Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Awesome Affinities
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Update: 5 Nov, 2015 @ 3:57pm

- Updated for Rising Tide; no changelog. Mod description contains all currently included features.

Update: 17 Sep, 2015 @ 9:32am

v3
- Contact Projects are now properly displayed in all Affinity Tooltips
- The TXT_KEY for Projects has been shortened from "Project XY can be constructed for XYZ Victory Quest" to "Required for: [Project XY]", Projectnames have also been colored to make them more visible
- Some Typos have been fixed

Balancing:

Purity felt good overall. One change had to be made:
- Purity 4 (Free Trade Route Slots) didn't work properly (and can't be fixed). I like the bonus though, so I changed the text to clarify how it actually works ("All Cities unlock their second Trade Route Slot (if they haven't already)"), and +1 Production and +1 Energy from Trade Depots have been added to make up for the fact that the Bonus Trade Routes are only temporary.

Supremacy felt a bit weak during the midgame and swapping to Supremacy-based Improvements didn't feel impactful. Thus 1 change has been made:
- Supremacy 5 now increases yields of Arrays by +1 Science and +1 Energy (was +1 Science only) and +2 Energy (was +1) - this should encourage swapping into a supremacy-themed empire earlier.

Contact Victory was a bit too easy.
- Victory Wonder now requires Level 12 in all Affinities (instead of Level 11)

Update: 19 Aug, 2015 @ 11:17am

v2
- Fixed some Typos and Errors
- Purity 9 yields have been lowered a bit (from +4 Culture +3 Science to +3 Culture +2 Science per Old Earth Relic)
- Xenoscapes now work with Miasma
- Updated Xenoscapes Civilopedia entry (for Flavor only)

- Added an Option to disable the Base Affinity Yields (for those who really dislike getting some Off-Affinities)
- Added an Option to randomize the Base Affinity Yield a bit. Instead of 1 Exp every 3 turns you can now get 0, 1 or 2 - individually chosen for each Affinity.

Update: 17 Aug, 2015 @ 7:16am