Affinity progression is too fast!

One thing about affinities, if you fall behind on affinities .... go for the city upgrade techs and fight defensively. The affinity units isnt that ultrapowerful until they reach around 12 and later. And even with strength 66 battlesuits, you can have cities with 100+ strength on land. It poses a formidable obstacle for a dude that gets lucky to gain alot of free affinity.

And other thing, lower tier units can be built rapidly when compared to later affinity units. You'll still want to restrict the combat maneuvers to inside your territory though!

I had the jump of affinity over this ARD faction, but her capital was positioned in such a way that I chose to just circle her capital angrily for 50 to 100 turns until I finally got the later affinity units and removed her from the game. I probably would've defeated her earlier but.... causalities would've been horrible for me with strength 24 battlesuits.
 
I like the idea of toning down the strength jumps from one unit upgrade to another. You would just need to make sure you tone down the base-strength of later game units. City Strength would need adjustment as well. Also there is the issue of making sure there are ways of dealing with a low-tech AI from just zerging you. I think zerging should definitely be viable, but inefficient.

Perhaps the perks already deal with that problem. the + heal bonuses, bonuses when garrisoning, the bonus when your battlesuit is alone, ignoring ZOC, etc...

A technologically superior civ will also have access to more specialist units.

Another interesting aspect this adds to the game is that the aliens remain a credible threat longer.
 
I fell behind on affinity for the first time after moving up to Apollo. As it turned out my strategy worked perfectly. Churn out masses of cheap cutters and cruisers while relying on my city defenses. My cities had frontier stadium, rocket defense, and uh defense perimeter. Combined with homeland defense boost....

China was unable to take a city from me as the result. Of course there as a gunner in the city. Gotta make every hex count. And that gunner killed a bunch cuz of 50% str boost if stationed in a city.

After I finally reached tier 3 units, china moved to tier 4. So I kept on fighting defensively until I reached affinity 12 and I'm now starting to move on the offensive. I just need to create more ships and after I do have quite a few I intend to rip all those aquatic cities away from china.
 
I now know what all the relevant mod ideas are, what mod ideas are possible with the current official tools, and what the scopes of each of the relevant mods are.

This idea should be limited exclusively to passive affinity level perks, ONLY. This project should merely nerf base strength of existing units (including their upgrades) then have each affinity level passively grant combat bonuses to all relevant units. There should be 2 versions of the mod: 1 exactly like I described and 1 that combines this feature with Awesome Affinities, more expensive Affinity Levels, and (if possible) 2 new Ultimate Affinity Levels (19 & 20).

Yeah that sounds like a good idea, that would make it fairly simple to streamline things and as an added bonus it would also give players easy comparisons between different units.

This also gives me an idea for how to go about using different units from different affinities.
What if you reached a certain tactical upgrade level in more than one affinity and you don't like the one you picked? Theoretically, we have a system that allows us to chose what affinity stream we want our units already so it seems plausible that this could be tweaked to allow players to switch between different main unit affinities they qualify for. If it were made so that future units would be set towards that new choice and existing ones could be switched over with energy in a way similar to how upgrading units worked in Civ5.

(actually now that I think about it if we were to break upgrades into gradual strength and tactical choice upgrades would it make sense to reintroduce a cost to upgrading units for the tactical portion? More curious than anything)
 
Yeah that sounds like a good idea, that would make it fairly simple to streamline things and as an added bonus it would also give players easy comparisons between different units.

This also gives me an idea for how to go about using different units from different affinities.
What if you reached a certain tactical upgrade level in more than one affinity and you don't like the one you picked? Theoretically, we have a system that allows us to chose what affinity stream we want our units already so it seems plausible that this could be tweaked to allow players to switch between different main unit affinities they qualify for. If it were made so that future units would be set towards that new choice and existing ones could be switched over with energy in a way similar to how upgrading units worked in Civ5.

(actually now that I think about it if we were to break upgrades into gradual strength and tactical choice upgrades would it make sense to reintroduce a cost to upgrading units for the tactical portion? More curious than anything)
Your idea is within the scope of the mod project by Promethian, who wants to add more upgrades (I think it's 1 upgrade every 2 Affinity Levels starting around 4). His idea is mutually exclusive with this one but achieves the same balance. His idea is also compatible in a perfectly modular way with most of the affinity mods. I suggested 2 versions of this mod because the other affinity mod features must be combined with this one into 1 complete mod to work.

Here you go!
http://forums.civfanatics.com/showthread.php?t=556892
 
Your idea is within the scope of the mod project by Promethian, who wants to add more upgrades (I think it's 1 upgrade every 2 Affinity Levels starting around 4). His idea is mutually exclusive with this one but achieves the same balance. His idea is also compatible in a perfectly modular way with most of the affinity mods. I suggested 2 versions of this mod because the other affinity mod features must be combined with this one into 1 complete mod to work.

Here you go!
http://forums.civfanatics.com/showthread.php?t=556892

You give me too much credit. I am not a modder and will not be making a mod. I just wanted the idea out there hence making the thread in the ideas and suggestions forum. Any further discussion was to help refine it in case it actually does get put into effect either by a modder or preferably by Firaxis.
 
You give me too much credit. I am not a modder and will not be making a mod. I just wanted the idea out there hence making the thread in the ideas and suggestions forum. Any further discussion was to help refine it in case it actually does get put into effect either by a modder or preferably by Firaxis.
Sorry. So, you're an idea person, like me? Cool. I really like your idea the most and if its core components (what I listed) were implemented, they should play nicely with other mods (that don't touch unit upgrades), including (but not limited to) more Affinity levels, passive perks from each level, alien strength scaling with Harmony, and new victories. Now, to find a coder and an artist! My Civ5 and CivBE modding skills are limited to modifying existing mods with different numbers, icons, and text. Athena Prime was a poorly Photoshop'd Dido with new features. I never released the mod publicly because I hadn't tested it sufficiently before getting busy with classes (and the art sucked). In CivBE, I modified the Crawler mod in September for my own purposes. I could probably update it to benefit me as PAC further (make it more expensive to produce and give it stronger production bonuses).
 
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