Affinity Bonuses and Affinity Progress have been overhauled! 

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As all mods in the "Awesome Collection", this mod can be used on its own but is balanced to be used with the rest of the modpack. Sorry for making this a "2 in 1"-Mod - but during the creation of this mod I felt like seperating the two would not give good results. So this is for the most part an Affinity-Overhaul - with some minor changes to how Victories play out. And a minor change to an improvement, see below.

Also, I assume the Affinity Tooltips are too long for low resolution setups - remember that all the bonuses are documented in the Ingame-Civilopedia as well.


Affinity-Progress:
- Players receive a small basic amount of Affinity automatically every 3 turns (on Standard Speed)
- As Players go up in Affinity levels, they unlock more methods to passively gain some Affinity
- Tech-Affinity still exists though and is needed to progress
- Victory Wonders have been delayed until Affinity 17
- Affinity needed to reach the next levels has been adjusted to work with the changes above
- The overall Affinity-Progression should feel a lot "smoother"
- Mixing Affinities should be stronger and allow for unique strategies

All "Gain Affinity-Per-Turn"-Bonuses scale with Game Speed - on slower Game Speeds you will only gain Affinity every X turns.

Bonuses overall are stronger and have more Influence on the game. The Bonuses have been changed to make all three Affinities play differently! The rough overview:

[h1]Harmony[/h1]
- Strong Focus on Growth and Health
- Gains Bonuses for having High-Population Cities
- Uses Biowells and Xenoscapes in later stages of the game. Harmony is now all about making the Planet flourish.
- Has the strongest Improvements and can grow cities even in areas that would be relatively unproductive cities for other Affinities

[h1]Purity[/h1]
- Very versatile, gets a lot of different bonuses in many fields
- Uses mostly Basic Improvements that get stronger as they increase their Affinity Levels
- Domes are a good Option in later parts of the game

[h1]Supremacy[/h1]
- Focused on Energy, Espionage and... even more Energy!
- Their whole Economy is driven by Energy. Buying lots of Buildings (or Units) is not a Problem!
- Gets bonuses for having high Energy-Income

Victories:
As stated above, Affinity Victories now require Affinity Level 17. There are no other changes here!

Some minor changes have been done with the Contact Victory though:
- It is now a "Hybrid-Affinity"-Victory.
- The Beacon requires Affinity 11 in ALL three Affinities
- Transcendential Equation now requires Affinity 5 in ALL three Affinities

This brings the Victory roughly on par with the other Victories, while at the same time allowing to mix Affinity Bonuses to create fun Hybrid-Strategies, while at the same time reducing the cheesiness of this Victory Condition by a LOT. Reaching Level 11 in all 3 Affinities might seem like a lot, but reaching that level is actually not that hard - because you don't need to focus on Ring-3 techs to push into the really high Affinity levels. When going for this Victory, I recommend spreading out EARLY to get the "Gain X Affinity per Turn"-Bonuses that can be found in all trees.

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)
- Added an Option to disable the Base Affinity Yields (for those who really dislike getting some Off-Affinities)
- Xenoscapes now work with Miasma
- Updated Xenoscapes Civilopedia entry (for Flavor only)

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)