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Sid Meier's Civilization: Beyond Earth Game Guide by gamepressure.com

Sid Meier's Civilization: Beyond Earth Game Guide

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Affinities | The gameplay Civilization: Beyond Earth Guide

Last update: 11 May 2016

Affinities are sets of rules professed by your society - Affinities - Sid Meiers Civilization: Beyond Earth - Game Guide and Walkthrough

Affinities are sets of rules professed by your society. These rules concern many of the basic aspects of the game, such as disposition of the aliens, the looks and behavior of your armies, or the looks of the cities. It affects the entire society, its shape and the general direction in which the colony follows.

On average, during the game, you will obtain, up to, several tens of affinity points and almost certainly, these will be the points from different paths. It is a good idea to mix them up, because the initial bonuses from each affinity are very useful. It is almost impossible to play the game without obtaining a single point of a affinity different than the preferred ones (congratulations to the persistent) because many of the key technologies are rewarded with a free point of a different affinity, e.g. the Alien Biology technology provides you with a free point of Harmony and you cannot refuse it.

Affinity points can be obtained in many ways. The basic one is technological development - on the web, there are many technologies marked with appropriate symbols. Secondly, there are missions that often reward you with a free point of a affinity.

Affinity points can also be obtained as a result of expeditions (rarely) and during the cultural development, after you fill one of the bonuses of the second row.

After you obtain 3-4 of a affinity, it becomes the dominating one and your cities start to change their looks. The affinity with less amount of points becomes the secondary one and, to a smaller extent, will also influence the looks of the cities.

Purity

The affinity of Purity professes the maxim: Humanism above all. Therefore, you will not find any combat mechs here and each alien creature is eliminated on the spot. The units have banners and other markings that bring the past epochs on the Earth and buildings start to resemble that standard buildings and skyscrapers.

  • 1 point - Aliens do not attack fields with Explorers. A valuable bonus that allows you to explore the surrounding fields quickly. Also, allows you to protect some of the units, e.g. the Pioneers along their path to their destination, if you pair up, such a unit with the Explorer and move them across the same fields.
  • 3 points - Combat units gain 20 strength and 20 defense, when they fight the Aliens. Not an impressive bonus, but it always comes in handy, whenever something alien crops up.
  • 6 points - additional 2 fields of satellite coverage in all cities. Not too impressive, unless you have many satellites on the orbit.
  • 8 points - Free 4 units of the Floatstone. This resource is of the first need, while constructing units and buildings of Purity.
  • 11 points - Covert agents in all enemy cities may start the Dirty Bomb operation. Dirty Bomb spread panic and decreases the city's population.
  • 13 points - After you have discovered an appropriate technology, you can build the Exodus Gate, which allows you to seize the Promised Land.

Supremacy

Supremacy is the development of man for one end only - Domination of the rest of species, unimportant if they are own or alien. After some time, the mechs and cyborgs replace the regular army and dark spires replace colonial buildings.

  • 1 point - Explorers may launch one more expedition. A very good bonus to start with, because you then find many of the elements of the surroundings that you can expedite on.
  • 3 points - Roads and Rails need no Energy for functioning. This bonus is the most powerful of all the initial ones and it is recommended to any player, if only his cities are linked together by roads and rail.
  • 6 points - Around the deposits of Firaxite that you discover, orbital coverage appears. Thanks to this, you can attack your opponents with unseen speed and precision.
  • 8 points - 4 additional Firaxite stockpiles. The basic Supremacy resource.
  • 11 points - Covert agents can perform the Sabotage operation, which destroys the upgrades on the fields around enemy cities.
  • 13 points - After you engage in appropriate research, you can build Emancipation Gate, that permits Victory of Emancipation.

Harmony

If you think that living on an alien planet is so fascinating that you want to experience rustic life Harmony is your choice. The Harmonites modify their bodies, which is supposed to make them fit better, into the environment. After some time, your soldiers will be galloping on Beasts like on steeds, and cities will start to resemble nearby forests and mountains.

  • 1 point - Aggression in the aliens returns to normal twice as fast. Not too powerful a bonus, because, at the beginning, you will not be trying to attack the aliens anyways.
  • 3 points - Units take 5 points of damage less, from Miasma. a useful bonus, even for the players that do not play with the Harmony Affinity.
  • 6 points - Units heal 5 points of damage, per turn, thanks to Miasma. An interesting bonus, for Harmony, that assumes that you go deeper into this Affinity.
  • 8 points - 4 units of Xenomass, the basic resource of the Harmony, for free.
  • 11 points - Covert agents can perform covert operations - Summons Worms. This operation results in the appearing of a number of hostile Aliens outside cities.
  • 13 points - After you have invented appropriate technologies, it allows you to build the Mind Flower - a special building that allows Transcendence Victory.
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