Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Affinity As Yields - BERT
140 Comments
pedal2metal 5 Jun @ 1:38pm 
This mod does exactly what it says. I find it tends to slow the pace of the game as it takes time to build tile improvements, buildings, etc... & have the affinity points accumulate. That said, it can be a nice change of pace to the AI teching asap to affinity levels 6-8 quickly & coming after you in Apollo, while you have to rush to find all the Progenitor ruins to keep up & do the same to them. I find I always have to kill 1-2 AI in Apollo, doing a truly peaceful game is virtually impossible but with this mod, it's a bit more doable due to the smoother pace of affinity progress. Just keep in mind that since affinities are so fundamental to the CivBE experience, this mod really changes the game experience. I like both, they are just different.
rockhounddiva 8 Apr @ 4:20pm 
I don't like how this mod makes certain buildings mutually exclusive, like the Alien Preserve and Ultrasonic Fence, I'm so used to being able to just build both that I don't like the idea of having to build one or the other
Mosquitoslayer 27 Jan @ 3:43am 
As of 27 January 2025 the mod still works perfectly
You have to follow the tip : When you load the mod, after the game tells you it's ok it's loaded and you can choose to reload a game or create a new game, just go back to mod selection, unselect and select it again and everything goes perfectly (Tested with only this mod enabled)
That Turret Guy 17 Nov, 2024 @ 5:10am 
Too many tooltips are broken, this mod is officially dead
MrCuteUmbreon 3 Sep, 2022 @ 2:47pm 
it didnt work on my game
clop1000 4 Dec, 2021 @ 2:19am 
Is it better than awesome affinites?
5ColouredWalker 12 Sep, 2021 @ 12:38am 
@Barcel
Civ BE mod loading is fucked. You have to load mods, go back, load mods again, then play.
5ColouredWalker 12 Sep, 2021 @ 12:37am 
Arbor Mill gives bonus to Hybrid Forrests. AFAI can tell, if it gets built over a forest and the forest improvement stays on it, the arbor mill improves it.
zArkham4269 31 Oct, 2020 @ 4:29pm 
Does the Arbor Mill give its bonus onto terrascapes or hybrid forests?
zArkham4269 22 Oct, 2020 @ 4:38pm 
I like this mod as it does what another, more intensive mod does but without all the extra baggage. My only issue with it is it seems given most AI factions spam military units (especially naval ones) they all lag behind the human player in affinity. I was at like 9/5/3 and most factions were at 1/3/3.
Barcel 5 Jul, 2020 @ 5:35am 
I'm getting this weird bug - orders icons all are mixed up (Worker's "Build a Mine" looks like "Set to Automate" or similar (tooltips are wrong too). It doesn't happen all the time, reloading the game sometimes help. I'm not using any other mod.

Any ideas?
Dovoski 28 Feb, 2019 @ 4:23pm 
So I got it working, but all 7 AI chose purity.
Dovoski 27 Feb, 2019 @ 4:50pm 
Great in theory, causes the game to crash every time though.
SilasOfBorg 22 Jul, 2018 @ 6:42pm 
I found that to work with some of the later versions of the Awesome mods, I had to change the references section of the .modinfo file for this mod (you can use any text editor). My references section now looks like this:

<References>
<Mod id="92d7e56c-cfd5-460a-a1d4-09e8887e5e55" minversion="0" maxversion="999" title="Awesome Affinities" />
<Mod id="8a412ad4-84a3-4981-bd5c-35354757d948" minversion="0" maxversion="999" title="(RT) Social Engineering - A Culture and Virtue Overhaul" />
<Mod id="e112d8a7-303d-410d-ab53-8eab65fd2ba4" minversion="0" maxversion="999" title="Awesome Loadout" />
</References>

And guess what? This fantastic mod now plays nice with all three of the above.

Enjoy!
Covfefe 10 Oct, 2017 @ 4:42pm 
Greatest mod for Beyond Earth! This should've been in the game from the very beginning.
TimeCloneMike 7 Aug, 2016 @ 2:17pm 
This is one of those mods that makes you wonder why the developers didn't think of it in the first place. The only problems I've had with it are conflicting quests with mutually exclusive buildings, and some of the new buildings - the Yeastworks and Milk Orchard - don't appear to have their own yield altering quests, while others like the Arbor Mill, the alien defence buildings, and the "starter kit" buildings do. Not sure if that's an oversight, a bug, or bad luck on my part.

10/10 would recycle colonists into SMAC Brand Soylent Green again.
Nifu 16 May, 2016 @ 3:15am 
I really like the idea of this mod. Unfortunately it does not seem to integrate that well with the "Awesome Affinities" mod since research still rewards affinity points when both mods are installed. In the version history it states that this mod should work with awesome affinities. Am I missing anything?
Kogtopus 15 Apr, 2016 @ 10:11am 
Hey HandyVac, I didn't remember if I thanked you back on the forums or not, anyway, better late than never ! It was actually the non-english character on my windows user that was making mods bug, and yours wasn't the only one.

To solve that, I simply created another account on my computer without those weird éèüà symbols and it now works perfectly, just so anyone encounters the same problem.

Thanks a lot and keep up the good work.
HandyVac  [author] 11 Feb, 2016 @ 7:42am 
Thanks for uploading that @NIGOR.

From looking in your log file it seems the mod's not working properly because the game is unable to find and load some of the mod's files.

This could be because it never downloaded properly in the first place, in which case I suggest unsubscribing from the mod on Steam, deleting the "Affinity As Yields (v 49)" folder from your hard drive, then re-subscribing or downloading from civfanatics.

It could also be because you have a non-english character in your windows username, since I've heard that can prevent the game from following a file path properly. You could try creating a different windows user account on your computer and playing the game from that.

Hope that helps.
Kogtopus 11 Feb, 2016 @ 5:54am 
@HandyVac

I'll play another game start with your mod and send you everything on your civfanatics page as soon as I have the time !
HandyVac  [author] 11 Feb, 2016 @ 5:29am 
That is very odd, not sure what would cause that.

Could you send me a copy of your lua.log file? ( in Documents\My Games\Sid Meier's Civilization Beyond Earth\Logs) and maybe your savegame too.

You can post them over on my civfanatics page. [forums.civfanatics.com]
Kogtopus 11 Feb, 2016 @ 5:11am 
@HandyVac Yeah that's exactly what I tried to mean (sry I wasn't explaining it well) what I mean is that I don't get any Affinity XP, I'm stuck at 0/20 even 10 turns after I built the old earth relic.
HandyVac  [author] 11 Feb, 2016 @ 4:43am 
@NIGOR it's 1 affinity point per turn, not 1 level per turn, in case that's what's confusing you.

The Relic is supposed to yield 1 point of affinity XP per turn. When you've aquired enough affinity XP you will gain a level in that affinity.

The line underneath "+1 affinity each turn colony-wide" in the tooltip should now read something like "1/20 towards next level", then "2/20" the turn after, etc. That's the running total that your "affinity each turn" gets added to / the amount you need to level up.
Kogtopus 11 Feb, 2016 @ 3:04am 
Hey,

When I build the first old earth relic (any variant) am I supposed to get 1 affinity per turn from the variant, per turn ? It's written in my affinity tab top left corner that I get 1 affinity per turn, but the counter still stay to 0, while the text shows "+1 affinity each turn colony-wide".

I used the displaybugfix and tried the mod as the only mod to verify if it wasn't another mod that was causing the problem.
Am I doing something wrong or I just don't understand how the mod is supposed to work ?

Have a good day
Casius 2 Feb, 2016 @ 4:26am 
+1

Great mod! I feel this is how the game should have been shipped. It gives you a reason to expand, to build up your cities.
If you play this game as a friendly(ish) civ, you end up with every resource due to trade routes alone, which removes the sole reason you had for any expansion.

But this, this gives you a valid reason to expand, to get those affinity's!

TLDR; Great mod, get it, now!
Fuko 27 Nov, 2015 @ 2:25pm 
I found a minor bug:
[15360.125] no such column: PrereqTech
[15360.125] In Query - UPDATE Improvements SET "PrereqTech" = ? WHERE "Type" = ?;
[15360.125] Database::XMLSerializer (XML/Change_Improvements.xml)

You forgot to close the previous section with </improvements> and open the new section with <builds> before the terrascape change ;)
Captain Kibbinz 17 Nov, 2015 @ 4:20pm 
Some of the wonders for certain affinities require resources from other affinities so either remove yields from the resource gathering improvements or change the wonders so they require different resources.
illeris 15 Nov, 2015 @ 5:01am 
I am not sure exactly what went wrong in the first place - but turning off a lot of stuff I had running in the background made the difference. Perhabs it was just a case of system overload...
illeris 15 Nov, 2015 @ 4:59am 
Sorry everyone - it turned out to be a local thing on my computer that caused the game to freeze when I tried to load those two mods together. They work fine now, and I am really enjying the combo.

Together with Rising tide of Miasma and Rising tide of Aliens this really improves the experience and immersion.
lilgamefreek 14 Nov, 2015 @ 11:37am 
@illeris: I'm also having trouble finding a point of incompatibility with the two mods. I will play a game with both of them soon. If you are playing on Vanilla rather than RT, I know the two mods both overwrite infotooltipsinclude.lua, which will cause UI issues, but I've dropped that dependency when updating to RT. I've looked at the virtue changes HandyVac makes and none of it should cause a database update error for the mod.

What are your symptoms so I can try to replicate it? Also this reminds me, as a heads up to HandyVac, I need to update the modular building quests mod, not that it's a hard update.
HandyVac  [author] 14 Nov, 2015 @ 7:50am 
@illeris, glad you're enjoying it.

I've not had any problems myself when using this with Social Engineering. In what way, specifically, is it not working for you?
illeris 14 Nov, 2015 @ 6:45am 
This is an amazing mod! Lot of good design choices: decoupling science and affinity, coupling affinity and player interaction with the world (buildings and improvements), nice flavor in the quests for the new building, and on top of this it is well balanced.

My only grief is that it doesnt seem to be compatible with the "Social Engineering" mod... a pity, since this is another great mod that changes some of the basic premises of the vanilla game and replces them with great and balanced design choices.
starrynite120 9 Nov, 2015 @ 1:12pm 
Is this compatible with the tidal balance mod?
HandyVac  [author] 8 Nov, 2015 @ 11:00am 
As for there being buildings/improvements which would be useful to you, but which yield a different affinity than you want, that's kind of the whole point of the mod.

Every building and improvement in the game is useful, but there are many different things you can build to achieve the same ends. AAY makes the choice of which thing you build to get production/science/culture/etc. significant, by having that determine which affinity you end up with.
HandyVac  [author] 8 Nov, 2015 @ 10:50am 
Ah well, it sounds like Purity to me: "Family, community, social conscience. We can achieve anything if we all work together". And it's my vote that counts, so purity it will stay ;)

But personal opinions aside, all wonders now give percentage affinity modifiers instead of flat yields, so are less likely to pull you "off course" if you build one from your non-dominant affinity. +30% to zero is still zero.
Captain Kibbinz 7 Nov, 2015 @ 10:11pm 
Also the autoplant being blocked off from harmony is annoying as it's another building I have to ignore. And the Human Hive has to be the most Supremacist wonder in the game right next to Cynosure, I still adamantly believe it should be supremacy/harmony because both of those affinities end up achieving hive mind. Purity is about individualism and culture. Rejection of the self does not at all support individualism.
Captain Kibbinz 7 Nov, 2015 @ 10:07pm 
You should remove affinity yields from floatstone quarries, xenomass wells, and firaxite mines. All three affinities can make use of the other resources even if it is limited use like wonders.
Conchodebar 7 Nov, 2015 @ 9:05am 
Okay, I've been using this mod for a while now. In my experience all the AI seem to have the same dominant affinity that I do. Does anyone else have this? Or is it just me being very unlucky?
HandyVac  [author] 27 Oct, 2015 @ 6:18am 
Glad you're enjoying it!

I appreciate that having to double load mods is tedious, but it's not a bug anyone but Firaxis can fix, and it applies to so many different mods on the workshop now that it doesn't seem worth leaving features out in order to avoid it.

I tend to double load all my BE games out of habit now, regardless of whether it's actually required. :steamfacepalm:
Fuko 26 Oct, 2015 @ 7:49pm 
This mod is great! The implementation is very professionally done, and it adds a new layer of depth to quest and building choices beyond just the tech. The idea in practice works very well.

One request for the mod author, is to consider finding a work around for the build action bug. Having to load the mod twice is very tedious when it already takes a lot of time and clicks to load a game. This is strongly exacerbated by the fact that one often needs to restart the game to fix the broken combat animations in the engine.

Double loading the mod every game just for the forest and new terrascape improvements just isn't worth it imho, and probably frustrates players more than the lore benefit it provides.

Thanks for the mod! Subscribed ;3

Potenzo 24 Oct, 2015 @ 3:17am 
Purity
Purity is characterised by expansion. A Purity civ builds tile improvements that yield food, production and health. Strong production but limited energy limited science (limiting/slowing access to more powerful unit, buildings and wonders).

Supremacy
Supremacy is characterised by tech. A Supremacy civ builds tile improvements that yield energy and science. Earliest access to powerful units, buildings and wonders. However production forces use of energy to rush-buy.

Harmony
Harmony is characterised by friendship with aliens and preservation of the planet. Doesn't improve tiles; spreads miasma. Doesn't need to build units: it recruits aliens. Weakest on food, production, science and energy - and doesn't care. So long as there are aliens it has military units that are free to acquire and zero maintenance; so long as there is miasma on unimproved tiles, there will be more aliens.

(That was before the "Leash aliens" ability existed, incidentally)
Potenzo 24 Oct, 2015 @ 3:17am 
I just stumbled across this on the Steam Workshop, not via Civfanatics, and can't wait to try it out.

I had previously outlined the design for a mod that would have affinities as yields too, but was told it couldn't be done without hacking the binary (which is way beyond my skills).

The thread for that idea [forums.civfanatics.com] is on civfanatics, but the essence of it was the same as what you've done.

Here is what I wanted to achieve:
HandyVac  [author] 23 Oct, 2015 @ 3:28pm 
At the moment it's more or less random which affinity each AI ends up following, so while it's possible for every AI in the match to favour the same affinity, that won't always happen.

Finding some way to make the AI smarter about using this system is on my long-term to do list, but I may not get round to it for a while.
Conchodebar 23 Oct, 2015 @ 9:38am 
Is there a way to get the AI to vary their affinity more? They all always seem to go purity. This mod is brilliant, but it gets kinda boring only going against purity units.
LostInTheCanvas 18 Oct, 2015 @ 2:12pm 
Thank you so much HandyVac! Great job, hope to see more from you soon. :D
CrazyLazyCat 18 Oct, 2015 @ 1:29pm 
ty HandyVac!
HandyVac  [author] 18 Oct, 2015 @ 11:45am 
Now updated for Riding Tide!

A non-BERT version to follow shortly.
Dejarik 17 Oct, 2015 @ 9:06pm 
This is how I want the actual game to be!
CrazyLazyCat 17 Oct, 2015 @ 12:01pm 
Affinity As Yields should be the defalt on my opinion, it makes much more sense.
ARoseReigns 16 Oct, 2015 @ 1:19pm 
Unit options arent showing please fix