Looking to make a mod that encourages each affinity to play completely differently from each other. AS it currently stands, there isn't too much difference between the affinities - the unique units (for the core affinities at least) aren't flashy enough to be worth building once you hit the later tiers of upgrades, and the buildings tend to have similar effects (Skycrane, Bioglass Furnace, and Microbial Mine are all nigh indistinguishable at this point) In a perfect world, this will also be compatible with Polycrate's Tidal Balance mod, so that these buildings don't feel out of place in a balanced game (although this might come at the cost of moving around some of what the Tidal Balance mod already moves around) Current goals and current state: Core Units: Spoiler : Hope to eventually make it so that the unique units have access to their upgrade perks at base level (a la Xeno Swarm bonus in Miasma). Will also change Xeno Cavalry to have a bonus in rough terrain (to emphasize Guerilla warfare, as well as to keep distinct when Tier 4 cavalry already ignores terrain). Finally, change the names of the upgrades so that a purity tinged Supremacy unit will be "Master XXX" instead of "True XXX." AS of right now, only this text change has been implemented Hybrid Units: Spoiler : Hope to eventually have hybrid versions of every base military unit, although as this is dependant on getting the models for each, this is lower priority. Will also look into changing the Immortal's perk from "Ignore Terrain Cost" to "Autoheal 5 HP a turn", to better fit in with the Civilopedia flavor, role in the army (as the workhorse accepting buffs from the other unique units), and to distinguish it from the Xeno Cavalry Core Buildings: Spoiler : Will update each of the buildings so that they encourage a different play style. Further, all affinity buildings are subject to moving around the tech web or having their exact requirement edited, to keep them balanced. What's more, the likelihood that an affinity improvement will be destroyed in conquest has been increased - a flavorful concern that should hopefully make it harder for players to amass all of the buildings at once. Harmony: Idea is working with the environment. Unlike the other affinities, expect most of the yields from Harmony buildings to actually come from them improving local, basic resources - work with the planet, not indoors. Further, as harmony already has bonuses to aliens and Miasma, expect them to feature heavily in the buildings design. Spoiler : Xenofuel Plant Spoiler : Changes made to reduce the specialist number, as well as the flat yield. In exchange, increase the bonus that you get from Xenomass tiles, and make it so that Alien Nests also provide some energy. The issue with the original Building was that it pushed in the wrong direction, in my opinion. It did a lot to encourage settling near Xenomass, but since that often meant nests, and the rewards for Xenomass Wells were better AND less annoying than the nests, Harmony was incentivized to not play nice with the Aliens. Adding a bonus to nests, along with changes in other buildings, should help encourage that. Not yet implemented - need to learn how to have a building edit the yield of local improvements Xenonursery Spoiler : See above, but for Science. Also didn't help that this building did a lot to help Harmony run away with the game if they could keep grabbing sites with multiple Xenomass tiles. Also not yet implemented Growlab Spoiler : Flat Yield removed, changed to affect the yields of (and be enabled by) Tubers and fruit as well as fungus (also considering adding a water resource if I can think of an appropriate one). Will generally result in a weaker building, but one that's available in more places. I never saw a reason why Harmony should care about Fungus more than the other plantation resources - it's not like their any less alien, even if they have an analog on earth. Already implemented, capable of changing Biofactory Spoiler : Link to petroleum removed, flat yield reduced. Instead, now keys off of Chitin, Resilin, and Chelonia, and improves all of those yields. Think like a stable from CiV. This is even parts wanting it to care more about the living, basic resources than the dead strategic ones and me being frustrated at how hard it was to ever actually take advantage of the bonus to Chitin. Yield to Resilin is to encourage settling in paddock rich areas, yield to Chelonia is to make it so that Harmony still has options when going into the water. Already implemented Xeno Sanctuary Spoiler : Possibly the only Harmony building to keep it's flat yield. If it loses it or has it reduced, it's other bonus will be buffed - the Sanctuary will complete the set with the Xenofuel Plant and the Xenonursery, adding a sizable bonus to the culture yield of Alien Nests. I really want to make it so that leaving the aliens undisturbed is a feasible option, but as it is, the available buffs you can get from a Well improvement outweigh it. So make nests better. This also fits in with the listed flavor of the sanctuary - unlike an Alien Preserve which is a glorified Zoo/Safari, a Xeno Sanctuary is a place where citizens can walk among the aliens with no risk to themselves, and marvel at their beauty. I feel like culture from nests is appropriate. Need to learn how to make buildings edit the yield of local improvements before it can be implemented Microbial Mine Spoiler : Fancier building. Similar to the Growlab and the Biofactory, it will improve the production yield of resources improved by mines (excluding Titanium, for reasons of balance and Titanium being a strategic resource instead of a basic one) at the cost pf a reduction of it's flat and percentage yield, but it will also cause a minable resource to spawn on a tile within the cities workable radius. Given the types of tiles that can have Copper, Gold, Silica, or Minerals, this makes it very unlikely a city can't get a new resource. Thematically, I think this is appropriate - not only does this let Harmony get resources from the environment that other affinities simply can't, but the description in the 'Pedia describes the building as using microbes to leech out minerals that are already in the rock, just in quantities so small that other techniques cannot separate them out. Surprisingly, already implemented, resource spawning and all Molecular Forge Spoiler : Flat yield removed, because as it was, the Forge was boring. Instead, improves the food yield from tiles with Miasma by 1. This helps to let Harmony grow really big cities if they spread enough Miasma, and fits in with the idea of synthesizing new food from 'thin' air. Only possible downside is that as it currently stands, Miasma is land only - this might simply be a thing, but I'd like for all of the affinities to at least have decent options for aquatic colonization. Already implemented in code. Progenitor Garden Spoiler : The big daddy of the Harmony Buildings. I'd like it to be impressive enough to rival a Xeno Titan. As it currently stands, rather boring - Miasma tiles yield +1 Health, again allowing big cities and encouraging the spread of Miasma. What I'd like to do is make this yield -1 Unhealthiness from Miasma, allowing the circumvention of the local cap, and further allowing for HUGE cities, as well as granting a player perk (which stacks for every Garden constructed) that gives a combat bonus to leashed Alien units, to keep them relevant in the game so there is a reason you might want to leash an Alien when you could otherwise have an army made out of Tier4 units. Half implemented (+1 Health instead of -1 Unhealth, haven't written the alien buff perk yet) Purity: Purity plays a bit different - its focus on Terraforming means that there are lots of bonuses encouraging developing your territory, to the point where you might ignore a basic resource on a tile because hey, Terrascape's just better. Also has a small subtheme in that it cares about strategic resources more than the other affinities - this encourages it to value specific territory in a way different than Harmony to encourage conflict, but it also ties in to the eventual change to Purity's victory (where Strategic Resources will be very important) Spoiler : Gene Garden Spoiler : Science bonus removed (I see Purity being something of Luddites, at least at first - slow to dive into new fields of research). Instead, bonus to food carried over. Ties in to how I see Genetic manipulation being used in the Affinities - Harmony will use it to make new traits, and Ascendancy will use it to augment existing traits to Superhuman levels, but Purity is more focused on just letting every achieve the maximum capacity a 'regular' human can. Being strong is great, and they want to make people strong, but not to the point where an individual could lift a building. So their genetic manipulation sites come more from improving the bottom, rather than the top - the result is overall higher health, and genetic defects being cured, increasing growth rate (as implied by the 'Pedia). Currently implemented. Gaian Well Spoiler : First instance of Purity's "Strategic Resource" subtheme. As it is, Gaian Wells are rather forgettable, so they mostly get a buff - the same geothermal resources that it requires now also yield increased +2 production, making them much more valuable tiles. The raw yield has been unaffected. Currently implemented. Bionics Lab Spoiler : Not sure where to go with this building. Would like to divorce it from the Resilin, as that's a Harmony thing, but that just leaves it as a +20% health building. Toyed with having it grant promotions to military units, but that winds up stepping on the toes of plans for other affinities. What's more, I'd like to make it so that it costs Petroleum to build, to further show a different side of Purity's strategic resource subtheme. Suggestions on this area are welcome. LEV-Plant Spoiler : While the Bionics Lab lost it's local resource requirement, the LEV-Plant gained one. LEV-Plants now require nearby Floatstone to build, and accordingly improve the production yield of Floatstone. Strategic Resource subtheme, but it also gives Purity more reason to care about floatstone - after all, it's starting unique unit doesn't require it, unlike the rest of the affinities and their affinity resource, and as Floatstone comes later, it also needs more incentives to care about than the others (who also have non-affinity buildings improving their yields). Currently Implemented Borehole Spoiler : Problem building. The fact that Purity has 3 production buildings makes it hard for them to all feel distinct, and the Borehole as it is is definitely underpowered. So this was changed to be Purity's one concession to terrain. Similar to it's implementation in Tidal, Boreholes improve the yield of Canyon tiles, in this case by a whopping +3 Production, +5 Energy, although at the cost of no longer having a flat yield and costing an amount of Geothermal to build (again, to give Purity a reason for collecting the strategic resources while also making it so that Geothermal is actually worth something). Currently Implemented Terra Vault Spoiler : The start of the glimmers of Purity's improvement theme. The Terra Vaults yield has been changed to a flat yield of +6 instead of a scaling +15%, to make it matter more if it is the first culture building built and to add to the subtle variation each affinity has on gaining yields. What's more, the Terra Vault has also been changed to cause a city it's constructed in to immediately gain 3 tiles as if by culture (although the culture cost of additional tiles does not increase) - this should hopefully encourage players to have plenty of room to keep their workers busy improving tiles with fancy improvements. Currently implemented Mantle Spoiler : Continuation of the improvement theme. In addition to again changing the scaling yield to a flat one (in this case +8, although that is definitely subject to balance changes as needed), the Mantle decreases the maintenance cost of local improvements, making it even easier for the Purity player to spam advanced improvements like the Dome and the Terrascape around all of their cities. From a flavor perspective, this represents the progress made in the practical applications of the Mantle's findings, something that the 'Pedia suggested but never showed in the base game. Currently implemented Skycrane Spoiler : Purity's ultimate building. The Scaling bonus has again been removed, but in the name of being flashy and impressive enough to justify building, the flat yield has been upped to +10 production, hoping to have raw yield making it distinct from the other production buildings in the Purity affinity. What's more, the improvement theme shines through here - Skycranes grant a promotion to workers built in the city that results in their build speed increasing by some amount (200% is what I first thought of, but that is DEFINITELY subject to balance changes) This not only encourages building improvements (especially advanced ones held back by the time it takes to improve them), it also encourages rapidly re-terraforming to suit your needs - no need to keep a tile a dome if you later decide a Node or Array might be better. Currently half implemented - the flat yield is in, but I don't know how to add a column to the promotion table to actually have a promotion affect worker speed, so it's still in progress. Supremacy: 2 Key subthemes here - the idea of cities being 'a well oiled machine,' where everything works together in perfect synchronicity to achieve spectacular results, similar to how the units work really well in tandem with each other and in certain formations. The second is the idea of plug and play technology - moreso even then Harmony, Supremacy is especially able to upgrade it's units on an as needed basis by outfitting them with certain pieces of tech integrated into their body. Spoiler : Feedsite Hub Spoiler : Mostly as is, although perhaps making a small change to the yields resulting from trade routes - add in a bonus to culture to augment the one already present in science, but in exchange, change it so that both bonuses only benefit internal trade routes. It helps play into the theme of cities working in tandem, like cogs in a machine, and also helps nudge Supremacy to a bit more towards going wide, to mirror the slight nudges given to Harmony to go tall. Unfortunately, it seems the removed the part of the table where you specify what type of trade route a yield is given to - there used to be a distinction for the Recycler building also only affecting internal routes, but it's since disappeared. As such, not currently implemented. CEL Cradle Spoiler : The second culture building that Supremacy gets. Unfortunately, while I greatly appreciate the idea of buildings whose value is mostly in the specialists they provide, I want to try and limit it in the affinities as the result of wanting to make it a minor theme in one of the hybrids. So instead, the buff get's changed to a scaling one - generally, Supremacy buildings will give % bonuses to things encouraging you to stack things together in unison to have a effect. In the case of the CEL Cradle, I'd like that to be a 5% bonus for every CEL Cradle currently in the empire - the more people working in the Collective Emotional Link, the stronger it gets. Currently not implemented, looking on a clean way to add it in as a perk Neurolab Spoiler : Not sure what to change here. Supremacy unfortunately has 3 Science buildings, so it makes it hard to keep all of them distinct. As such, the Neurolab might just stay mostly as it is. Some of the changes I've considered, but rejected, are changes to the yield it get's from Firaxite - I don't want to have Supremacy makes too many ties to the environment, because flavor-wise, Supremacy cares the least of the core 3, but I do need them to care enough to generate tension with others over land. So Firaxite is the only thing they care about, but they wind up caring about it a lot. As it is, currently implemented as a result of no changes being made, but I'd like to come up with a change. Optical Surgery Spoiler : Comparatively easier to design. For on thing, the resource that yields Health has been changed to Firaxite, making it even more valuable of a resource to them, and keeping them from caring about any part of the environment beyond Firaxite - they should claim a lot of territory in spamming closely packed cities, but for most of those cities, where they're located doesn't matter, except for the ones with Firaxite. Beyond that, the Health yield has been nerfed from 2 to 4, and might wind up getting nerfed further. In exchange, upping the Health level is left to being the result of the quest, taking the place of the Bonus Sight perk. This is because the bonus vision is implemented as a free promotion that the building grants. I want Supremacy to have a 'Build your unit' subtheme, so a lot of the buildings will grant promotions to units constructed in them - no combat bonuses, but potentially even more powerful quirks like upgraded sight. Currently implemented Augmentery Spoiler : Bit of a tricky one, this. There are two ways I could see this going - the first, the one that's currently implemented, is for the Augmentery to provide a production multiplier (tying in to the theme of multipliers being what Supremacy does) to the production of Military units. This makes it easier for Supremacy to produce all of the units needed to run it's formations. It also doubles up on the idea of having some cities specialized for producing a lot of military units, helping with the 'Plug n Play Technology' subtheme. The other option is for the Plug-n-play theme to be implemented even more directly, by having it grant a combat promotion to units. This might step on the toes I have for other buildings, so t's a back-up for now, but still an option. Currently implmented Organ Printer Spoiler : The second of 3 Science buildings. Similar to the Optical Surgery, this might be specialized by moving some or all of the normal yield to a quest reward, and bringing in the perk option as a promotion. In this case, bonus healing rate in place of science. Conceptually, this is by having the units in question use specialized, mass produced organs or organ replacements, making it easy for them to be replaced if they get damaged. Unfortunately, that type of promotion isn't currently supported by the table, so I haven't currently implemented this change. Bioglass Furnace Spoiler : Not quite certain what to put here. I'd like this to be another case of taking out some of the yield (in this case, the flat yield, leaving behind the percent bonus), in favor of giving it a promotion for units built in the city, for the plug and play tech theme. Unfortunately, the idea I had in mind was to have the furnace grant bonus movement - if that was the case, then the SABR might wind up being too powerful. Other than that, I could have the furnace grant a defense mod to the units, or bonus production to Firaxite, but I'd like to have the non-direct combat promotion work. Unfortunately, movement promotion also isn't naturally supported, so I'm still looking into how to implement this Hypercore Spoiler : Supremacy's ultimate building. I'd like this to be the purest expression of the cities working together theme possible. So in this case, the Hypercore yields +10% science, for EVERY city. This has a lot of potential to go out of control, but my thinking is that by the time you unlock the Hypercore, you already are far enough in the tree that something so impressive is important. Furthermore, if you already have a lot of cities available, chances are good that you are already in a good position to begin with. Not currently implemented, since I haven't looked into how to count the number of cities and set it in a perk. Hybrid Buildings: Spoiler : As above, Buildings add a peaceful way to feel out how an affinity thinks and acts. Some buildings have been conceptalized and coded, others still to come. The ones I currently have are as follows (Hoping to have 6 of each, since they should still probably pick up some core stuff along the way). Currently in a post further down, since it exceeded the text limit. Quests: Spoiler : In addition to updating the building quest for the changed / new buildings, add in some for affinity progression to better cement hybrid playstyles, while also making it even easier to divorce affinity progression from the tech web. Not implemented yet Victories: Spoiler : Not touched on yet, but the goal is to adapt the ideas Galgus mentioned a while back. Details inbound shortly Aesthetics: Spoiler : Nothing yet, but this will hopefully include sponsor appearances and city appearances if someone can provide the art As far as credit goes for how far I've already gotten, props to Ryika for providing advice on getting a LUA code to work, as well as to Galgus for the initial ideas behind the victories. Credit also to Polycrates, whose Tidal Balance mod seems to have a lot of the same opinions about what certain buildings should do, and therefore gave guidance as to what the appropriate power levels for those effects are. Furthermore, credit to the developers of the Awesome Collection (Ryika again), the Affinities as Yields mod (HandyVac), and the Tidal Balance mod (Polycrates), for providing examples of just how certain ideas can be implemented in the games code. As always, I welcome any input that can be provided. Suggestions for some of the buildings? Ideas on what might constitute balance? I'm happy to hear them.