Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Affinity As Yields - Vanilla
   
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21 Oct, 2015 @ 6:39am
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Affinity As Yields - Vanilla

Description
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.

8 Comments
MrCuteUmbreon 20 Dec, 2021 @ 2:12pm 
its not working
AznMagicalGamer 17 Jul, 2020 @ 7:04pm 
Don't like how the Xenomass Well gets me Harmony affinity in my Purity playthrough.
HandyVac  [author] 10 Jul, 2016 @ 9:50am 
@Tsunami the Seawing
See above, where it says IMPORTANT in capital letters.
Cocoa Axe 10 Jul, 2016 @ 8:44am 
Unit orders don't show up when i select a unit
7R1P0D 15 Jan, 2016 @ 1:50am 
alright well after more testing, this mod works with user interface tweaks, but is incompatible with the social engineering mod

Was really hoping it wasn't because these two mods feel like they would work great together
7R1P0D 14 Jan, 2016 @ 10:50am 
No I don't have rising tide. I do have user interface tweaks though

Sucks because I love that mod
HandyVac  [author] 14 Jan, 2016 @ 8:56am 
@7R1P0D sounds like you're trying to use the vanilla version of this mod with Rising Tide. Follow the link in the description above for the version that works with RT.

Alternatively, it may be a conflict with another mod that's trying to replace the same UI files (e.g. User Interface Tweaks), in which case try not using that other mod.
7R1P0D 14 Jan, 2016 @ 7:06am 
so how do you get the UI to work properly?

I tired doing what you said with loading the mods, backing out and loading them again, but still when I click on a city the only part of the UI that pops up are the options to buy tiles, and all the stuff in the top bar including money, culture per turn and all that also don't display

I really love the idea behind this mod so I'd love to get it working