SupremacyKing2
Deity
Why are Affinities so closely tied to the tech web?
From a game mechanics point of view, it makes things easy. Each tech gives points. Player gets techs, player gets points. Simple and straightforward to code. From a lore perspective, I think it makes sense too. If the society is researching cybernetics, it makes sense that it is interested in supremacy so the affinity points are a reflection of that. In some ways, I think the system is analogous to how in civ5, techs reveal resources. In practice, it should probably be the other way around: you discover some iron which causes your civ to research ironworking. But making techs unlock resources is a good abstraction that "works" for the purposes of a game. Similarly, in practice, the player should probably pick affinity points first which then unlock techs. But the way it works now, is a decent abstraction.
The whole Affinity system should really be much more closely tied to quest choices and actual gameplay.
Well, in Rising Tide, there are a lot more affinity quests. In my games, I get a good chunk of my affinity levels from quests.
And it is possible to have a unique playstyle with each affinity. For example, a supremacy player can spam magrails for fast transportation, spam nodes for extra energy and healing buff to units, and build neurolabs for science. A purity player can spam domes and farms and go for the tech "vertical farming" to boost food and get stronger cities. It is just that most players don't do this because it is not the optimal strategy for a quick win.
Instead, the devs bizarrely continue emphasizing tech web choices and placing way, way, way too much importance on units and not nearly enough on changing other aspects of the game, like improvements or growth or science output.
Well, each affinity does have "their" tile improvement (node for supremacy, dome for purity, biowell for harmony). Plus, each affinity does have their own unique buildings. Purity has some great culture buildings. Supremacy has some great science buildings. So I do think affinities are more than just units in the game.
Currently, Affinities just aren't distinct enough. There's no sense of character or depth to them.
They're paint jobs.
I disagree. Affinities have unique perks, unique units, unique buildings that favor certain yields, certain techs they favor, unique strategic resources, etc... They are more than just "paint jobs". You seem to want the game to force you to adopt a unique gameplay to help you understand what each affinity is about. The game does not do that so you conclude that the affinities are not distinct enough. I tend to role play more and I pay attention to the unique stuff the affinities give me, so for me, the affinities are much more vivid and interesting.