Leaf and Affinity Tech Expansion (LATE)

GoodSarmatian

Jokerfied Western Male
Joined
Apr 25, 2006
Messages
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So, I decided to get into modding.
Here's my first offering, titled Leaf and Affinity tech Expansion. It aims to (eventually) be just that.
From my steam workshop
This mod makes leaf techs more powerful by adding more bonuses and affinity buildings. This is a very early version cobbled together over one weekend.There is much more to come, and I'll try to update at least once a week.
My ultimate goal is to improve every leaf tech and make the player agonize over what to research next instead of forcing him to research useless stuff for the affinity points. I will also try to find some use for every resource (even Geothermal) regardless of primary affinity.
http://steamcommunity.com/sharedfiles/filedetails/?id=378132654


The changes as of January 22 2015 (first update):

Change mod name technology Expansion and Affinity Realignment to get a better Acronym (If a moderator reads this, please change thread title, thanks)

New Techs


Spoiler :

Architecture
Physics leaf tech
Research cost: 249
+12 purity XP
Unlocks the Construction Office building.
+1 Culture from Quarry Improvements.


High Energy Chemistry
Chemistry leaf tech
Research cost: 249
+12 SupremacyXP
Unlocks the Catagenesis Chamber building.


Food Processing
Organics leaf tech
Research cost: 1160
+20 Supremacy XP
Unlocks the Nutrient Synthesizer building.
+1 Energy from Plantation improvements.

Intuitive Didactics
Cognition leaf
Research cost: 1160
+20 Purity XP
Unlocks the University building.

Sustainable Industry
Fabrication leaf
Research cost: 1160
+20 Harmony XP
Unlocks the Turbine Forgebuilding.



New Buildings

Spoiler :



Construction Office
Requires Architecture
Costs 120 Production
Costs 2 Energy in maintenance
Costs 1 Titanium

+1 Production
+10% Production



Nutrient Synthesizer
Requires Food Processing
Costs 265Production
Costs 2 Energy in maintenance
Costs 1 Petroleum

+1 Health
+10% Food



Catagenesis Chamber
Requires High Energy Chemistry
Costs 120 Production
Costs 3 Geothermal
Costs 2 Energy in maintnance

Provides +2 Petroleum
Scientist specialists in the city yield +1 Energy




Terran Enclave

Requires Genetic Mapping
Costs 120 Production
Costs 1 Geothermal
Costs 2 Energy in maintenance

+1 Food fron internal or Station trade routes, +1 Science in international and Station trade routes
+1 Food and +1 Energy from Grower specialists
2 Grower slots



Research Reactor
Requires Power Systems
Costs 120 Production

+2 Energy
+2 Science
1 Scientist slot.



Research Hospital
Requires Tissue Engineering
Requires a workable improved source of Resilin
requires Harmony lvl 5
Costs 265 Production
Costs 3 Energy in maintenance
Costs 2 Firaxite

+10% Science
+10% Health
+1 Science from worked Resilin
+1 Health from worked Resilin



University
Requires Intiutive Didactics
Costs 310 Production
Costs 3 Energy in Maintenance

+2 Science
+2 Culture
+1 Science from every Specialist in the city
1 Scientist slot



Turbine Forge
Requires Sustainable Industry
Costs 310 production
Costs 1 Energy in maintenance

+1 Production on all river tiles






Other Changes


Aiien Lifeforms now gives +12 Harmony XP.

Transcendental Math now gives +8 XP for each affinity.

Tier2 and higher tech affinity XP gain reduced from 18/25/3240 to 15/20/25/30.


To do:
A lot. More buildings, more bonuses, a couple of more techs...
I won't add building quests for leaf tech buildings because a) it would be more work, b) they're designed to be quite powerful as they are and c) researching them is already a meaningful decision.
 
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