Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Affinity As Yields - BERT
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Update: 18 Oct, 2015 @ 11:40am

Updated UI overrides to work with BERT.

Added affinity yields to new BERT wonders.
Added diplo capital yields to the mutualy-exclusive variants of the Old Earth Relic and Civil Creche.

Added appropriate affinity yields to new aquatic tile improvements (with correct colonial/imperial wonder)

Update: 5 Oct, 2015 @ 6:37am

Complete overhaul of which buildings provide affinity and how much.
- Buildings with an affinity level prerequisite now yield that number of points per turn.
- Some buildings are now grouped into mutually exclusive trios (one yielding each affinity), so that only one may be built in a city.
- All wonders give percentage modifiers to affinity yields (sometimes to more than one).

Added several new buildings
- Municipal Yeastworks
- Milk Orchard
- Extrusion Works
- Sonic Minefield
- Colonial Seedbank
- Colonial Power Grid
- Colonial Nature Reserve
- Imperial Mining Guild
- Imperial Defense Net
- Imperial Forestry Comission

Basic Tile Improvements like mines, farms and generators no longer yield affinity by default. These yields are unlocked by building a Colonial or Imperial Wonder.

Added rudimentry AI helper script, to ensure AI builds the new Colonial and Imperial wonders.

Added compatability with Awesome Affinities (And Delayed Victories) and ImprovedAffinity mods.

Update: 2 May, 2015 @ 2:03pm

Fixed a bug where the game could crash if this mod was run at the same time as another mod which added PlayerPerks.

Update: 19 Apr, 2015 @ 10:51am

Integrates lilgamefreek's Modular Building Quests utility for building quests, allowing better compatability with other mods.

New or modified quests for the following buildings, which affect their affinity yields:
- Laboratory
- Recycler
- Arbor Mill
- Water Plant
- Network
- Pharmalab
- Laboratory
- Autoplant
- Launch Complex

Update: 9 Apr, 2015 @ 7:26am

Backend:
- Adding support for perks to change the affin yields of improvements and terrain features
- integrated Machiavelli's Policies Grant Perks snippet
- overriding BuildingChoiceTemplateQuest.lua with a modified version, to change building quests.

Virtues:
- Changing Adaptive Sciences virtue - now gives +20% to all affinity yields in your capital city.
- Changing Ecoscaping virtue to apply to Hybrid Jungle as well as Terrascape

Tile Improvements:
- Removing base affin yields from basic tile improvements - these are now unlocked by leaf techs instead.
- generators now buildable on any resource (but does not count as improving resources, or connect strategics).
- added Hybrid Jungle improvement - a Harmony equivelant to the Terrascape, buildable only on forests
- Workers can plant forests upon researching Terraforming
- Moving Terrascape to a leaf tech, so the AI is less likely to spam them everywhere

Buildings:
- added Library Server building as a Supremacy alternative to Relic. It's building quest can remove this supremacy yield.
- Changed building quest for Relic - one option removes it's Purity yield.
- Changed building quest for Cytonursery - One choice replaces base Purity yield with Harmony and buffs city HP
- Removed base affin yield from Vivarium and changing it's quest: Food choice grants Purity yield, Science choice grants Harmony yield
- added Arbor Mill building - boosts production from forests, is mutually exclusive with Mass Digester

Misc:
- Affinity level thresholds increase at a more exponential curve then before. I.e. early levels will be earned more quickly and later ones more slowly.

Update: 26 Mar, 2015 @ 9:00am