Flavour and asymetrical balance for affinty buildings

Ikael

King
Joined
Dec 2, 2005
Messages
873
I think we can all agree that one of the most usual complaints about BE is its distinct lack of flavour. Albeit balanced, everything feels a little tad bland: Sponsors, wonders... and affinities too, to an extent.

In order to solve this, I have devised a completely rebalanced and remade system of affinity specific buildings in order to tie affinities with different styles of gameplay and city building too, due to the magic of asymetrical balance game design, with some affinities being better in some areas than others, yet keeping its overall balance.

For reference, these are the affinity specific buildings with its current, original effects and yields:

Spoiler :
SUPREMACY


LV 2 supremacy: Feedsite hub
+3 culture, +1 science from trade routes

LV 4 supremacy: Cel craddle
4 Artist slots

Lv 4 Supremacy: Neurolab
+10% science, +1 science per firaxite

Lv 5 Supremacy: Optical surgery
+4 health +1 health per silice

Lv 8 Supremacy: Organ printer
+15% science

LV 8 Supremacy: Bioglass furnace
+2 production +15% production

Lv 10 Supremacy: Hypercore
+15% science, +2 science


HARMONY

LV 2 Harmony: Xenofuel plant
+3 energy, +1 energy per xenomass, +2 trader slots

Lv 2 Harmony: Xeno Nursery
+10% science, +1 science per xenomass, 1 scientific slot

Lv 4 Harmony: Growlab
Requires fungus
+3 food +1 from fungus

LV 4 Harmony: Biofatory
+3 production, +1 energy from chitin

LV 5 Harmony: Xenosanctuary
+4 culture +1 trascendence point towards victory

LV7 Harmony: Microbial mine
+3 production, +10% production

Lv 8 Harmony: Molecular forge
5 food

Lv 10 Harmony: Progenitor garden
+20% health



PURITY:

Lv 2 Purity: Gene garden
+2 health +1 science

Lv 4 Purity: Gaian well
+3 energy
requires 1 geotermal

Lv 4 purity: Bionics lab, requires resilin
+20% health, +1 production from resilin

LV 5 Purity: LEV Plant
+4 production

Lv 7 Purity: Terravault
+15% culture

LV 8 Purity: Borehole
+5 production

Lv 10 purity: Mantle
+10% science, +3 science

LV 10 Purity: Skycrane
+15% production


And here there is my counter-proposal:

SUPREMACY

The supremacy landscape is covered by nodes, manufactories and other hi-tech improvements that operates autonomously, almost no soul to be seen at the city's
outskirts. Enter into its arcologies, however, and you will discover them filled to the brim with a vibrant community of post-humans specialists augmented in order to reach the highest heights of their respective fields of knowdegle.

Supremacy cities will be uber-specialized due to its augmented populace and its unique percenteage-incresing buildings, and will usually be ahead of other affinities in terms of energy and science output, while running a bit tad short on popullation, hence the need for city specialization and improvements with passive yields that "works by theirselves".

Specialization techniques: City placement, special buildings, augmented specialists

Excellent at: Energy and science
Good at: Culture, production, health
Lacks of: Food

Look for:
Improvements: Nodes, generators
Resources: Firaxite, silica, fiber
Specialists and specialist slots

Supremacy affinty buildings:

Spoiler :
LV 2 supremacy: Feedsite hub
+1 culture, +1 science per outgoing trade route with a station, 2 trader slots

LV 3 supremacy: Cel craddle
+1 culture per specialist, provides 2 artist slots

Lv 4 Supremacy: Neurolab
+10% science, 1 scientific slot, +1 energy from fiber and generators (no need to be worked)

Lv 6 Supremacy: Optical surgery
+4 health, +1 science from from silica and nodes (no need to be worked), 1 engineer slot
Requires 4 firaxite

Lv 8 Supremacy: Augmentery
+50% to specialist yields (base yields or not!)
Requires 3 firaxite

Lv 8 Supremacy: Organ printer
+6 health, +25% energy
Requires 4 firaxite

LV 8 Supremacy: Bioglass furnace
+15% prod, +1 specialist slot of each cathegory
Requires 5 firaxite

Lv 10 Supremacy: Hypercore
+15% science, +1 to science to firaxite, scientist specialists
Requires 5 firaxite


HARMONY

Harmony cities are hugely popullated yet healthy, filled with greenery and surrounded by preserved forests and miasma where aliens roams free and convive with its human neighbours. These cities were adapted to make the best use of their surroundings rather than the other way around, benefitting of its nearby countryside resources and providing lots of local, home-grown food and regional goods.

Harmony cities will have a more general purpouse feeling than other affinities, with specialization being a result of their location rather than a conscious wanted outcome. All of them will have food and health aplenty thus providing a "white canvass" for specialization, but high production and high culture harmony cities will be only possible if the landscape allows it to happen since they are tied to specific resources and terrains, while its lack of high tier science buildings will force you to rely on growth in order to keep developing your technology.

Specialization techniques: City placement, special buildings

Excellent at: Food and health
Good at: Culture, production, energy
Weak at: Science

Look for:
Resources: Xenomass, alien nests, fungus, chitin
Terrains: Forests, miasma

Harmony affinity buildings:

Spoiler :
LV 2 Harmony: Xenofuel plant
+4 energy, +1 energy per xenomass

Lv 2 Harmony: Xeno Nursery
+10% science, +1 science per xenomass, +2 science per alien nest, 1 grower slot

Lv 4 Harmony: Growlab
+1 health and food from fungus, +1 food on plantations
Requires fungus

LV 4 Harmony: Biofactory
+1 health and production from chitin, +1 production on paddocks
Requires chitin

LV 5 Harmony: Xenosanctuary
+3 culture +3 health, +1 culture on forests and miasma, +2 culture to alien nests +1 point towards harmony victory
Requires 5 xenomass

LV7 Harmony: Microbial mine
+3 prod, +3 health, +1 production on xenomass and forests, +2 production to alien nests
Requires 3 xenomass

Lv 8 Harmony: Molecular forge
+2 food and +5% growth per algae, coral, fungus, fruits, chitin
Requires 2 xenomass

Lv 9 Harmony: Progenitor garden
+30% health, +1 food on xenomass and miasma
Requires 4 xenomass


PURITY

Purity cities are hugely popullated and beautifully crafted metropolis that helps to tame and terraform the surrounding lands, with highlh productive and cultured cities helping to make its pheripery more productive and apt for the needs and purpouses of their inhabitants, that is, more like the good old Earth of yore.

Purity cities will be specialized trought the extensive use of expensive improvements and trought the betterment of said improvement by its special buildings, creating huge synergies and combos, thus rewarding careful placement of its expensive purity buildings and shaping the landscape according to the needs of your empire. They will be culture and production powerhouses, and they will greatly reward having citizens to work and tame the surrounding lands. Their unique buildings will be some of the most powerful ones of the game, but beware! All of this intensive use of the land will come at a hefty price in terms of energy consumption and unique resources.

Specialization techniques: Special buildings, improvements and terraformation

Excellent at: Culture and production
Good at: Science, food, health
Weak at: Energy

Look for:
Improvements: Domes, terrascapes, biowells, manufactories, farms
Resources: Floatstone, geotermal

Purity affinity buildings

Spoiler :
Lv 2 Purity: Gene garden
+2 health +2 culture

Lv 4 Purity: Gaian well
+3 energy, +1 culture per worked farm and biowell
Requires 1 geothermal

Lv 4 purity: Bionics lab
+1 health per worked biowell
+10% science

LV 5 Purity: LEV Plant
+2 production in worked quarries, +1 production on worked domes
Requires 2 floatstone

Lv 7 Purity: Terravault
+1 culture to worked domes, +1 base yields to worked terrascapes, +15% total culture
Requires 5 floatstone

LV 8 Purity: Borehole
+5 production, +2 production on worked manufactories
Requires 1 geothermal 2 floatstone

Lv 9 purity: Mantle
+0.5 science per citizen and +1 per worked academy. 4 floatstone
Requires 4 floatstone

LV 9 Purity: Skycrane
+50% growth, +1 base yields for worked terrascapes, domes, farms, requires 4 floatstone
Requires 5 floatstone


I intend to make a mod out of this someday once I gaing more skills, but until that day arrive, feel free to critisize, suggest and improve my ideas (or propose your own!!) ;D
 
I agree on the general idea here and already though of something similar. However currently tech is everything in this game (it gives you new buildings, improvements, affinity points which give you units for domination and level for victory ...) This means that any affinity that gives more science (and i agree that Supremacy should be all about tech, even if i don't think any affinity should be bad at tech) would probably be better all around. To have an affinity gain more science than others while being balanced would require to re-think how affinity is gained so that tech is not king of everything.

Purity might gain affinity from terraforming improvements and harmony from natural tiles (forest, miasma ...) for instance. But such passive gain must be carefully balanced.
 
I agree on the general idea here and already though of something similar. However currently tech is everything in this game (it gives you new buildings, improvements, affinity points which give you units for domination and level for victory ...) This means that any affinity that gives more science (and i agree that Supremacy should be all about tech, even if i don't think any affinity should be bad at tech) would probably be better all around. To have an affinity gain more science than others while being balanced would require to re-think how affinity is gained so that tech is not king of everything.

Purity might gain affinity from terraforming improvements and harmony from natural tiles (forest, miasma ...) for instance. But such passive gain must be carefully balanced.

Well, I also concuur that the game's mechanic for gaining affinity is deeply flawed due to the snowball effect that you mention: Gaining tech grants you affinity that in turn grants you more tech than in turn... well, you get the idea.

However, I did take that into consideration when re-desinging each affinity's special buildings:

- The idea is that affinities would diverge from each other not only by how much science they get per se, but also by how they get it, deepening each gameplay style: Supremacy's main source of science would be specialists or they could opt for working nodes for less science but a hefty dash of energy, Harmony will need to place their cities carefully in order to maximize scientific output (being resource and terrain dependant), while purity will use turbocharged science improvements (terraforming and building dependant)

- Every affinity will get its scientific buildings very early (LV2-4 affinity) and very late (LV 9) in order to avoid snowballing effects

- Harmony, while being a "poor on science" affinity (lacking high tier scientific buildings) would more than compensate its lack of "raw science output" by having lots of popullation instead (which in the end, transaltes into science as well)

Voilá! The magic of asymetric balance strikes again! :goodjob:
 
OK. I didn't really tried to "calculate" what each could get but based my comments on your "Excellent at" "Weak at" entries.

Don't really imagine Harmony being pop heavy thought. I mean, we all see the issues of overpopulation on earth. Surely they don't want that.
 
Top Bottom