GhostSalsa
Emperor
With so much out-of-balance in the first BE build (trade routes, quest alternatives, pointless diplomacy, pointless boring stations, and health) it seems trivial to theory-craft about affinity perks right now - which is in itself pretty sad, since affinities is the "blockbuster" new mechanic of the game!
But let's assume the other core stuff is improved later - then the balance between affinities will have a pretty big impact on player enjoyment, if they are not ironed out a bit at the same time. Might as well start now.
Here are some of my complaints/ideas"
Purity 1 perk:
-Uneatable explorers? Why? Exactly what about respecting Earth customs helps my explorers not get eaten by aliens? This makes no sense and allows an important game element - alien nest defense - be totally ignored.
None of the affinities should have this perk. No ability in the game should let you clear nests without a fight - we, the players, want to engage with the features of BE. It's just annoying to have a free pass on the nests so easily available.
What it should be: culture from alien kills, duh. This is a fun mechanic from CiV, and I don't think anyone was saying, "ugh, I hope I never have to use the Aztec UA again." It will give Purity some extra flavor and create interesting synergies between the Might tree, without creating a sense that other affinities are "missing" something. Yield culture at half-of-alien-unit-strength for the level 1 perk, throw the other half onto a later Purity level.
Harmony 1 perk:
As argued in this thread, it doesn't make sense to encourage an affinity called "harmony" to kill native wildlife. A policy called "conservation" in Earth-based-Civ would not grant "furs look extra good on you." Harmony should not want to kill aliens.
Others have also noted that in player perception, this perk will always feel weak because you can't see alien aggression as a numeric figure.
What it should be: Maybe alien nest alerts (perpetual lifeform scanner), including nest clear-alerts which was always missing in CiV. Maybe also three free alien units near capital? Harmony needs a lot of conceptual cleaning up and I'm less certain what should be done with it.
Supremacy 3 perk:
Half-price roads/rails would be good enough. Free roads is just weird.
All level 8 perks:
Yawnnnnnnnn. 4 strategics? This is really just too boring. It's bad enough that the last 2 level perks are also the same between all affinities - but at least with different names.
This is an open spot that should be filled in with something more distinct and interesting for all three affinities. Just some ideas:
Purity 8 - old Earth wonders (e.g. Eiffel) will sometimes (about every 20 turns) appear in city build options, with a notice that your citizens suddenly "yearn" for this reminder of home. As if humans would really go anywhere and not re-build the Eiffel. These could be fairly cheap on hammers with decent (and somewhat random) perks.
Harmony 8 - Reduced operation success from non-Harmony enemy spies (if all your people are running around with alien genes in them, it would be pretty easy to spot an outsider).
Supremacy 8 - Martial law time only 60% of population (half of standard 120%). The easy-courthouse option for Order in BNW was fun to play with without being game-breaking, so an affinity-specific fast-annex perk would work in BE too.
But let's assume the other core stuff is improved later - then the balance between affinities will have a pretty big impact on player enjoyment, if they are not ironed out a bit at the same time. Might as well start now.
Here are some of my complaints/ideas"
Purity 1 perk:
-Uneatable explorers? Why? Exactly what about respecting Earth customs helps my explorers not get eaten by aliens? This makes no sense and allows an important game element - alien nest defense - be totally ignored.
None of the affinities should have this perk. No ability in the game should let you clear nests without a fight - we, the players, want to engage with the features of BE. It's just annoying to have a free pass on the nests so easily available.
What it should be: culture from alien kills, duh. This is a fun mechanic from CiV, and I don't think anyone was saying, "ugh, I hope I never have to use the Aztec UA again." It will give Purity some extra flavor and create interesting synergies between the Might tree, without creating a sense that other affinities are "missing" something. Yield culture at half-of-alien-unit-strength for the level 1 perk, throw the other half onto a later Purity level.
Harmony 1 perk:
As argued in this thread, it doesn't make sense to encourage an affinity called "harmony" to kill native wildlife. A policy called "conservation" in Earth-based-Civ would not grant "furs look extra good on you." Harmony should not want to kill aliens.
Others have also noted that in player perception, this perk will always feel weak because you can't see alien aggression as a numeric figure.
What it should be: Maybe alien nest alerts (perpetual lifeform scanner), including nest clear-alerts which was always missing in CiV. Maybe also three free alien units near capital? Harmony needs a lot of conceptual cleaning up and I'm less certain what should be done with it.
Supremacy 3 perk:
Half-price roads/rails would be good enough. Free roads is just weird.
All level 8 perks:
Yawnnnnnnnn. 4 strategics? This is really just too boring. It's bad enough that the last 2 level perks are also the same between all affinities - but at least with different names.
This is an open spot that should be filled in with something more distinct and interesting for all three affinities. Just some ideas:
Purity 8 - old Earth wonders (e.g. Eiffel) will sometimes (about every 20 turns) appear in city build options, with a notice that your citizens suddenly "yearn" for this reminder of home. As if humans would really go anywhere and not re-build the Eiffel. These could be fairly cheap on hammers with decent (and somewhat random) perks.
Harmony 8 - Reduced operation success from non-Harmony enemy spies (if all your people are running around with alien genes in them, it would be pretty easy to spot an outsider).
Supremacy 8 - Martial law time only 60% of population (half of standard 120%). The easy-courthouse option for Order in BNW was fun to play with without being game-breaking, so an affinity-specific fast-annex perk would work in BE too.