Suggestions for Civ 6 Style Affinity Specializations

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Greetings, everyone. Over the course of Civ VI's announcements, I have been steadily building suggestions for a Beyond Earth 2. Here I would like to share what I think the Affinities could do if they were made with Civ VI mechanics instead of Civ V mechanics. Let me know what you think. I would like to hear what you think should be included in a Beyond Earth sequel, with regards to the Affinities.

Overview
  • Harmony: Focus on existing terrain features and Alien interactions

  • Purity: Focus on artifacts and terraformation

  • Supremacy: Focus on optimization, specialists, and infrastructure

  • [H+P] Ascendancy: Focus on Specialists, Great People, and Uplifting resources

  • [P+S] Mastery: Focus on artificial Population, city expansion, and internal trade

  • [S+H] Voracity: Focus on city specializations, colonizing any terrain, and city projects/processes.
Harmony
Harmony is the belief in, and practice of, adapting to the alien environment instead of vice versa. As such Harmony draws less from the strengths of Humanity because they align themselves so strongly with aliens. But in doing so they gain new advantages from integrating the planet and its inhabitants into its society.

[Affinity Improvement] - Biowell

"A Biowell is a self-sustaining, bio-engineered structure which integrates the natural environment to create a sculpted, livable landscape. These “natural” structures allow colonists to live among nature without sacrificing the convenience of city life."

Provides:
+1 Housing
+1 Health (Amenities)
+2 Food
-2 Energy

[Affinity District] - Alien Nest

"Alien Nests are spawning dens for all manner of alien creatures. They are usually to be found on deposits of Xenomass -- a rich resource necessary to their larval development. [As well as Floatstone, and Firaxite for reasons currently unknown.]"

Provides:
Grants access to resources it is built on.
Does not count toward City District count.
Can gain additional bonuses for Harmony in later Levels.

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[1] +1 Food in your Capital per Harmony Level.

[2] Trade Routes can be made through miasma.

[3] +3 Culture from Alien Nests.

[4] Allows Nests to be worked by population and to contribute to City Adjacency Bonuses.

[5] +1 Amenity from Forests and Reefs.

[6] All of your Units take no damage from Miasma. (Only Uniques were immune before.)

[7] +1 Production for Mills for each other adjacent Mill.

[8] Alien nests will periodically spawn Worker Aliens that have 1 Build charge.

[9] Each improved Xenomass provides +2 additional Resources.

[10] Can send trade routes to Alien nests for Yields based on the home city and tiles around the nest.

[11] +2 Housing from Alien Nests.

[12] Can pay Food and Energy to spawn a Colossal Alien of your choice.

[13] +3 Science from Biowell improvements.

[14] Setters can settle in a nest to immediately found a City.

[15] +1% Energy in your Cities per tiles with a River within range.

[16] Aliens will automatically harvest Strategic and Affinity Resources.

[17] +2 Food to all tiles with Miasma.

[18] Unlocks Transcendence Victory.

Purity
The Purity Affinity is the conservation of human nature, and the belief that human embodiment is the ideal form of humanity. History and Nostalgia are the hallmarks of Purist society. They seek to change the planet into the image of Old Earth and idolize relics, finding cause to rally behind.

[Affinity Improvement] - Terrascape

"The Terrascape is the ultimate symbol of humanity’s dominance over nature. A late-game improvement, the Terrascape is like the Garden of Eden – a perfect environment which improves a city's output of everything, except energy. This amazing feat is achieved through Terraforming and can be built on any resource or terrain. However, those who seek perfection must be willing to pay the price. Not only is the Terrascape expensive to build, it is equally costly to maintain."

Provides:
+2 Food
+2 Production
+2 Culture
-6 Energy

[Affinity Improvement] - Dome

"Domes are advanced, late-game improvements designed specifically toward the propagation of human life and a favorable environment. Like the Biospheres of old Earth, Domes are controlled ecosystems which allow Purity ideologists to recreate old Earth environments. Their massive size has the added bonus of extending a city’s defense."

Provides:
+2 Food
+1 Culture
-2 Energy
Does not remove terrain features

[Affinity District] - Reliquary?

"???"

Provides:
???

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[1]
+1 Culture in your Capital per Purity Level.

[2] +1 Artifact Slot in every City.

[3] +20% chance to find artifacts from Alien Nests, Supply Pods, and Expeditions.

[4] Artifacts in Cities provide bonuses based on their type:
  • Old Earth: Clearing Terrain provides double the normal yield in this city.
  • Alien: +25% Combat Strength when fighting within 10 tiles of this City.
  • Progenitor: +1 Range for Ultrasonic Fence in this City.
[5] +1 Food to Dome improvements per adjacent Dome.

[6] Explorers complete Expeditions 20% faster.

[7] Halves the Energy cost of Terrascape and Dome improvements.

[8] Halves the cost for Ultrasonic Fences.

[9] Terrascapes provide +1 Culture to adjacent tiles.

[10] Each improved Floatstone provides +2 additional Resources.

[11] +1 Amenity from Domes and Terrascapes.

[12] Artifacts provide bonuses based on their type:
  • Old Earth: Halves the production cost for all Defensive Buildings in this City.
  • Alien: Decreases Production cost of Affinity Unique units by 25%
  • Progenitor: Cities gain +1 City Bombard Range.
[13] +1 Amenity from Domes and Terrascapes.

[14] Doubles the yields from Artifacts in your cities.

[15] Doubles the number Sources provided by Strategic Resources when adjacent to a City Centers.

[16] Terrascapes provide double their yields when adjacent to 2 other Terrascapes.

[17] Cities produce 2 Builders instead of 1.

[18] Unlocks Terra Reborn Victory.

Supremacy
The Supremacy Affinity is evolution of humanity to an elevated existence in capacity, thought, and order. Efficiency and effectiveness are the core design goals of Supremacy. As such they are able to rearrange their infrastructure colony wide, as well as turn their cities into a living assembly line.

[Affinity Improvement] - Manufactory

"Though humanity was forced to start over on an alien world, it did not dull their affinity for industry. As such, Manufactories have become the standard industrial complex of the extraterrestrial colonies. These massive structures are designed to facilitate a number of industrial functions, such as smelting, refinement, and assemblage. By consolidating their industrial activity within a Manufactory, colonies are able to make better use of their terrain and avoid the civil bloat which plagued the cities of old Earth."

Provides:
+3 Production
-2 Energy
-1 Health (Amenities)

[Affinity District] - Node

"On the surface, Nodes appear to be technologically descended from computer servers, ignoring the fact that Nodes are larger than most buildings. Where Nodes differ from servers, however, is their functional capability. A Node’s massive size accounts for its computational strength, allowing it to run a galaxy’s worth of simultaneous AI functions used to simulate scientific experimentation, military encounters, and even alternate realities."

Provides:
???

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[1] +0.5 Production in your Capital per Supremacy Level

[2] Cities gain +10% of their Energy as Production

[3] Producing the same unit in a row will decrease its production cost by 25%

[4] Cities can build 1 more District than normal

[5] Generator, Manufactory, and Node improvements provide Specialist Slots:
  • Generator: Trader

  • Manufactories: Engineer

  • Array: Scientist
[6] +2 Health (Amenities) from Node Districts.

[7] Orbital Coverage on and next to any tile with Firaxite.

[8] Improvements can be moved to an empty tile within 3 tiles.

[9] Specialists do not require Food and do not generate Negative Health (Amenities)

[10] Each improved Firaxite provides provides +2 additional Resources.

[11] Manually deorbiting a satellite will refund its production cost based on its remaining duration.

[12] Halves the Food requirement for Population

[13] Improvements can now be moved to an empty tile within 10 tiles.

[14] +2 Production to Manufactories and they do not decrease Health (Amenities).

[15] Cities generate additional yields for each Specialist of the same type. (Bonus yield is equal to twice the number of specialists.)

[16] Cities gain +50% of their Production as Food

[17] Doubles the number of specialists slots in every district.

[18] Unlocks Voyage Eternal Victory

Ascendancy
The Ascendancy Affinity is the belief in human evolution through the combination of Alien and Human genomes; the synthesis of a superhuman lifeform. Ascendancy strives to improve humanity to its peak potential, creating Specialists to lead further development. Ascendancy also goes out of their way to advance the planet, making fields more fertile, forests more resilient, and so on.

[Affinity Improvement] - Terrascape

"The Terrascape is the ultimate symbol of humanity’s dominance over nature. A late-game improvement, the Terrascape is like the Garden of Eden – a perfect environment which improves a city's output of everything, except energy. This amazing feat is achieved through Terraforming and can be built on any resource or terrain. However, those who seek perfection must be willing to pay the price. Not only is the Terrascape expensive to build, it is equally costly to maintain."

Provides:
+2 Food
+2 Production
+2 Culture
-6 Energy

[Affinity District] - ???

"???"

Provides:


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[1] +0.5 Amenity in your Capital per Ascendancy Level

[2] 15% less Negative Amenities in your cities

[3] Specialists produce an additional +1 of their respective yield.

[4] +1 of every Specialist type in your Capital.

[5] Basic Resources can be Uplifted with a Builder to increase their respective yields by +1

[6] Great People can construct Ascendant Improvements providing yields and a Specialist slot of their respective type.

[7] Your units gain Miasma Immunity.

[8] Specialists provide double the normal Great Person Points.

[9] Uplifted Resources provide +1 of their respective yield to adjacent tiles

[10] Each improved Xenomass and Floatstone provides +1 additional Resources.

[11] Uplifted Resources provide +1 Specialist Slot of their respective type.

[12] 33% of your Great Person points are refunded when you recruit them.

[13] +1 Health (Amenities) for Uplifted improvements

[14] Great People add +1 Population to the City where they are expended.

[15] +1 Food, +1 Production, and +1 Culture from Terrascapes.

[16] Strategic Resources can be Uplifted. Uplifted Strategic Resources also provide bonuses.
  • Petroleum: +50% Trade route range per source within City range.

  • Titanium: +15% City Strength per sources within City range.

  • Geothermal: +15% Production towards Wonders per sources within City Range.
[17] -1 Energy cost for Terrascapes for each adjacent Terrascape or Uplifted Resource.

[18] Unlocks Great Uplifting Victory

Mastery
Mastery is the ethos of the primacy of human life supported by the fruits of human labor. Unlike Supremacists, followers of this Affinity integrate technology into society, rather than directly into humanity itself. As such, Mastery uses its expertise in technology to protect and foster human prosperity. Mastery draws strength from their internal connections and synthesis of machine with society.

[Affinity Improvement] - Dome

"Domes are advanced, late-game improvements designed specifically toward the propagation of human life and a favorable environment. Like the Biospheres of old Earth, Domes are controlled ecosystems which allow Purity ideologists to recreate old Earth environments. Their massive size has the added bonus of extending a city’s defense."

Provides:
+2 Food
+1 Culture
-2 Energy
Does not remove terrain features

[Affinity District] - Drone Command

"In the past, drones were used for many purposes ranging from private to military applications. Now, drones have been improved to a point where they can autonomously take over the work of humans more efficiently. They are cheap to maintain and are highly productive without the need for a larger population. These properties have proven very desirable on this new world with only a small number of settlers."

Provides:
Allows Cities to produce artificial Population.
Each artificial Population cost significantly more.
Artificial Population can be bought/rushed with Energy.

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[1] +2 Energy in your Capital per Mastery Level.

[2] +1 Health (Amenities) and +1 Science for every City with a defending military unit.

[3] +1 Energy for Generators per adjacent Generator

[4] Districts improve resources instead of destroying them. (Represented by unique Dome art).

[5] Increases yield for internal trade routes by 25%.

[6] Cities gain +1 Food per specialized District built.

[7] Trade Routes to Stations gain +1 Food, +1 Production, and +1 Culture

[8] Colonist units do not cost Population to build.

[9] Each improved Floatstone and Firaxite provides +1 additional Resources.

[10] Internal Trade routes provide the yields to both cities.

[11] District production can be rushed with Energy.

[12] Cities will automatically construct Roads when a city goes from Outpost to Colony.

[13] +3 Culture from Dome improvements.

[14] Builder can construct Domes on strategic resources outside of your territory. (You get the resource, but not the yields.)

[15] Doubles the Energy gained from Trade Routes

[16] +1 Health (Amenities) for each District adjacent to the City Center.

[17] +50% Increased yields from Offworld Mining Missions.

[18] Unlocks Promised Land Victory.

Voracity
The Voracity Affinity is about improving humanity by any means necessary, applying radical transformations to human physiology and psychology via alien or technological augmentation and extension. Voracity is about diversity, innovation, and adaptation. They make the most of everything and strive toward being the best with what they have available.

[Affinity Improvement] - Glimmer Field

"A self-sustaining culture of bioengineered metallurgic resources. Part plant, part mineral Glimmer Fields take in sunlight and produce more biomass containing metallic content. This can be processed into both food as well as energy. The metallic structure allows it to be seeded easily and makes it incredibly resillient to all forms of weather and climate conditions. This allows Voracious societies to grow these fields nearly anywhere, from desert to swamp to tundra."

Provides:
+1 Food
+1 Energy
+2 Food on Swamp
+2 Energy on Desert
+1 Food and +1 Energy on Tundra

[Affinity District] - ???

"???"

Provides:


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[1] +1 Science in your Capital per Voracity Level.

[2] +25% additional yield from City Projects.

[3] Cities gain additional +2 Housing when on Desert or Tundra Terrain.

[4] Cities can build multiples of the same district.

[5] +3 Energy on all Desert tiles. +2 Food on Swamp tiles.

[6] Cities automatically grab additional tiles when they go from Outpost to Colony.

[7] Your units gain Miasma Immunity.

[8] Cities can run special projects to boost effects across all your cities:
  • City Center: Doubles Diplomatic Capital generation in this City 25 Turns (Based on Game speed).
  • Campus: Doubles Great Scientist point generation in this City 25 Turns (Based on Game speed).
[9] Each improved Firaxite and Xenomass provides +1 additional Resources.

[10] Cities can run special projects to boost effects across all your cities:
  • Military: +15% Production when producing Land units in all City for 25 Turns (Based on Game speed).
  • Shipyard: +15% Production when producing Naval units in this City for 25 Turns (Based on Game speed).
[11] All improvements provide +0.5 additional Housing.

[12] Cities can run special projects to boost effects across all your cities:
  • Sanitation: +15% Growth in all cities for 25 Turns (Based on Game speed).
  • Industrial: +30% Production when producing Buildings, Districts, and Wonders for 25 Turns (Based on Game speed).
[13] +1 Science on all Tundra tiles. +2 Science on all Snow tiles.

[14] Cities can run special projects to boost effects across all your cities:
  • Commercial: This City produces +1 of improved strategic resources under their control.
  • Culture: This City will acquire 2 tiles upon project completion.
[15] Can settle in Mountains and Canyons. +3 Housing from Canyons and Mountains. Districts cannot be built on Canyons or mountains, but the City Center can.

[16] Doubles adjacency bonuses of all districts.

[17] +5 Energy from Array improvements.

[18] Unlocks Emancipation Victory.
 
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