Let me add an extra note to my above thoughts: my example rebalancing was just that, an example only. Basically somebody at Firaxis needs to get post-it notes for each element of the game and move 'em around. Figure out certain elements that some affinities can do that *nobody else* can do at all, some parts of the game that only 1 faction does well, and some mechanics where while all 3 affinities can do it, they do it in distinctive and notable ways. It'd be totally fine to, say, decide that Purity is terrible at industry and Harmony uses biomonsters to get lots of resources, so long as they stick with their answer and are consistent.
I will say that two notable areas where I think the answer has to be "every affinity can do it, but in their own way" are combat and science. If one affinity is the "good at combat" affinity, then that affinity becomes semi-required for competitive multiplayer games, which seems suboptimal. Science is slightly better, but with the way the game is currently structured, science is the key that opens the way to all the other win conditions. If one affinity is the "science" affinity, it risks becoming the fastest way to win peacefully, guaranteed. This isn't to say that there shouldn't be differentiation here; the differentiation just has to come in a form stronger than "slightly different upgrades and a bigger combat number."
All the affinites Terraform. Harmony does it one way, Purity another, Supremacy yet another.
Change every instance of "terraform" in my previous post to "terraform to an Earth-like world" for Purity's agenda / Harmony's counter-agenda.
This is wrong.
Boreholes not requiring Strategic Resources is huge. It means you can basically spam it everywhere and get all your cities producing a fair bit of hammers. LEV Plants are for your core production facilities - you're not supposed to spam them but use them to generate hammer differentials to spike your TR outputs. Skycranes boost core production facilities more, but require a hard choice between production and UUs. You actually don't need Floatstone that much for units as Purity. You can just rely on your Battlesuits and Aegis.
(snip)
It's not enough to just look at the files and say they're the same. They're kind of the same, but not really.
Let us assume for a moment you are 100% correct and there are indeed Deep Strategic Implications currently in BE about production between the affinities. (I *don't* grant that, but sure, let's grant it for the moment.) Would you be opposed to playing this up
even more? Crank the volume way up on the differences. If the asymmetry could be interestingly balanced, would you still be okay with it? If the current "huge" differences are fun, would "gigantic" differences be even more fun? Because that's effectively what I'd like to see.
Right now, the flavor comes across very weakly, if at all, except for the part where each Affinity likes a certain resource. That part is true, at least. And yes, Boreholes are slightly better than the other options due to reliability + lack of a required resource, and part of why I'd lean toward making Purity the "Industry" faction in respect for where Firaxis already went. But... it's not THAT big a deal. You seem to focus heavily on the resource cost, which fine, is different, but the *results* are so similar if you decide to spend the resources - Microbal Mines, Skycranes, & Bioglass Furances just all appear to be the same building requiring a different resource. It's not a bad *start*, but it could be more. To go back to my StarCraft II example - it'd be like if every race could teleport around the map, but Protoss units that teleported cost slightly less gas, while teleporting Zerg units costed slightly more minerals, and and teleporting Terran units required special positioning, except for that 1 Terran unit which can teleport unconditionally, but don't pay too much attention to him, he's an exception. (Reminder: This is a hypothetical scenario, not real SC2!) Would a casual player notice the difference? If you're going to use strictly resource cost to sell it, it needs to be a BIG resource difference that can't be ignored. Like... Microbal Mines cost laughably low Production (50 minerals?) but an extreme amount of Xenomass.
To fall back to an example I mentioned earlier that's very relevant to Beyond Earth - look at Freedom, Order, & Autocracy in Gods & Kings. All 3 have a Happiness booster! Clearly they're identical! Well... no. Autocracy gets +3 Happy Courthouses that build fast. This is 100% useless if you're not busy conquering the world, so if you foolishly took this path when not doing so, you didn't use it well. Order gets a Happiness boost per city. This is obviously better in sprawling empires, and not as useful in compact ones. Freedom gets less unhappiness per specialist, so it's very good at keeping Happiness in line if you have tons of specialists churning out Great People, and not very good if you're ignoring Specialists. All three get Happiness, but they get it in their own way, and there's a satisfying "right" way to do it. The current buildings/units don't do that. Doesn't matter whether you're Purity, Supremacy, or Harmony, you'll be able to find something that will shovel some food/energy/production/culture/etc. at you largely unconditionally. I guess the tile improvement techs that buff them add a bit of differentiation?
Beyond Earth's affinity distinctions are currently subtle - or at least more subtle than I'd like. Don't be subtle. Crank up the volume.