Small Affinity tweaks

KiNg_

Chieftain
Joined
Oct 28, 2014
Messages
46
Location
Johannesburg, South Africa
I think that the way the current affinities work is a bit wonky, relying completely on tech and quests and having little gameplay impact besides military. My idea is that affinities are gained still through techs and quests but also through your actions.

Military Gain: Gain purity for killing aliens or other affinity unique units. Gain harmony for killing units that attack aliens or having units stand nearby aliens or killing other affinity unique units. Gain supremacy by studying aliens (have explorers nearby) or by killing other affinity unique units.

Tile improvements: Gain purity for any kind of terraforming such as cutting down trees, clearing miasma or building terrascapes and domes as well as floatstone. I also think purity should have the option to remove the native alien crops (tubers, fruit and fungus) and to be able to plant earth crops in their place. Gain harmony for spreading miasma, improving native resources and destroying unnatural improvements (mines etc) as well as xenomass improvements. Gain supremacy by launching sattelites, building mines and improving firaxite, as well as building manufactories and academies.

Rebellion system: Since gaining affinities would be different there should be a penalty for doing things that are against your affinity such as spreading miasma as purity. Accumulating points in another affinity (besides points added by tech) should provide temporary penalties such as reduced production and eventually having your city go under martial law for a few turns if you accumulate too many points.

These are just some thoughts, add your own or tell me your own opinion on the matter.
 
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