Potenzo
Chieftain
- Joined
- Mar 19, 2010
- Messages
- 73
Suddenly I realized affinity choice should be based on how you play, how you terraform, how you deal with the planet, how you actually develop a civilisation and deal with humans, it should be your philosophy and grand choice...
I was just coming to post the idea that improvements should be tied to the system, and the previous post mentioned it! That would be potentially the biggest thing that properly identifies how you're playing, since it'd have an immediate impact on how your land looks.
Maybe it could be something like, building a Biowell is +1xp towards Harmony, but -1xp to Supremacy, while a Terrascape or Manufactuary is +1 Purity and -1 Harmony. Building choice could be another one, instead of the "requires Purity 4" that means you just hit the threshold then spam them everywhere, building ones affiliated with a particular way of life could boost that and knock a point off each of the others.
How about this?
Alternative affinity point system
- Change affinity points to a cumulative points-per-turn resource like culture. Affinity "levels" need increasing number of affinity points to unlock, as with culture for virtues.
- Each advanced improvement (e.g. terrascape, biowell) generates +1 purity per turn, EXCEPT academy.
- Each academy improvements generates +1 supremacy per turn.
- "Alien Relations Officer" unit, which levels up with Harmony; attack has chance to convert alien unit to your side. +harmony points per alien controlled per turn. +more harmony for converting tougher aliens like siege worms, but you'll need to level up your Alien Relations Officers to recruit them.
Also:
I wonder if there's a way to mod the game so that only the dominant affinity applies - because I'm not sure if the game's balanced that well for the multi-affinity playstyle.
Every affinity point you earn reduces the other affinities by 0.5 points.
i.e. If you have 10 terrascapes you earn +10 purity this turn, but lose 5 supremacy and 5 harmony (minimum zero). If you have 10 terrascapes and two lvl 2 alien recruits that'll be +10 purity, -5 supremacy, -5 harmony, +4 harmony, -4 purity, -4 supremacy for a total of +6 purity, -1 harmony , -9 supremacy per turn.
Consequences of this:
- Purity players will concentrate on improving their tiles, and will get the best production and growth - which they'll need, because they'll have to build units the hard way.
- Supremacy players will spam academy everywhere, and tech fast but be gimped on production and growth due to lack of other advanced improvements. Their units will be the most advanced, but they'll struggle to build a lot of them.
- Harmony players will stick to basic improvements to avoid earning purity or supremacy points, but as they get their units from recruiting aliens instead of by building them they don't need so much production. Unit-wise they will be the zerg.
What do you reckon?