Barathor
Emperor
- Joined
- May 7, 2011
- Messages
- 1,202
This isn't Civilization anymore, expand each sponsor's unique abilities and bonuses!
Differences vs. Civ:
So, instead of having only one or two bonuses, give each sponsor a short list of abilities and bonuses to really make them unique amongst the rest of the group. Unique buildings, units, etc. are not really necessary.
Additionally, give each sponsor different, potent abilities/bonuses for each affinity that activate when the leader chooses it as their main one. This not only further makes the sponsor unique, but it also increase the replayability of them.
Differences vs. Civ:
- There are no unique buildings, units, etc. supplementing the abilities.
- There are no titles for each sponsors abilities so everything doesn't need to be tied to a fitting theme.
- There are (and will be) much less sponsors in Beyond Earth than there are civs in Civilization, so abilities can be more elaborate (quality over quantity).
So, instead of having only one or two bonuses, give each sponsor a short list of abilities and bonuses to really make them unique amongst the rest of the group. Unique buildings, units, etc. are not really necessary.
Additionally, give each sponsor different, potent abilities/bonuses for each affinity that activate when the leader chooses it as their main one. This not only further makes the sponsor unique, but it also increase the replayability of them.
Anyway, check out CivBECivilization.xml and the tables Civilization_BuildingClassOverrides and Civilization_UnitClassOverrides -- that's how Civ5 does it. Though, there's a chance you may face further complications since the game wasn't exactly designed around doing this (for example, after setting up all the data, your unique units may always show up in the upgrade screen for all factions).