Ideas for the affinity bonuses were based on
1. Encouraging certain tile improvements (dome, terrascape, node, biowell)
2. Causing changes in how the game played that tie in with the affinity
3. Allowing interesting options
(with ideas borrowed from Affinity Trait system and Devotions System)
Purity
(Terraforming-bonuses assume the Terrascape bonus is removed from Prosperity)
Local Terraforming: +1 Terrascape food if no miasma
Regional Terraforming: +1 Terrascape production, +1 culture on Terrascapes Or tiles adjacent to Terrascapes with terraform*
Anthropogenic Climate Change: Population contributes to global terraforming*
(Old Earth Remembrance)
Old Earth Remembrance: OER/Terravault give extra culture and % culture boost
Earth Restoration: % of City Culture given as production, % of global Culture as energy
New Earth: % of City Culture given as food, % of global Culture as science
(Human flourishing)
Basic Human Nature: % health bonus per total Virtues
Human Flourishing: DC and % culture per total Virtues
True Humanism: % science boost per total Virtues
(Support of Human Form)
Genetic Therapy: % Growth bonus per level of Purity
Human Development: Health bonus per level of Purity
Humanized Industry: % Production bonus per level of Purity
Harmony
(Alien Interaction)
Xenobehavior: Aliens go to blue naturally and faster, Units get a combat bonus if an alien is adjacent (even if the alien is red)
Xenointegration: Aliens go towards red with your enemies, Aliens (all of them worldwide) get a combat bonus equal to 10% per Harmony level (5% for Collosal aliens) (uses the greatest bonus from a player)
Xenosymbiosis: Science, food Bonus to nests being worked?Science/Food trade routes with nests?, Workers can plant nests even outside our territory (on any affinity resource with miasma not adjacent to existing nest) Aliens worldwide become evolved versions that have more base strength and additional perks.
(Bioindustry)
Native Bioharvest: Plantations, Workboats, Paddocks and Forests with Miasma present get +1 food +1 production
Bioinfrastructure: Excess food is used in the production of buildings rather than growth, 50% of Harmony level added to growth
Organosynthetics: Excess food is used in the production of units rather than growth, 50% of Harmony level added to growth
(Human Hive)
Behavioral Gene Therapy: Magrail connected non-puppet cities get +1 Health, and Influence** equal to your Harmony level
Sociobiological Engineering: Magrail connected non-puppet cities get a +% to food production and automatic reduction of Intrigue based on % Influence**
Eusocial Humanity: Magrail connected non-puppet cities get a +% to your Empires influence** and a -% to foreign influence**, you empire gets a -% to its influence** in foreign cities
(Bioengineered humanity)
Metabolic Adaptation: +Health from Xenomass tiles, Alien Preserves, and Xenosanctuaries
Sociogenetic Adaptation: +Culture from Biowells and Cities with Miasma
Ecosystem Engineers: +AntiTerraforming** from Biowells with Miasma, +Culture from Antiterraform buildings**, Growth+30%-10% per GTL**
Supremacy
(Virtual Reality)
Virtual Reality: +City Culture from City Energy (if Net energy is +)
Immersion: +Health from Net Energy
Reality of Mind: Energy substitutes for food shortfalls, +Total Science from Net Energy
(Mind editing)
Neural Therapy: Reduced Unhealth from Affinity/Foreign Influence/Radicals**
Loyalty Programming: Spies 1 level higher, Wounded units do full damage
Mind Hack: Can Capture units you defeat in battle (if you are capable of building them), No Resistance after Martial law has ended, 2x Resistance Unhealth.
(One Mind)
Mind Links: 2% Total Culture added as Influence** to non-puppet cities
Collaborative Intelligence: Enemy Spies in your cities have +10% failure rate per Supremacy level, 0.2 extra Research from Population
Collective Thought: Influence** in all nonpuppet cities moves towards the average, -2% purchase cost of buildings and units per Supremacy level
(Robot bodies)
Artificial Enhancement: +Health from Supremacy level
Cyborg Society: 10%? of Production added to growth, Energy used to cover food shortfalls
Robotic Populace: 30%? of Production+Energy added to Growth (If Net energy +)
Harmony-Purity (Ascendancy)
Perfected Synthesis of environment:
Terrascapes build faster (or all improvements, or a boost to building long build time improvements)
+2 energy Terrascape+miasma
+1 energy +1science Terrascape+miasma, -2 Local Terraforming* in your territory
Superhuman Perfectionism:
+1 Production/city per Hybrid level
+1 Science/city per Hybrid level
+1 Culture/city per Hybrid level
Perfect Society:
+5% bonus to building production for every copy of that building you have
+0.1 health per building
+0.5 energy per building
Next stage of Human Evolution:
Undamaged units in friendly territory receive 1 experience point every 3? Turns, +1 Diplomatic Capital per Hybrid level
50% more Rebels** from Influence in foreign cities, Spies add to Rebel** level in foreign cities
War Score Bonus from Hybrid level v. enemys hybrid level, +1 maintenance free unit per city
Supremacy-Purity (Mastery)
Shining Cities:
+1 prod Mine, +2 energy Generator, +1 food Farm if NOT adjacent to city
+1 culture +1 health to Terrascapes adjacent to city
Tiles not adjacent to Terrascapes OR cities +1 production +1 energy
Machine Coordination:
+1% to Energy and Health per population, Cities with Network
+1% to Science and Production per population, Cities with CEL cradle
+2% to Culture and Growth per population, Cities with Node Bank
Elite humanity:
+1 Science, +2 Culture per Net Health
+% Health per Hybrid level
+0.5 DiploCapital and +5% War Score per Net health
Humaniform Robot Helpers:
+% Growth per Hybrid level
50% of Net Health added to Growth
+0.1 Health per pop
Supremacy-Harmony (Audacity)
Biomechanical environment:
+2 food on Strategic resources, +1 food on Copper, Gold, Basalt, Silica
+3 food on Manufactury, Refinery, Geothermal Well with Miasma
+1 Science and +2 health on Manufactury, Refinery, Geothermal Well with Miasma
Transhumanism:
+2 Output per Specialist [unless normal specialists start at 3-4 then this should just be +1 per], Specialists only eat 1 food
2x Specialist Slots available from buildings
+2 Output per specialist, Specialists give 0.5 Health
Evolving society:
+20% of Tech cost added to Total Culture on Tech discovery
+0.5 Health per Leaf Tech, +1 Health per 2nd/3rd ring Tech
+1 DiploCapital per Tech, +5% War Score per Techs more than enemy
Disruptive Society:
Faster Affinity Change**, +Influence in foreign cities of all known factions at 50% of Hybrid level
+100% Influence** on Foreign cities, +50% Influence** from Foreign cities
+100% generation of Anti-Enemy Radicals**, +4% Intrigue bonus per Hybrid level
*Ideas based in my Terraforming proposal:
Global Terraforming
**Ideas based in my 'Influence' proposal:
BE Sociopolitical Mechanic (Rebels, Unifying empires and Affinity hatred)