After several finished games of BE I kept getting stuck by how, no matter the affinity, I kept building the same buildings and improvements every game. Affinity changed how my cities and units looked, but not how my colony behaved at an economic level. Thus I started thinking, and the many words after this are the result. I'm not making this a demand for improvement or in any way think this is perfect. It's just what my mind suggested. So without further ado, my proposed changes:
All affinity progress is even until one reaches Tier 4, becoming your ‘primary’ affinity. Once an affinity reaches Tier 4 both other affinities proceed more slowly. All point gains for the other affinities are reduced by 5% per affinity level in your primary affinity. (20% at level 4, 25% at level 5, etc.). Early game, if you focus on a secondary affinity it is possible to ‘replace’ your primary affinity with work.
Military and city buildings already have a nice ‘per affinity’ flavor. The map, the actual gameworld itself is where it all breaks down and feels very ‘samey’ at the end game. When, in theory, that should be the most diverse period of the game.
Base Changes:
More affinity bonuses:
Each affinity level would instead give 1 ‘rank’ for that affinity. Affinity ranks can be spent on perks much like is given now but more options and a little more freeform. Perks would be separated into tiers, higher tiers unlocking at specific affinity levels. By level 18 a player would unlock all possible perks for that affinity.
Supremacy:
Tier 1:
Harmony:
Tier 1:
Purity:
Tier 1:
This diversifies affinities strongly without specifically saying ‘don’t do that’ or locking other affinities out of a style of play. Each affinity should end the game looking rather different:
Late game Supremacy is carpeted in nodes and generators with roads and magrails everywhere. Armies are centralized, deployed to trouble spots quickly.
Late game Harmony will have miasma covered lands with biowells, alien nests and few other improvements, swarming friendly aliens acting as a passive defence.
Late game Purity is a utopian fortress. Impregnable countryside that must be fought over hex by hex, powerful dome ‘forts’ clogging the battlefield in favor of the defenders. Terrascapes, domes and farms are the order of the day.
If you made it this far, thanks for reading! I hope it was at least entertaining.
Edit: Reading this forum my thoughts are hardly alone, well, guess this is just my take on it.
All affinity progress is even until one reaches Tier 4, becoming your ‘primary’ affinity. Once an affinity reaches Tier 4 both other affinities proceed more slowly. All point gains for the other affinities are reduced by 5% per affinity level in your primary affinity. (20% at level 4, 25% at level 5, etc.). Early game, if you focus on a secondary affinity it is possible to ‘replace’ your primary affinity with work.
Military and city buildings already have a nice ‘per affinity’ flavor. The map, the actual gameworld itself is where it all breaks down and feels very ‘samey’ at the end game. When, in theory, that should be the most diverse period of the game.
Base Changes:
- Biowells: Change to 1 food, 1 health. Biowells in Miasma get +1 food.
- Miasma: -1 Production on all squares. Also reduces the ‘primary’ output of most improvements by 1, -1 science on academies, -1 production on mines and manufactories, -1 energy on generators, etc. Yes this means early game farms in miasma are useless.
- Terrascapes: Terrascapes get even harsher penalties from miasma. Each square of miasma on or adjacent to a terrascape lowers it’s output by 1 in the order culture>production>food>repeat. So a terrascape surrounded by miasma without the virtue perk would produce nothing.
- Domes: Get -1 health for each adjacent dome and -1 health from miasma.
- Alien nests: Spread Miasma in a fashion similar to a city spreading culture, out to a range of 3 hexes.
- Capturing cities: -25% turns for same affinity, +25% turns for different affinity.
More affinity bonuses:
Each affinity level would instead give 1 ‘rank’ for that affinity. Affinity ranks can be spent on perks much like is given now but more options and a little more freeform. Perks would be separated into tiers, higher tiers unlocking at specific affinity levels. By level 18 a player would unlock all possible perks for that affinity.
Supremacy:
Tier 1:
- Explorers get an extra module
- Half cost for roads and magrails
- Workers build nodes and arrays 50% faster
- Nodes get bonuses for adjacent, unworked tiles if they are connected to the capital by road. +1 food from farms, +1 energy from generators, and +1 production from mines, quarries and manufactories. +1 science from arrays. Etc.
- Roads and magrails are free and produced 25% faster.
- Specialists get +1 of their main resource for each external trade route the city has. Citizens now consume 1.5 food, 0.5 energy.
- Nodes connected by magrail get +2 of the primary production for each surrounding improvement.
- Academies connected by road or magrail get +1 science, +1 health. Citizens consume 1 food, 1 energy.
- Satellite coverage from all firaxite.
- Four firaxite resource
- Double healing bonus from nodes, nodes also give +25% ranged attack strength and +25% melee defence
- +2% energy production, max +200/turn. Stacks with other similar bonuses.
- Citizens consume 0.5 food, 1.5 energy.
- Sabotage Covert Operation
- Units can phasal transport between any 2 of your cities that are connected to the capital.
Harmony:
Tier 1:
- Alien aggression heals twice as fast
- Remove base production penalty from miasma
- Units take 5 less damage in miasma
- Remove Improvement Penalty from Miasma
- Units take no damage in miasma
- +1 food and production from forests
- Units heal 5 HP in miasma
- Ignore alien ZOC(walk through aliens) and alien nests act like xenomass wells (must pillage to actually destroy them now)
- Four Xenomass resource
- Biowells slowly spread miasma to adjacent squares. Miasma increases the primary production of each improvement by +1 except manufactories.
- +25% global Health
- Specialists get a bonus based on the % of miasma hexes surrounding the city. +1 for 50%, +2 for 100%
- Ultrasonic fences increase friendly alien combat abilities by 100%. Your civilian units can stack with aliens.
- Wormcalling covert operation
- Miasma increases the primary production of all improvements by +2, triples the output of undeveloped hexes. Workers can now remove improvements in your territory and plant forest.
Purity:
Tier 1:
- Explorers are immune to aliens.
- 20% combat bonus vs aliens
- Melee units get +10% melee and ranged defence inside your borders.
- +2 orbital coverage for each city.
- Domes give +1 to each adjacent improvements primary production. Each tile can only be effected by 1 dome.
- Enemy units get -10% combat strength in your borders
- Domes give +2 to each adjacent improvements primary production and +1 to its secondary production. Units fortified on a dome get +50% defence.
- Enemy units have their speed reduced by 1 in your territory.
- Four Floatstone resource
- Specialists get +1 of their main resource for each internal trade route the city has.
- Domes get +2 Culture, +1 health.
- Explorers get +1 movement, heal all adjacent units 10HP/turn
- Dirty Bomb covert operation
- Within your territory enemy units have their speed reduced by 2 (to a minimum of 1) and your units have their speed and sight increased by 1.
- Terrascapes get +1 culture, production and food, +2 science. Terrascape maintenance and building are both halved.
This diversifies affinities strongly without specifically saying ‘don’t do that’ or locking other affinities out of a style of play. Each affinity should end the game looking rather different:
Late game Supremacy is carpeted in nodes and generators with roads and magrails everywhere. Armies are centralized, deployed to trouble spots quickly.
Late game Harmony will have miasma covered lands with biowells, alien nests and few other improvements, swarming friendly aliens acting as a passive defence.
Late game Purity is a utopian fortress. Impregnable countryside that must be fought over hex by hex, powerful dome ‘forts’ clogging the battlefield in favor of the defenders. Terrascapes, domes and farms are the order of the day.
If you made it this far, thanks for reading! I hope it was at least entertaining.

Edit: Reading this forum my thoughts are hardly alone, well, guess this is just my take on it.