Lord of Harmony
Chieftain
- Joined
- Aug 16, 2014
- Messages
- 64
So far I've seen no examples of affinity specific buildings. I personally believe these would add much more flavor to the game. Here are a few ideas for defensive buildings:
Purity-Missile Silo-Gives the city an additional attack every turn
Supremacy-Laser Turrets-Automatically deals damage to all enemy units starting their turn adjacent to the city. When city is melee attacked, it also deals an additional 25% damage
Harmony-Miasmic Generator-Provides +2 Health +2 Science and +2 Food. Slowly floods tiles within two hexes of the city with miasma
Economy:
Purity-Material Deconstructor-Provides +2 energy and +1 production for every basic resource being worked by the city
Supremacy-Communal Generator-Provides Energy per turn equal to the number of Communal generators in your empire
Harmony-Miasmic Converter-Trade routes originating from this city produce an additional +1 energy for ever hex with miasma that they pass over
Science:
Purity-Einstein Academy-Provides +2 Science for every two population
Supremacy-Hololabs-Provides +1 science for every 5 energy per turn produced by this city
Harmony-Linnaeus Laboratory-Provides +2 science for every basic resource being worked by this city
You see where I'm going? Of course, their should also be health, culture, and production buildings at the very least. A more doable alternative is to make new buildings available at certain affinity level.
Purity-Missile Silo-Gives the city an additional attack every turn
Supremacy-Laser Turrets-Automatically deals damage to all enemy units starting their turn adjacent to the city. When city is melee attacked, it also deals an additional 25% damage
Harmony-Miasmic Generator-Provides +2 Health +2 Science and +2 Food. Slowly floods tiles within two hexes of the city with miasma
Economy:
Purity-Material Deconstructor-Provides +2 energy and +1 production for every basic resource being worked by the city
Supremacy-Communal Generator-Provides Energy per turn equal to the number of Communal generators in your empire
Harmony-Miasmic Converter-Trade routes originating from this city produce an additional +1 energy for ever hex with miasma that they pass over
Science:
Purity-Einstein Academy-Provides +2 Science for every two population
Supremacy-Hololabs-Provides +1 science for every 5 energy per turn produced by this city
Harmony-Linnaeus Laboratory-Provides +2 science for every basic resource being worked by this city
You see where I'm going? Of course, their should also be health, culture, and production buildings at the very least. A more doable alternative is to make new buildings available at certain affinity level.