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Main Affinity Flavored Improvements and Removing Academies From Game

Barathor

Emperor
Joined
May 7, 2011
Messages
1,202
This is another idea I have on my list of mods to create which I'd like to see incorporated into the official version of the game:

1) Remove academies from the game! Please. They also have pretty f'ugly graphics (it's mostly strange-looking, Earth-like landscaping with a little bit of building -- always facing in the same direction without any slight rotation).

2) Slightly rebalance the existing bonuses for Domes, Nodes, and Biowells in preparation for the next steps.

3) For each affinity's perk which grants bonuses to either Domes, Nodes, or Biowells, make it mostly what players are always seeking... science! This way, you'll see a slight increase in "spamming" of appropriate improvements for each affinity. Hybrids will simply choose which ones they want to build and have more flexibility. Not too much of a science boost -- even with flavorful, beautiful improvements, you don't want anything like the old Academy spam. Plus, each of these improvements already have additional bonuses before this boost.

4) For the existing Knowledge virtue boost to Academies, simply change it to something entirely new, apply the bonus to some other type of neutral improvement that could use a little more love, or apply the +1 science to all three affinity improvements. But, again, we probably don't want them to be too powerful and too much of a no-brainer spam, so maybe that third option would be the least desirable.
 
Academies as-is seem fitting in a Purity colony as terraformed areas, but I agree that they don't fit other affinities.

I'd rather not just make every tile perk about Science, since it would muddle what makes them distinct.

Academies could kind of make sense as a Culture / Science tile, if you wanted to tone down the science.

Off-topic, would giving Virtue kickers Affinity Levels and reducing Tech affinity yield be a good way to de-emphasize Science somewhat?
 
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