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:
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:
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:
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
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
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
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
+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
+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
+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