Affinity As Yields – Vanilla
A fundamental change in the way affinities are levelled up.
Earn affinity points each turn, as yields from buildings and tile improvements, just like you’d earn culture or science.
* This version is for use without Rising Tide. *
For the Rising Tide version click here instead
Key Changes:
– No techs grant affinity points when researched. I.e. Affinity comes from what your choose to do with your knowledge, not what you know.
– Many (but not all) buildings and tile improvements yield affinity points per turn, so what you build dictates the affinity you progress towards. I.e. The work and living environment of your colony influences the ideology of your citizens.
– User interface changes show the new yields on tooltips, production lists and techweb filters. New icons in the city view screen show the total produced by that city, and the dropdowns from the top menu show the total produced colony-wide. Hopefully this makes it clear what to build to persue which affinity.
Compatability:
– May conflict with other mods which change the User Interface, most likely resulting in the wrong information or "TXT_KEY_" appearing in tooltips.
– Includes lilgamefreek’s Modular Building Quests system, allowing compatability with any other mods also using that system.
– IMPORTANT: As with other mods that change unit promtions or build actions, this mod will cause the unit actions panel to display incorrectly the first time you load it. To work around this: when loading the mod through the mods menu, wait for the game to say "configuring game data.. please wait" then click back and load the mod again.