Rising Tide, Hybrids, and Affinity Quests

GenEngineer

Prince
Joined
Aug 24, 2014
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Hey everyone,

Just wanted to hear everyone's opinions (both on what should be done and what will likely be done) with regards to the Affinity quests in Rising Tide. Not referring to the early game, choose an affinity style quest, but the later, you are AFFINITY, do something affinity themed and get more points in it.

Should they make new ones for hybrids, leave as is, do away with system entirely, or just up the trigger rate for the existing ones (by a factor of magnitude)?
 
there are mid/late game affinity quests? I've only ever had the early ones [cultural burden familiar exotics] I would love to see more of them I guess they could do hybrid quests that would be very interesting as P/H, but this game needs a lot more quests not building quests REAL quests, which I believe they were adding more in RT.
 
The thing is that with the October patch the developers team tried to fix many quests that were bugged, but in the process they bugged them even more. Also, they become deactivated them when there were AI players on the game. If that was on purpose or is just a bug is anyones guess, since they haven't said a word about it in about six months.

There is this mod wich enables affinity invesment quests back and fixed, so give it a try:

https://steamcommunity.com/sharedfiles/filedetails/?id=338912889&searchtext=

Edit: Gorb beat me at the answer XD
 
thanks for the link Gritf I had no idea that there were that many quests, this better get fixed with the next patch just reading that made me sad :( Firaxis Literally broke the entire quest system, in pre-patch vanilla I got a lot of quests some of them were incompletable but atleast i got more than TWO.
 
Thanks for the link. I thought I had noticed that they weren't showing up, I just figured it was because the trigger rate was so low (wasn't that high in base game either). I agree that bug desperately needs fixing, because it's a lot of what people have been asking for the affinities - link actual playstyle to affinity rewards, a la settling near Miasma, building unique buildings, etc... Not only do they need to fix it, but they need to make them occur a lot more often, to the point where affinity gained through quests can be as important as affinity gained through tech, keeping Science from being quite so king.
 
I think ideally the hybrids would have their own affinity quests that would disqualify them from taking the core affinity quests, though I would like to see more affinity quests for both.
 
For affinity quests, they should provide more xp while techs provide less xp. There should be more of them and preferably, they could link the quests into a sponsor storyline similar to Endless Legend, but hopefully not as broken. Late game affinity quests is also ideal. Would also be nice if some marvel quests granted a free affinity (is there one?).

Would be nice if there's a livestream covering all quests in general. Then there's station quests which are pretty dull: "trade with us, destroy this other station, kill some aliens" that's it.
 
What would those hybrid affinity quests look like though? Don't get me wrong, I love the idea of them as a way to flesh out the hybrids beyond the military aspect, but the fact that they haven't been fleshed out means I don't even know what they'd be like.
 
What would those hybrid affinity quests look like though? Don't get me wrong, I love the idea of them as a way to flesh out the hybrids beyond the military aspect, but the fact that they haven't been fleshed out means I don't even know what they'd be like.

Exactly. As much as I want to see quests for hybrids we don't have enough information of them in order to make any decisive (and accurate) conclusions. I'm also not quite sure how you'd split them off from the quest lines. As it would require the hybrids to have firm stances on matters and while it's clear that they do have their own methodology, there are crucial pieces missing. (Not to mention the overlap and lack of distinction of Purity/Supremacy...)

I mean with The Harmony, H/P, and Purity thought processes you have;

adopt alien genetics into humanity to inhabit a new world
or
use artificial evolution to build a better humanity unbounded by its historical limitations
or
hone human genes to remove deformities, sickness, and extend life.

But we don't know where H/P stands on terraforming if Firaxis has even decided to give them a distinct opinion (though sadly I doubt it...h
 
For that matter, where is there a complete list of quests?

I might try my hand at designing some hybrid quests and revamping old affinity ones.
 
Spoiler :
Startographer:
Progenitor artifacts from a previous ruin site are yielding new clues about the mysterious race. Near a massive, collapsed structure, illustrations are found of a common nighttime constellation. The scientific community hopes to study it.
Objective: Launch 1 Deep Space Telescope
Nothing unusual is discovered about the stars themselves, but astoundingly, the constellation they form seems to outline the land around our colony. This seemingly impossible fact demands further study.
Objective: Build an Observatory in 3 Cities
Further analysis of the stars confirm it: Somehow, the visible constellations form a near perfect map of this world. By mapping the entire sky, scientists reveal yet-unexplored regions of the planet. What beings could have used the heavens themselves as their canvas?
Reward: +12 Affinity towards Purity, Continent outlines are revealed

From Scratch:
Though our workers are the most advanced in history, this planet’s unfamiliar conditions continue to hinder our efforts towards expansion. Rather than fight our new world, we should attempt to rebuild the old one.
Objective: Build 3 Terrascape Improvements (Number modified by size? Gamespeed?)
Through terraforming we have finally brought new, Earth-like regions to this planet. They may be artificial, but they are still magnificent and will allow us to better utilize our existing technologies. Not even old Earth was this pristine.
Reward: +14 Points towards Purity, +200 Culture

Pure Advantage:
The cost of war is never obvious. The recent increase in battlefield-related injuries is prompting the need for more artificial organ fabrication in our colony.
Objective: Build 1 Bionics Lab Building
With the new advancements in tissue fabrication, regular citizens are interested in upgrading themselves. Many are now opting to replace their existing organs with healthier, longer-lasting versions.
A private industry is forming around artificial organ replacement. This could lift the burden of healthcare from the state, though quality may be difficult to regulate. Alternatively, the colony could declare organ replacement a human right, and guarantee free availability to its citizens.
Objective: Quest Decision
Allow Privatization: (Energy)
Such amazing power, in the hands of our own citizens… We’ve left humanity’s first home. Our advancement is now our own responsibility.
Reward: +20 Points towards Purity, and +650 Energy
Form Entitlement Program: (Science)
Free access to organ replacement – our ancestors never dreamed of such liberty. We’ve left humanity’s first home – our advancement is now our own responsibility.
Reward: +20 Points towards Purity, and 95 Science

Know Thyself:
Reports from our education system reveal a startling trend: much of the younger generation is practically unaware of our home-world. Without an understanding of our roots, eons of knowledge might be lost.
Objective: Build 4 Old Earth Relic Buildings
It’s our responsibility to preserve the memory of Earth. Let the virtues of man spread through the stars!
Reward: 23 Purity Points, 195 Culture (29, 210, and 525 Energy on Standard, Duel, Sputnik)

Civil Skies:
A new way of life has developed among those working in the Floatstone quarries. The miners have formed an almost spiritual attachment to the substance; some have even used it as an architectural material, building small communities of floating homes where they work. This new approach might work well on a larger scale…
Objective: Found 1 City Adjacent to Floatstone
(CITY) is magnificent – a realized dream of anyone who remembers Earth. Above even the highest buildings, an ocean of smaller stones wander the skies. The city could serve as a stunning tourist destination, or a super-efficient industrial center, with easy access to this rare material.
Objective: Quest Decision
Tourism: (Population, Energy)
The opening of (CITY)’s cultural centers brings record levels of travel to the young city. The living spaces are quickly filled, and tourism brings an explosion of wealth to the colony.
Reward: +28 Points towards Purity, +1 Population in (CITY), and +695 Energy (Standard, Duel, Sputnik)
Industry: (Production, Science)
Easy access to Floatstone, in close proximity to manufacturing locations, creates an industrial boom in (CITY). Excess material is also available for scientific research.
Reward: +28 Points towards Purity, +280 Production in (CITY), and +175 Science (Standard, Duel, Sputnik)

No One Thing:
When our people first came to this planet, we brought with us stockpiles of rare Earth metals, with which to build our new home. After years on this planet, these small supplies are dwindling. Let us work with our industrial leaders, that we may find and gather new local materials.
Objective: Build 1 Quarry Improvement
We’ve encountered a setback. Despite our attempts to mine them, this planet appears to lack most heavy metal elements. To acquire the materials we need, we must take a different approach.
Our scientists believe it may be possible to synthesize Earth-like materials from the local mineral supply. For now, this new approach remains a theory. They request a new facility devoted to its research.
Objective: Build 1 Laboratory Building
Months of research have led to a surprising success! We now have the ability to convert Alien minerals into Earth-like minerals. A portion of all mining efforts are now diverted into our labs, where the new conversion process takes place. Through human ingenuity, we’ve preserved our people’s way of life.
Reward: +30 Points towards Purity, Quarries Yield +2 Culture
Solitude: (Triggered at 3 Harmony)
Your citizens are growing fond of this world. Perhaps more knowledge can be gained by living closer to it.
Objective: Found 1 City next to Miasma
The streets of (CITY) are perpetually covered in a neon mist. Living among the Miasma is bringing your people closer to this vibrant world.
Reward: +14 Points towards Harmony, +80 Science (Mercury, Standard, Standard)

Leadfoot Soldier: (Triggered at Harmony 5)
This planet is covered with strange plant-life, all of which are connected by an intricate root system. According to our scientists, these roots are made of material similar to human bone. There could be great use in this. We should isolate the plants, in order to study them.
Objective: Build 1 Xeno Sanctuary Building
Our research shows that while the plants are similar to human bone, they are in fact stronger. Even more, they are compatible with human tissue! It’s possible we could use these plants to grow stronger bone replacements for our military personnel. We should continue our research and see where it leads.
Reward: +18 Points towards Harmony, All Units +5 HP per turn when healing

Secure Compounds: (Triggered at Harmony 7)
Our scientists have discovered a new stone within this planet’s sediment. Dubbed “Lattice Ore,” this stone takes on a crystalline structure when electrically charged. This stone could make an excellent building material, but will require further study.
Objective: Build 1 Quarry Improvement
Our research has shown that if the Lattice Ore is quickly cooled after being electrically charged, it will keep its rigid structure indefinitely. This technique could revolutionize our building construction, but we will need facilities if we are to take advantage of it.
Objective: Build 2 Biofactory Buildings
Our Biofactories are now capable of producing Lattice Ore on an industrial scale. Our first cities to erect these plants are already building sturdier structures for a fraction of the cost. We should bring this marvelous new material to as many cities as possible.
Reward: +24 Points towards Harmony, Biofactories Yield +10 City HP

Acclimation:
Just recently, (CITY) was struck by an enormous tremor. In the aftermath or geologists detected significant geothermal activity located in the canyon near the city. If we could gain access to that power source, it would go great lengths to addressing our energy needs.
Objective: Build a Microbial Mine Building in (CITY)
The Microbial Mine has reached a large, thermal pocket located deep below (CITY). However, our Geologists have detected life signs within the Bore – Two competing, microbial species which thrive in extreme heat. They wish to study these specimens, but require a specialized facility to keep them alive.
Objective: Build 2 Xenonursery Buildings
Our Researchers are amazed by these bacteria. One is capable of converting carbon dioxide into oxygen. The other is able to convert any organic matter into digestible sugars. It is believed that adding these microbes to our human biology will give us an instant adaptation to this alien world. Unfortunately, the two species are hostile to each other, so we must choose one.
Objective: Quest Decision
Respiration Microbes: +20% Yield on trade routes
After much experimentation, our scientists have introduced the oxygen creating microbe into the human lungs. The results are stunning. Test subjects remain healthy and function at half their normal respiratory rate. While the process is too new for widespread application, our colony’s traders are already making use of the microbe, completing their routes in record time.
Reward: +27 Points towards Harmony, +20% Trade route yield
Digestion Microbes: Cities carry over +5% of food after growth
After much experimentation, our scientists have introduced the sugar–producing microbe into the human stomach. The results are stunning. Tests subjects are able to thrive on nearly only have the normal amount of food. As public trials begin, the demand of our food supply is already beginning to wane. With more to go around, perhaps our cities will now grow faster.
Reward: +27 Points towards Harmony, +5% Food carried over after city growth

Genetic Entanglement:
Our scientists have devoted much effort to the study of this planet’s indigenous life forms. They believe these Aliens are born with an instinctual memory of their nest’s location. If true, we could form a map of this planet’s nests, simply by studying the biological and chemical make-up of the Alien brain.
Objective: Kill 3 Aliens
As theorized, the Alien brain has an instinctual connection not only to its nest of origin, but to every nest on the planet, hinting at the possibility of a shared biological consciousness. While this is certainly interesting, for now, we are simply happy to have pinpointed the planet’s major Alien nests.
Reward: +30 Points towards Harmony (will also reveal the locations of all alien nests)


Here are the Purity and Harmony Quests I've cataloged. Harmony appears to be missing one, and for Supremacy, I have the outlines of all 6 but not the entire line or all of the text for some of them. Now that I can get them to trigger again, I can hopefully get on that and finish my pet project.
(Why yes, I got a little obsessive over the quest system when the game released. How'd you guess :P)

EDIT: Also realized that any and all changes made in the Winter patch aren't present, as I haven't seen these quests since.
 
A list of all quests can be found in:
Sid Meier's Civilization Beyond Earth\assets\Gameplay\XML\Quests\CivBEQuests.xml

The actual Quest-Scripts (including Victory-Quests) can be found in:
Sid Meier's Civilization Beyond Earth\assets\Gameplay\Lua\Quests\

And quest-TEXTS can be found in:
Sid Meier's Civilization Beyond Earth\assets\Gameplay\XML\Text\en_US\CivBEGameTextInfos_Quests.xml
 
Yeah, I ended up looking in the text folder for them.
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Personally I'm not a fan of how the Progenitors are portrayed in class - like they now control the fabric of space and time because science.

I prefer sci-fi to be more...grounded. Their portrayal in quests is setting-destroyingly out of hand if they ever made an appearance.
 
Yeah, I ended up looking in the text folder for them.
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Personally I'm not a fan of how the Progenitors are portrayed in class - like they now control the fabric of space and time because science.

I prefer sci-fi to be more...grounded. Their portrayal in quests is setting-destroyingly out of hand if they ever made an appearance.



Ditto that. I just hate the idea of a species out there that can just move stars and stuff, while we can't even master planets. It's like they use magic. Or we're Vegeta and they're Goku...
 
To me sci-fi is just less interesting when that nonsense is possible.
 
@ halbbruder - I think it's a difference between how 'Hard' the Sci-fi is. Do they basically use magic and then do find-replace with SCIENCE? Then it's too soft for some people. Do they rigorously go into the detail of how everything works, such that all the science is perfectly real, except with the introduction of something that doesn't currently exist (that we know of)? Then it's rather hard sci-fi.

It's the difference between stuff like Doctor Who or Star Trek, where everything is handwaved with meaningless techno-babble, and stuff like The Martian, where everything is for the most part very well explained and grounded.
 
But it is based on the premise that anything is possible.

Is it?

The theme has always seemed more like imagining what the future could be to me.

@GenEngineer

I think I can be okay with soft sci-fi so long as the soft part isn't prominent to override the hard part.
 
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