[DOCUMENT LINK] Beyond Earth may well be one of my favorite science fiction settings in recent memory. I love the themes present, particularly the Affinities. Not many games choose to present multiple concurrent and diverging paths leading humanity into the future. While I think we can all agree that Beyond Earth could have been a better game mechanically speaking. I still want to see a sequel title to BE. For that reason, I have been delving into the Affinities, trying to solidify their mechanical distinctions. And so after countless delays, distractions, and writer’s blocks, I finally have a workable first draft of ideas for a theoretical Beyond Earth 2. There are still plenty of gaps (especially where tech requirements are concerned) and segments of lesser quality flavor text. I have enabled Comment mode on this document if you have any suggestions. I am interested in hearing what supporters of each affinity think. --- This document utilizes the Civ 6 Unstacked Cities framework for city building. With the planet being such a big focus with BE, I want to take advantage of the district system to help show how different Affinities interact with the planet. This write-up makes a lot of assumptions, chief among them is the presence of all six Affinities; the three core and the three hybrids. I originally wasn’t sold on the introduction of hybrids, but I have grown quite fond of them and their aesthetics. Therefore, I wanted to include them to see how far they can be pushed, help create more playstyle options, and help highlight some more of the differences between the Affinities. I want Affinities to be distinct; the mixture of aesthetics and perks of Rising Tide caused them to lack any meaningful narrative and mechanical weight. I would prefer if players needed to consciously commit to an Affinity and that each should have a thematic focus. They also **should** have a mechanical focus which informs the types of benefits they can get and provide options to cover various playstyles. (Since I refuse to call the hybrids by both of their parents’ names, I have arrived at some pet names to make things easier.) [Harmony] With this affinity, the planet itself becomes their ally. Miasma and other hazards become second thoughts. Other natural features, such as Alien Nests begin to provide benefits and the Aliens themselves come to answer your call. [Ascendancy] Harmony+Purity Named for the desire to ascend humanity to demi-godhood. This affinity specializes in genetic modification, upgrading organic resources and terraforming the planet. They idolize the human form and venerate great people. [Purity] This affinity focuses on preserving a genetically pure humanity. This is expressed through a Culture focus. Purity also features a terraforming specialization, cares about basic improvements, and has a light Artifact theme. [Mastery] Purity+Supremacy Named after the master and servant relationship they have with machinery, as well as the control and precision they possess. This affinity withdraws from the planet as much as it can, preferring to act through drone proxies. Their Cities are insular and benefit from tight placement and adjacency bonuses. [Supremacy] This affinity detaches itself from the world and even corporeal forms. Instead Supremacy focuses on it’s own city placement, creating intricate urban machines. It prefers to stack multiple specialists and utilizing satellites. [Voracity] Supremacy+Harmony Named for the intellectual and transhumanist hunger they possess. This highly adaptive Affinity excels at colonizing harsh terrain. To them everything has a niche, even Cities themselves can be specialized to provide powerful bonuses. This is just my take on the Affinity specializations, I understand that there are a NUMBER of directions that one could take. This is merely the conclusion that I came to, in order to promote divergent abilities among the Affinities. --- In order to give each affinity the same weight, I set some rules for myself with regards to the Affinity specific infrastructure and perks: Each Affinity gets 12 progression perks, one for each level Each Affinity gets 8 unique buildings tied to specialized district types Each Affinity gets 2 Districts/Improvements Affinity Districts/Improvements are shared between two Affinities Affinity Improvements get 3 upgrades, unlocked through perk progression Affinity Districts get 3 “buildings”, unlocked through tech Domes are the exception getting only 2 “buildings”, unlocked through tech Currently, I am also operating on the assumption that BE2 has BE’s Virtue System and Civ6 style Great People. Both of which have not been started. I also tried to even out the military units. There are 4 Terrestrial Unique Units, 2 Aquatic Unique Units, 1 Support Unique Unit, and 1 Orbital Unique Unit. But they are not listed in this document. --- Here’s a short glossary of concepts I added that are referenced in the Affinity Perks: Alien Workers: Harmony (and to a lesser extent Ascendancy and Voracity) get access to Alien Workers. These are “Alien Civilian Units” that possess 1 build charge by default. Some buildings and level perks can increase this number. Ascendant Points: A signature perk for Ascendancy. This is a pool of neutral “Great Person Points” that can be spent to rush great people, much like how you could use Faith or Gold in Civ 6. Artificial Population: A signature perk of Mastery. These population units do not requiring housing and allow you to go past your housing soft cap with no penalties. They don’t require food either, but to offset this they do require Energy. Extractor Stations: Mastery can build these remote stations on strategic resources outside of your territory. These take a number of Build Charges and cannot be built in enemy territory. They’re also not very durable, so they will need to be protected if you build too close to aliens or other sponsors. Offworld Mining Missions: These are late game city projects unlocked with the Spaceport district. Once completed, you gain a large sum of a particular yield. Organic & Mineral Resources: I have split all basic resources into two categories to serve as markers for certain Affinity based effects. Organic Resources - Tubers, Chitin, Fiber, Resilin, Fungus, Eggs, Shells, Coral, Algae, Chelonia, Plankton Mineral Resources - Basalt, Copper, Gold, Silica, Minerals, Vents Specialization Projects: A Voracity signature effect. Once a city completes this projects,the yields of a particular type are boosted. Specializations can be replaced, but become take more time. The specializations are: Agrarian (Food) Industrial (Production) Artistic (Culture) Economic (Energy) Research (Science) Military (Military Production and Defense) Terraformation Projects: While all affinities CAN terraform the planet using Builders and certain satellites, Purity can use their city production queue to alter nearby terrain directly. Basic Terraformation Projects - Basic projects change features like terrain type and presence of features. Raise Terrain, Lower Terrain Add/Remove Forest, Add/Remove Reef. Advanced Terraformation Projects - These mainly consist of alteration of climate. Create/Remove Grassland, Create/Remove Swamp, Create/Remove Desert, Create/Remove River? Transcendi Specialists: A unique specialist type afforded only to Ascendancy. A throwback to Sid Meier’s Alpha Centauri, the Transcendi are offer +1 Food, Production, Culture, Energy, and Science. I tried to keep the number of Slots down, but try to offset this with ways to increase the yields the provide.