Distinction – Affinity Buildings Overhaul

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Author: Galgus

Last revision: 4 Sep, 2020 at 16:24 UTC

File size: 58.81 KB

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Description:

I started work on this mod because I felt that the affinities felt bland and almost interchangeable mechanically.

The central philosophy of this mod is that by giving affinities pronounced and different strengths, they will distinct and make the game more enjoyable with a different choice in affinity far more radically altering how one plays.

I admittedly stopped work on this when it was near completion awhile ago due to the strong competition for it with some excellent gameplay overhaul mods, but I’ve enjoyed using it and I hope you will as well.

**I welcome any feedback: bug reports, ideas, criticisms, balance issues, or even pointing out grammar issues and giving comments on the Civilopedia and Quest text.**

If you have a different idea for a building or a twist on a theme, feel free to share it.
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**Overview**
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1. This mod reworks existing affinity buildings and adds new ones, ending with a total of 42 affinity buildings, 7 for each primary and hybrid affinity. These buildings are meant to be a cut above others as powerful additions that you will practically always want to build if able.
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2. These buildings are ***exclusive*** with those of other affinities: meaning you cannot build, say, a Purity building in a city that already has a Purity/Supremacy building. This is to reinforce the concept of devoting the colony to a single affinity (or hybrid) rather than simply dip from all of their lists. In the rare occurrence that you change your mind on affinity, simply sell the offending building.
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3. There is no technology requirement for these buildings: only affinity level. This was done to give more freedom to players in what paths they take on the tech web. This does not leave any technology empty.
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4. Primary Affinity buildings unlock at affinity levels 4, 5, 6, 7, 8, 10, and 12. Secondary (hybrid) Affinity buildings unlock at affinity levels 2, 3, 4, 5, 6, 7, and 8 of both of their parent affinities. My goal here was to preserve a phase in the early game when affinities have not yet come into play while giving players time to actually use their strongest addition. If you feel that the game ends too soon, I’d recommend playing this with Gaia’s [(RT) Improved Victory Conditions](http://steamcommunity.com/sharedfiles/filedetails/?id=918709678&searchtext=victory) mod.
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5. Each building has a building quest and a Civilopedia entry, in case you start to wonder what beyond earth a Sky Temple is.
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6. All affinity buildings have their proper affinity symbol in front of their name, for easy identification. This has the added benefit of putting them all at the top of the Buildings tab of the Civilopedia, in case you wonder what they do. Some of the buildings you’ll see are only free buildings granted by some affinity buildings as a workaround to code their effects. If it doesn’t have an affinity level requirement listed, they are a workaround building.
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7. The strongest and last Affinity buildings to be unlocked can only be built once, and only in the capital. Think of them as National Wonders of a sort, with building quests.
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8. With the exception of the Supremacy-Harmony hybrid all strategic resource costs for affinity buildings have been removed. This way players will not have to deprive their army of affinity units in order to benefit from these buildings.
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**Purity**
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Purity seeks to preserve humanity’s cultural and historical heritage and create a New Earth out of the planet for true humans to prosper.

Mechanically Purity is the cultural juggernaut of affinities, with most of its buildings becoming stronger with every Virtue Kicker unlocked.

They have a lesser focus on production.

Purity gains special benefits from Copper, Gold, Titanium, Geothermal, and Floatstone tiles.
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**Mastery**

*Purity/ Supremacy*
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Mastery embraces automation and drone assistance on a level beyond that of any other affinity, eventually creating human-like AI as the ultimate assistant, and later equal to humanity.