Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Distinction - Affinity Buildings Overhaul
   
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10 Oct, 2017 @ 12:04am
4 Sep, 2020 @ 9:24am
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Distinction - Affinity Buildings Overhaul

Description
I started work on this mod because I felt that the affinities felt bland and almost interchangeable mechanically.

The central philosophy of this mod is that by giving affinities pronounced and different strengths, they will distinct and make the game more enjoyable with a different choice in affinity far more radically altering how one plays.

I admittedly stopped work on this when it was near completion awhile ago due to the strong competition for it with some excellent gameplay overhaul mods, but I've enjoyed using it and I hope you will as well.

**I welcome any feedback: bug reports, ideas, criticisms, balance issues, or even pointing out grammar issues and giving comments on the Civilopedia and Quest text.**

If you have a different idea for a building or a twist on a theme, feel free to share it.
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**Overview**
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1. This mod reworks existing affinity buildings and adds new ones, ending with a total of 42 affinity buildings, 7 for each primary and hybrid affinity. These buildings are meant to be a cut above others as powerful additions that you will practically always want to build if able.
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2. These buildings are ***exclusive*** with those of other affinities: meaning you cannot build, say, a Purity building in a city that already has a Purity/Supremacy building. This is to reinforce the concept of devoting the colony to a single affinity (or hybrid) rather than simply dip from all of their lists. In the rare occurrence that you change your mind on affinity, simply sell the offending building.
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3. There is no technology requirement for these buildings: only affinity level. This was done to give more freedom to players in what paths they take on the tech web. This does not leave any technology empty.
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4. Primary Affinity buildings unlock at affinity levels 4, 5, 6, 7, 8, 10, and 12. Secondary (hybrid) Affinity buildings unlock at affinity levels 2, 3, 4, 5, 6, 7, and 8 of both of their parent affinities. My goal here was to preserve a phase in the early game when affinities have not yet come into play while giving players time to actually use their strongest addition. If you feel that the game ends too soon, I'd recommend playing this with Gaia's [\(RT\) Improved Victory Conditions](http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=918709678&searchtext=victory) mod.
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5. Each building has a building quest and a Civilopedia entry, in case you start to wonder what beyond earth a Sky Temple is.
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6. All affinity buildings have their proper affinity symbol in front of their name, for easy identification. This has the added benefit of putting them all at the top of the Buildings tab of the Civilopedia, in case you wonder what they do. Some of the buildings you'll see are only free buildings granted by some affinity buildings as a workaround to code their effects. If it doesn't have an affinity level requirement listed, they are a workaround building.
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7. The strongest and last Affinity buildings to be unlocked can only be built once, and only in the capital. Think of them as National Wonders of a sort, with building quests.
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8. With the exception of the Supremacy-Harmony hybrid all strategic resource costs for affinity buildings have been removed. This way players will not have to deprive their army of affinity units in order to benefit from these buildings.
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**Purity**
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Purity seeks to preserve humanity's cultural and historical heritage and create a New Earth out of the planet for true humans to prosper.

Mechanically Purity is the cultural juggernaut of affinities, with most of its buildings becoming stronger with every Virtue Kicker unlocked.

They have a lesser focus on production.

Purity gains special benefits from Copper, Gold, Titanium, Geothermal, and Floatstone tiles.
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**Mastery**

*Purity/ Supremacy*
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Mastery embraces automation and drone assistance on a level beyond that of any other affinity, eventually creating human-like AI as the ultimate assistant, and later equal to humanity.
45 Comments
Ranger Dimitri 19 Jun, 2024 @ 8:25pm 
I see, doing a vanilla run at the moment, but I'll keep that in mind! And I know which mod you are talking about mind you. And at any rate I don't seem to have any pop-ups giving issues at the moment. Though it is sad to see all of Gaia's mod's just gone. Even the all in one collection is gone as well.
Galgus  [author] 19 Jun, 2024 @ 2:17pm 
Sorry, I didn't mean Ryika's Codex mode there, just Awesome Pods and Ruins - it's a different mod, older I think. It's a good mod for improving the normal Artifact experience. The biggest change is that Progenitor Ruins don't show up at the start and spawn later in the game, alongside the non-Artifact rewards from expeditions being improved.
Ranger Dimitri 18 Jun, 2024 @ 6:21pm 
I see, I suppose I'll keep that in mind with regards to that mod. Though granted I don't really need much, just a simple mod that ensures the player is the only one to get it is good enough to me. I don't need anything more fancy. Though I'll try your artifact mod as well. What the Codex mod is okay, but it kind of takes away the uniqueness of putting artifact together to get a fancy reward out of it. It's a shame Gaia's mods have all disappeared from the Workshop it seems though.
Galgus  [author] 18 Jun, 2024 @ 4:06pm 
Part of the problem is that doing that as a standalone mod would be incompatible with any mod replacing Artifacts.lua.

In my Artifacts mod I disable finding artifacts in Alien Nests and Resource Pods though, which is usually where the AI gets them.

Ryika's Awesome Pods and Ruins mod doubles the number of artifacts - basically adding a recolor of each one - so that you're highly unlikely to run out due to the AI claiming them.

I prefer my own mod there but I'd highly recommend Ryika's.
Ranger Dimitri 17 Jun, 2024 @ 9:30pm 
Okay, I don't really know how to do that myself and ensure it works, but I'll try it myself at some point, hopefully you can make a standalone mod that enables that for the artifacts at some point! I really enjoy the game and part of why I haven't been playing it, aside from this one issue where after about 50 turns or so I get this 'EXCEPTION ACCESS VIOLATION' error and can't understand why cause I don't know how that code stuff works. But the other reason is cause I want to get all the neat artifacts and the relevant things with it but the A.I. ends up getting some and probably just wasting them when they do get them. Either way you've made an amazing mod and I love playing with it!
Galgus  [author] 17 Jun, 2024 @ 8:01pm 
@Ranger Dimitri: For limiting artifacts to Player controlled sponsors only, I noticed that I have some unused code that does that in my Artifacts Overhaul mod.

Basically you have to edit or replace the Artifacts.lua file: having your own filed named that in a mod will undo it.

Find the section saying:

function OnBuildFinished(playerType : number, buildX : number, buildY : number, improvementType : number, buildType : number, removedResourceType : number)
if( removedResourceType == derelictSettlementResourceType or

Add an IsHuman statement:

function OnBuildFinished(playerType : number, buildX : number, buildY : number, improvementType : number, buildType : number, removedResourceType : number)
if Players[playerType]:IsHuman() then
if( removedResourceType == derelictSettlementResourceType or
....
end
....

I may test and make a standalone mod like that later, but I'm busy with other stuff.
Galgus  [author] 17 Jun, 2024 @ 7:48pm 
I'm focused on other things now, but for anyone who cares about knowing how to disable affinity buildings being exclusive, when you open the mod's folder, there should be a folder titled "Exclusivity Code".

Open that and delete the "Lua" folder.

That should disable the one affinity per city rule. If you try this and it doesn't work, you'll need to go to "Affinity Buildings" in the main folder, open all the XML folders with Notepad++, and then delete every line that sets AffinityAffiliation, like this:

<Update>
<Where Type="BUILDING_MONUMENTAL_ARCHITECTURE"/>
<Set AffinityAffiliation="AFFINITY_PURITY"/>
</Update>
Ranger Dimitri 15 Jun, 2024 @ 11:02pm 
I'll admit it's been a long time since I played this game, but I am rather curious as well. Also maybe try and make a mod that limit's artifact's to Player controlled Sponsor's only? There was this one mod that added such a feature along with an overhaul to the artifact rewards, but that mod sort of isn't really around aside from being part of a collection thing.
kalveni 15 Jun, 2024 @ 10:24pm 
If its not too much trouble, could you let me know too?
Galgus  [author] 15 Jun, 2024 @ 10:16pm 
I'm kind of busy, but I could make that sometime.

That shouldn't be a hard change to make though if memory serves: when I have more time I can message how that code worked.