The logic behind stronger Specialists for Harmony is mostly that they have huge cities with tons of citizens, so the amount of specialization in every single subject is probably very high. A bit like if you have a small town with only a single shop that shop is going to be a "Jack of all trades"-kind of shop, while in a huge city you get specialized shops for all sort of stuff. It also works great, gameplay-wise, because they have to stuff that additional Population somewhere anyway. Supremacy also has some Affiliation with Specialists, but in a different way - they actually get 2 Unique Specialists, which are currently named the 'Technocrat' and the 'Administocrat'. Those Specialists provide Yields much greater than normal Specialists and their Yields are increased by Supremacy-Specific National Wonders, however, they are very limited in numbers, playing into the fact that Supremacy's Cities are usually much smaller overall because they don't have a lot of Food-Bonuses. It's more of an "Every Citizen counts"-Type of Specialization in opposition to Harmony's "get tons of Citizens"-playstyle. But again, Harmony's Bonus towards Specialists is minor, the big Specialist Bonuses are Neutral and theoretically available for everyone. Overall I feel, at least for me personally, that Affinities do have a good impact on how the Civ plays, and it makes them play very different from each other. It just doesn't dominate and dictate every aspect of the game. As for Affinity Levels... I think it's fine overall. In my mod technologies currently make up around ~50% of the overall Affinity gain (a bit less if you focus on Affinity-Wonders that grant Flat Affinity Yields), Buildings make up the other 50% via Per-Turn Yield Mechanics. I think if you're looking for a mod that puts tons and tons of effort into focusing on Affinities alone then this mod is probably not it. My focus is mostly on gameplay and interesting choices, having your choices be dictated by your affinity doesn't exactly play into that. (Also, I'm really bad at writing, so focusing too much on narrative would go completely against what I'm good at. ^^) When it comes to communicating what is happening through the interface... most of the Buildings that I've added are a lot less "vague" than the original ones, I've started to add little text-snippets to the Building Descriptions that should help get players who don't want to read through the whole Civilopedia (so basically... people like me ) the hints needed to understand how Society is changing. The (few) Building that exist will also be a lot more Lore-Focused. Of course the danger of that is that "my" vision of the Affinities may not match everyone else's vision of the Affinities... but hey. You can't just push through the tech tree without developing your empire a lot and Buildings that actually yield Affinity per Turn are a lot weaker than Buildings that don't (there are still strong Affinity-Specific Buildings, but those do not yield Affinity per Turn), so the "You only ever research Affinity Technologies"-problem is somewhat diminished, too.