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Discussion: Mechanical Specializations for Affinities

Discussion in 'CivBE - Ideas and Suggestions' started by DefiantMars, May 7, 2016.

  1. DefiantMars

    DefiantMars King

    Dec 10, 2014
    Honolulu, HI
    I know we’ve all discussed this in the past, but I would like to revive this topic of discussion. I want to get a read on what everyone views the non-combat specialization of each Affinity to be. Both Core and Hybrid. Given that they are all very different in their approaches to problems, I want to know, what kind of mechanical differences would you give each Affinity?

    Here are some of the ideas that I have:



    The ability to take control over the area around alien nests, somewhere in the intersection between puppet city, outpost, and citadel. I feel that Harmony should be really good at growing and settling as they are the most adapted to the planet. This could be a potential addition but I think the Miasma bonuses would be the best place to work from.



    I think that a mass Improvement focus would be quite sensible. Purity has not one, but two improvements by default, the Dome and the Terrascape. I could see Domes and Terrascapes would getting more/better upgrades than they have now. In addition to the default improvements getting bonuses too. Making improvements affect each other is also an option.



    Being all… robot-like, efficiency is probably a pretty key feature in their society so getting Energy and Production makes a lot of sense. I picture their cities transforming into living assembly lines. But the exact means by which this would work eludes me.


    Ascendency (Harmony+Purity)

    Ahh, to my favorite affinity I say -- More Specialists and Super Specialists. With their tendency to create superhumans, creating domestic superhumans makes sense to me. More yields for their specialists, less cost to use specialists, or a specialist that that does a bit of everything.

    Alternatively, they could adopt the terraformation bent but that necessitates a different specialty for Purity


    Mastery (Purity+Supremacy)

    I think that the "extra population" mechanic granted by the Drone Command Artifact Wonder fits wonderfully. I think giving this affinity a couple of free population, along with some other bonus… After watching some more Civ IV with Quill18, perhaps Mastery could have the ability to build and/or expend population.


    Voracity (Supremacy+Harmony)

    I feel like they should have some form of way to maximize or exploit the terrain around them. Suboptimal land becomes useful and makes expanding into tundra and desert more tempting. Additionally I think they should be able to boost their supply of strategic resources. If there is a resource available, they’ll find a way to reap the benefits.

  2. DefiantMars

    DefiantMars King

    Dec 10, 2014
    Honolulu, HI
    Update! I've (lightly) refined these ideas in light of the Civ VI information. Bear in mind, these are really rough ideas and are hinged on concepts that we don't fully understand yet. But I figured that I'd try my hand at applying some of the info we've learned to a potential BE II.

    • Builds Nests
    • Spread Miasma
    • Control Aliens
    • Features provide bonuses
    • Rivers, Forests, Miasma
    • Biowells
    • Upgrades for Basic Improvements
    • Terrascapes and Domes get Bonuses
    • Cross between Artifacts and Great Works
    • Provide Bonuses to Cities they’re in
    Modular Infrastructure
    • Districts can be moved
    • Relocate assets for better adjacencies
    • Relocate assets to help new cities
    • Production and Energy Districts are discounted
    • Provide better yields.
    • Manufactories cost no Health
    • Can upgrade existing Basic Resources
    • Fruit > Plantation > Ascendant Plantation
    • Stronger/Better Specialists
    • Higher Yields, no health cost
    • “Great People” - Place on tile to boost adjacent districts
    • Can exploit resources with districts
    • Improved Trade functions with Districts.
    • Can ship food, production, culture, etc.
    Population as a Resource
    • Can expend Population to Rush Production
    • Used for Buildings and Units
    Augmented City Specialization
    • Can build multiples of the same district
    • Bonuses to linked same district
    Land/Resource Exploitation
    • No Maluses for bad terrain
    • Snow/Tundra = Science
    • Desert = Energy
    • Can conduct projects to gain more Strategic Resources

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