After I saw the new Traits system I began thinking about the possibility of having Traits that are unique to an affinity. I thought that even within the same affinity, colonies would still turn out different based on their chosen focus. I don't think Elodie's Purity would look the same as Vadim's Purity the same way I cannot believe that Kavitha's Harmony is the same as Rejinaldo's Harmony. Therefore I felt that This system would help you define your affinity more specifically. This is a very, very, very incomplete draft of the concept. I wanted to wait until I had a more complete list, but I kept getting stuck. So I would like to know what you think and if you have any suggestions for both new or listed Traits feel free to leave them. Right now I'm just trying to get 2 for each of the 5 categories, and their Agreements. But if you have more, by all means go ahead. NOTE: This means that this list will change quite a bit so don't be surprised to see things move around, appear, or disappear altogether. Affinity Traits Your society is defined by your affinity and as you devote yourself to one, you can focus your society’s efforts toward particular ideals. Starting at Level 6 of any Affinity you will automatically gain access to 5 Trait slots; Culture and Industry Traits as well as another slot for Domestic, Political, and Military Traits. These 5 slot do not overlap with standard Traits and must be Affinity Traits. Each Affinity will grant you a choice between 2 Traits for each slot. These require Diplomatic Capital to be activated and will provide Agreements just as the standard Traits do. In order to access Tier 2 you need Level 9 of the appropriate Affinity. And in order to access Tier 3 you need level 12 of the appropriate Affinity. However the diplomatic capital cost for acquiring or upgrading traits is the same as standard Traits, but the cost scales independent from standard Traits. Switching to the alternate option of the Trait slot you currently have active will cost Diplomatic Capital but does not incur any penalty. If you have Level 6 in another Affinity, you may swap out a currently active Trait to that of another Affinity, but doing so will cause a few turns of unrest in which you will not gain the benefits of your Affinity Traits (your normal Traits continue working without issue). Harmony Spoiler : Domestic "Your colonies are quick to embrace genetic modifications that allow them to integrate into the surrounding ecosystem." Adaptive: +1 Food from unimproved tiles / tiles that provide Food / all tiles when covered by Miasma. Workers build improvements 10% faster. Adapted Workforce: Grants Worker miasma immunity. +0.25 / 0.5 / 0.75 Health per Worker. "Your colonies understand the intricacies of biological systems. You know how to maximize growth utilizing the natural bounty of the planet." Sustainable: +2 / 4 / 6 Food from Plantations and Work Barges. Urban Gardening: 10 / 20 / 30% of Food retained after a city grows. Political "Your colonies value its lands very highly and while it may be generous for you, the world knows how hard it is to assault your lands." Territorial: Enemies suffer 5 / 10 / 15% Strength penalty in your territory. +1 / 2 / 3 Health and Diplomatic Capital from Strategic Resources. Pioneer Initiative: Colonist units cost 10 / 15 / 20% less production to build. "Your colonies are not afraid of interacting with the native fauna and have found ways of dealing with them while minimizing harm to both parties." Environmentalist: Alien Nests inside of your territory provide +5 / 10 / 15 Diplomatic Capital per turn. +1 Diplomatic Capital from Plantations, Paddocks, and Work Barges. Caretaker Training: Alien relations return to neutral twice as fast. +1 / 2 / 3 Health from Alien Preserves. Military "The military of your colonies see the strength in the native life and have found ways to harness that ferocity for themselves." Predatory: Units heal for 10 / 20 / 30 HP when they kill a unit. Alien units under your control gain +15 / 30 / 45% Strength and Ranged Strength. + 1 / 2 / 3 Culture and Science from Alien Nests. War Beast Pact: Every 25 turns alien units spawn at your Capital. (3 Wolf Beetles or Rippers / 3 Raptor Bugs or Sea Dragons / 2 Siege Worms or Krakens. You choose land or sea Aliens each time they spawn. "The military of your colonies values mobility and speed. The planet's terrain is not an obstacle to you; its an asset." Mobile: +10 / 30 / 50% Combat Strength when fighting in rough terrain. -25 / 50 / 75% Maintenance cost for for Roads and Magrails. Swarm Logistics: The movement cost of your all terrain movement costs 1 for your Military Units. (DC/T cost per turn decreases with relationship level) Culture "Your colonies are greatly intrigued by the mysteries of the native life. And actively seek to understand and relate to the aliens species of the planet." Inspired: +2 Health and +2 / 3 / 4 Culture from Alien Preserves and Xeno Sanctuaries. Planetary Insight: Alien nests provide +5 / 7.5 / 10% Science when worked by a City. "Your colonies view the planet with reverence and make an active effort to preserve and take care of the native flora and fauna." Conservationist: +1 / 2 / 3 Culture from Forests and +1 Culture to tiles adjacent to Forests. (Will stack.) National Parks: Unimproved Forests provide +1 / 2 / 3 Health when worked. Industry "Your colonial scientists and engineers have become masters of the ranching, extracting, and using organic materials derived from the native fauna." Symbiotic: Improved Resilin, Chitin, Coral, and Shells provide +2 / 4 / 6 Production. Organic Construction: +2 / 4 / 6 Production in your cities. "Considerable research and investment have been expended to eliminate negative impact of your colony's industry, recycling wastes and making your cities beautiful and prosperous." Clean: Reduces the effects of Negative Health and increases the effects of Positive Health by 25 / 50 / 75%. Recycling Strategy: +0.15 / 0.2 / 0.25 Health in your cities per Building Purity Spoiler : Domestic "Your colony sponsors lavish monumental projects glorifying the best of Earth architecture and the human spirit, inspiring the citizens." Monumentalist: +3 / 5 / 7 Production and +2 / 3 / 4 Culture from Gold, Copper and Floatstone. Architectural Renovation: +4 / 7 / 10 Culture in Cities with more than 5 buildings. "Your colonies excel in shaping this new planet in the image of Old Earth. Terraforming efforts have been refined beyond atmospheric needs into lush and beautiful gardens across your lands." Terraforming: +1 Food / +1 Production / +1 Culture from non-Terrascape tiles adjacent to Terrascapes. (Does not stack.) Utopian Landscaping: +1 / 2 / 3 Culture on tiles adjacent to cities. Political "Preparedness is a value regarded highly by your colonial society. Other colonies cannot help but be impressed by the extent your infrastructure is kept up to date." Prudent: -20 / 30 / 40% Production and Energy costs for buildings that have been built in the Capital. +0.5 Diplomatic Capital per building in you Capital. Infrastructure Investment: -10 / 20 / 30% production and energy costs for buildings. "Your colonies glorify both human heritage and human potential, giving it an inspiring and charismatic presence in world affairs." Idealistic: +2 / 4 / 6 Diplomatic Capital per 4 Virtues. Gain Science equal to 10 / 20 / 30% of your Culture. Cultural Exchange Program: +20 / 40 / 60% Diplomatic Capital generation. Military "The military of your colonies is well versed in the art of defense. Your cities are veritable fortresses and will prove difficult to capture to any opponent." Entrenched: Military units receive +15% Melee Combat Strength when Defending. +1 / 2 / 3 Health from Rocket Batteries, Defense Perimeters, Surveillance Webs, Command Centers, and Node Banks. Protective Measures: +4 / 8 / 12 City Defense from Rocket Batteries, Defense Perimeters, Surveillance Webs, Command Centers, and Node Banks. "The soldiers of your colonial Military are seen as noble guardians of humanity's legacy, increasing morale and public support for the military." Zealous: + 10% Strength and Ranged Strength when fighting aliens. Gain Culture from killing enemy Units equal to 3 / 6 / 9 times of their Strength. Nest Salvage: Clearing out Alien Nests yields 5 / 10 / 15x the amount of Energy. Culture "Your colonies celebrate Old Earth and hold human history as paramount. Not a day goes by without your society remembering their distant homeworld." Nostalgic: +1 / 2 / 3 Culture and +10 / 20 / 30% Culture from Old Earth Relics and Terra Vaults. Memorial Services: +1 / 2 / 3 Health from Old Earth Relics. "Your colonies place their faith in you. Your citizens are confident that together, under your leadership, they can become the epitome of civilization." Loyal: -15 / 20 / 25% Unhealth and +3 / 5 / 7 Culture in Cities connected to the Capital Political Networking: -5 / 10 / 15% Science and Culture penalty from number of cities for new Technologies and Virtues. Industry "Your colonies have found ways of extracting the riches of this planet automatically. Freed from hard labor citizens choose to adorn themselves with ornament." Acquisitive: +1 Production per 6 / 5 / 4 Population in your cities. +2 / 4 / 6 Energy from improved Copper, Gold, Basalt and Silicon. Material Doctrine: +10 / 15 / 20% Production cities working a Manufactory. "Your colonies take pride in the quality of their work. Your society views Industry not merely as production but rather as an art." Polished: +1 Production from Engineer and Artist specialists. Cities gain 15 / 30 / 45% of their Culture as Production. Craftsmanship Tradition: Cities with a Trade route gain +1 / 2 / 3 Production Supremacy Spoiler : Domestic "Your colonies desire to be on the cutting edge. They boldly seek out the knowledge and means to construct marvels of science." Experimental: -10 / 20 / 30% Production cost when constructing a Wonder. +10 / 20 / 30% science in cities with a Wonder. Prototype Augmentations: +5 / 7.5 / 10% to all yields in your Capital. "Your colonies seek to exist in the realm of technology. Cybernetic augmentations, robotic bodies, and virtual realities are the norm for your society." Cybernetic: Specialist provide +1 Science / 2 Science/ 0.5 Health. (+1 Science at Tier 1. +2 Science at Tier 2. +2 Science and +0.5 Health at Tier 3.) Colonial Hypercomputers: Specialists provide +1 Science. (DC/T cost per turn decreases with relationship level) Political "Professionals in your colony constantly and eagerly explore new possibilities as technology advances. Your insight into the sciences is valued by domestic and foreign citizens alike." Analytical: +3 / 5 / 7 Diplomatic Capital for every seven Technologies researched. +1 Science for all non-Array, non-Node tiles adjacent to Arrays and Nodes. (Does not stack.) Investigative Research Agreement: -15 / 20 / 25% Science cost towards researching leaf technologies. "Augmentations have reduced your colony's traditional human needs, allowing for a prosperous existence that may appear spartan at first glance." Austere: Cities gain Production equal to 15 / 25 / 35% of their Energy. Specialists provide +1 Diplomatic Capital. Efficiency Upgrades: Gain 10 / 20 / 30% additional Energy. (Your global energy total.) Military "The military of your colonies is most effective when uplinked to your satellite network. Your units and your citizens kept aware via a near continual stream of data." Networked: +10 / 20 / 30% combat Strength for Military units inside friendly orbital coverage. -5 / 10 / 15% Unhealth in cities within satellite coverage. Command Nexus: Cities gain +3 / 5 / 7 Orbital Coverage. "Equipment and robotic units for your colonial military has been streamlined to be easy and inexpensive to maintain, freeing up energy for other uses." Optimized: +10% Combat Strength when fighting in your own borders. -15 / 30 / 45% Unit Maintenance cost. Streamlined Engineering: -10 / 20 / 30% Production cost for Military units. Culture "Your colonies are quick to envision and develop new uses for emerging technologies. Your society is always eager to pursue the next scientific breakthrough." Visionary: +2 Energy / +2 Culture / +2 Science from Feedsite Hubs, Holosuites, CEL Cradles, and Optical Surgeries. Inventor's Fair: +1 / +2 / +3 Scientist, Artist, and Trader specialist slots your Capital. "Your colonies see value in utility and dedicate their efforts to ensuring all their systems are capable of handling any project with ease." Utilitarian: Cities generate +4 / 8 / 12% more of all yields. Power Conservation Algorithm: -15 / 30 / 45% Building maintenance cost. Industry "Your colonies are quick to invest resources gained by increasing production and efficiency to further advance production and efficiency." Developmental: Cities gain Food equal to 15 / 25 / 35% of their Production. +1 Production from Mines, Manufactories, and Firaxite Mines. Enhanced Fabricators: +10 / 25 / 40% Worker Speed "The majority of your colonial workforce is comprised of autonomous machines, robots, and drones that make each city a hub of productivity." Autonomous: +2 Energy to Generators / +1 Food to Farms / +1 Production to Mines. Independent Systems: +4 Energy / +2 Food / +2 Production in every city. Thanks: Special Thanks to Galgus for his collaborative efforts!