Hail
Satan's minion
Supremacy level 3 bonus is awesome.I don't think I've ever played a game when I haven't been 'hybrid' to some extent and honestly can't recall a game where I have been pure, even when going Purity. Some of the affinity perks are just too good to miss out on or I want the bonus the tech gives my Biowells/Farms etc. Stealing Techs via Espionage also gives me 'unwanted' affinity levels so it's not unusual for me to have a very high levels of my primary affinity and a farily high level of a secondary affinity

wat? do you refer to the "Joy from Variety" virtue?The prosperety virtue that gives health from number of resources will be even stronger with all the new water resources added. And a reason to have both sea and land cities.
it's +1 health per every type of basic resource that is improved.
do Survivalism & Martial Mediations stack? seems pretty OP. and too energy focused.This is how I would change Might.
(Other trees would also receive some buffs, mostly targeted at filler virtues.)
I was actually working on modding it in, but I had difficulties with a perks grant buildings tool that I still need to figure out.
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Survivalism now grants Energy equal to 10x the Strength of slain enemies.
Scavenging now grants three times the Science from cleared nests and Science equal to five times Alien combat strength.
Military Industrial Complex now grants 4 Production in the Capital.
Liberation Army now grants Culture equal to 10x the Strength of all enemies killed.
Adaptive Sciences absorbs Martial Mediation's 1 free Affinity Level bonus.
Martial Mediations now grants Gold and Culture equal to 5x the Strength of all enemies killed.
Army Engineering Corps now grants +4 Production from strategic resources. The energy boost is transfered to Brutal Efficiency.
Brutal Efficiency now grants +4 Energy from strategic resources.
Joint Operations now grants +2 Science from trade routes with Stations per Station tier.

Might and Knowledge vitrue trees need a buff.I'm quite astonished that no Virtues are being overhauled to integrate them into the new Diplomacy system. This is especially surprising given that Might should logically provide benefits to your War Score and Fear rating, and Knowledge should provide benefits to your Diplomatic Capital and Respect rating. Those two trees are also co-incidentally the two underpowered virtue trees. It feels like the devs missed a golden opportunity here to not only integrate their new systems more fully with the existing gameplay, but also to give Might and Knowledge some much needed love.
Oddly enough RT actually gives slight buffs to Prosperity and Industry by providing more basic resources, which means more Energy and Health.
It's rather telling that the virtue is so unused that when it pops up in a Livestream most people think it's a new feature.
is it just me or the Central Planning virtue paired with a solar satellite looks strong?
maybe the let's play players selected a low difficulty, but they seem to amass the sum required buy a colonist very quickly.
wat?Within the context of the game's design goals, the hybrids do what they are designed to do: give the player gameplay perks for going multi-affinity:
- the player gets synergy bonuses for getting points in 2 different affinities
- the player gets hybrid upgrade options for many of the base units when the player reaches a certain level in 2 different affinities
- the player gets unique hybrid units which complement the strengths of the other affinity units that the player can build.
the player does not get synergy bonuses for getting points in 2 different affinites.

the player gets a hybrid affinity bonus if (when) he bumps both of two different affinites to a specific level.
the way the second level hybrid affinity bonuses are worded implies that the bonuses apply to the sum of the levels of the affinities.The level 2 hybrid bonuses all say "or" in them. I suspect this means you take the highest of the two. So Pure affinities that get level 2 off affinity will get a larger bonus there than hybrids.
