus from affinity level.( Harmony, Purity, Supremacy )
Terraforming should get a bonus from Purity-Supremacy.
Natural resources should get a bonus from Purity-Harmony
Strategic resources should get a bonus from Harmony-Supremacy
It leaves 4 improvements "neutral" : Manufactory, Academy, Farm and Array.
3 - Affinity late levels( 10+ ) should allow you to get more from your resources, you should be able to harvest more ( like Slavic federation with petroleum) and get better yields from it ( it's already accomplished with some building early ). Getting some free xenomass when you re harmony is cool but not enough.
4 - Affinity levels should increase the difference between them :
- Purity should get bonus to be more focus on growing and getting big. They should have bonus to specialist and trade.
- Harmony should get bonus to establish cities with medium population( more food from basic resources, better xenowell but no food carry over) and should have the easiest way to get health. After all, they have embraced genetic and they are able to adapt faster to their environment.
- Supremacy should have an hard time to grow but should get some super yield from their improvement and later lvl 10-11-12, they should get free energy to food conversion or even the possibility to buy population with energy. ( After all, late game you are almost robots )
5 - Some Unique units should come sooner, ( Aegis, Rocktopus and CARVR)
II - Virtues
There are three things that I hate about Virtues :
Firstly, there are so many underwhelming virtues, it's just pathetic.
Secondly, they don't give a different way to play the game, they just add small bonus after small bonus to make you stronger. Sometimes the bonus is a joke and sometimes it's too good ( fast colonist for example, but I think it's mostly an artist issue )
Lastly, they are too linked with yields with some exceptions here and there :
Industry is energy and production, Prosperity is food and health, Knowledge is culture and science. Might is hum, I don't know? Affinity ? Spy ? aliens exterminator ? military industry ? Stations ? I don't really know what are their yields. They don't even have bonus to attack cites or to reduce the turns of resistance or unhappiness from occupied cities.( which should have been there if it was "the military tree" )
So here my proposition :
Global Changes :
1 - Every categories have got normalised two first kicker bonus.
The first one at 5 is the health bonus.
The second one at 10 gives you an UNIQUE way to generate affinity experience/points
The last one is an unique bonus if you choose to fill every virtues from the category.
2 - Every categories has got a way to generate culture. But I will talk about it later.
3 - Every bonus which gives culture bonus, culture for more culture, bonus from culture output are now located in synergy bonus.
Free virtues, Virtues cost reduction, Culture from population, Culture to gold, Culture to science, etc ....
4 - Culture is not related to any category. If you choose to play cultural, you just need to get those horizontal bonus instead of diving deep into the trees.
Might :
Might is now oriented around Aggressive expansion. They want to have the best spot on the map and they don't want you to take it from them. They are oppressive at peace and at war. they will take over your sweet expansion spot and they will try to steal it from you if you were there first.
First kicker is health from military units ( 0.5 ratio or 0.6 )
Second kicker is Affinity projects. This is how Might generates Affinity points.
It works like Emancipation gate. You put units into it, you "sacrifice" them or convert them into propagandist and it gives you a percent of their strength as affinity points.
Last kicker is now 25% strength against cities.
For the tree, I won't talk about the order or the pre-requirement. I will just give the virtues which should not be there and the one I would add.
! Removed
Liberation army
Public security
Special services
Adaptive Science
Joint Operation
! New :
-> Discount on purchasing tiles. (something like - 50% )
-> Free settler ( instead of liberation army )
-> Scaling Food and Culture bonus in the city where you purchase tile or acquires it with culture
-> Health from tiles you own ( we can start with 1 health every 10 owned tiles )
-> Each City tile produces +0.75 Energy for every Population
! Changed :
-> Army Engineering cop : from 1P 1E to 3 Production and 1 Science from Strategic resource
-> Survivalist : now grants the ability to build road/mag to unitclass_marine
-> Scavenging : + 1 Free Marine, call him "Papa".
//So now might is : Take land, buy out every tiles in order to get the good land, the strategic resources, make your neighbour mad, and increase your population. Build an army if you has been too disrespectful or just to get more affinity points.
Prosperity :
Prosperity is more about (In my humble opinion ) expansion and health but with respect of your neighbours. You want to grab some land and try to make the best of it. You prefer to get the sweet spot but you can do ok without it.
Prosperity focus on passive/defensive expansion, health and international trade route.
First kicker : + 7 Health
Second kicker : Unlock three unique improvements which generates affinity points. They can only be build near a city tiles and you can't have one near another. They are destroyed if the city is destroyed or if the city moves.
Last kicker : -20% unhealth
! Removed :
Homesteading
Colony Initiative
Pathfinders
Mind Over Matter
Hands Never Idle
Eudaimonia
! New :
-> Food bonus into the capital
-> Production bonus for settlers ( +50% or 100% )
-> Discount for purchasing building (-25% /30% ) allowing them to buy basic buildings in new cities.
-> Growth Bonus
-> +1 health per city
-> Receive some (scaling ) culture and gold when a citizen is born.
Knowledge :
In my humble opinion , Knowledge should be about science lover , Specialist and Spy. You are the fake friend, the one which always say yes in order to break the promise 10 turns later. You want to piggyback the other players and you like littlefinger from GoT ? Knowledge is for you.
First Kicker : 1 health every 5 citizens
Second Kicker : +100% affinity exp from research ( Oh you are back ).
Last Kicker : New level 3 Operation, Coloured Revolution : After 20 turns (without any modifier), your target lose his food stock and you get 2 new citizens in your smallest city.
! Removed
Social Mores
Creative Class
Cohesive Values
Applied Metasociology
Community Medicine
Technoartisans
Monomyth
! New
-> Explorer can build 1 additional Expedition (opener )
-> + yield to specialist ( for example +1 production +1 science )
-> half food and unhealth from specialist
-> + health from the number of techs you've done. ( 0.25 health every tech, there are 82 techs in BE )
-> + intrigue from cover ops( + 40% for example ? )
-> Free culture when you complete a ( successful or not ) operation.
-> +50 production in the city when you purchase or finish to product a building. (will really help to get the small building out)
-> + 2 Food from plantation and paddock.
! Changed
-> Information Warfare gets "City Intrigue decreases faster when an Agent is present " in addition of his current effect
-> Foresight moves or gets removed, I don't really care. if it moves, it should stay tier 1, it's not good enough to be tier 2 or tier 3.
Industry :
The most powerful Virtues atm, strong production, strong health and energy generation, hyperscaling. This tree is almost a must-have if you don't plan to only create cities with 5 citizens, 3 academies, 1 laboratory and 1 network.
First kicker : 0.5 health per trade route
Second kicker : Grants affinity city processes( one of each affinity, extremely small ratio production -> affinity points )
Last kicker : not change maybe a small buff
! Removed
Enterpreneurial Spaceflight
Alternative Markets
! New
-> +2 energy from any population acting as a Specialist
-> Your capital tiles generate 2 more culture for each active orbital unit. (free solar collector )
Synergy :
So now everything related to culture for more culture or Culture -> any other yield is here with some others bonus.
That means that if you are focusing on culture, you can play any virtues, you just need to play more horizontally.
Tier 1 :
6 : free virtue
9 : + 10% Production, science and energy in the Capital
12 : - 12% to virtue costs
15 : Earn extra Science equal to 20% of the Culture you generate
Tier 2 :
6 : Free virtue
9 : Each city generate 0.5 culture for every population
12 : Free affinity, Free Ops
15 : Earn extra Energy equal to 40% of the Culture you generate
Tier 3 :
7 : +7 Culture for every Great Wonder
10 : +10% growth, production, science, energy and culture in every city
Aaaannd that's the end. I still think that we need some balacing with improvements too ( base yield of academy is too good, Manufactory is so bad without Social investment, etc .. ) but it will be for another post
I'm waiting some feedback, because I feel like I will have to work on it when the expansion will be released