Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

82 ratings
Affinity As Yields - BERT
File Size
0.193 MB
Mar 26, 2015 @ 9:00am
Oct 18, 2015 @ 11:40am
6 Change Notes ( view )
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Affinity As Yields - BERT

A fundamental change in the way affinities are levelled up.

Earn affinity points each turn, as yields from buildings and tile improvements, just like you'd earn culture or science.

* This version requires Rising Tide *
For the non-Rising Tide version click here instead

Key Changes:
- No techs grant affinity points when researched. I.e. Affinity comes from what your choose to do with your knowledge, not what you know.

- Many (but not all) buildings and tile improvements yield affinity points per turn, so what you build dictates the affinity you progress towards. I.e. The work and living environment of your colony influences the ideology of your citizens.

- User interface changes show the new yields on tooltips, production lists and techweb filters. New icons in the city view screen show the total produced by that city, and the dropdowns from the top menu show the total produced colony-wide. Hopefully this makes it clear what to build to persue which affinity.

- May conflict with other mods which change the User Interface, most likely resulting in the wrong information or "TXT_KEY_" appearing in tooltips.

- Includes lilgamefreek's Modular Building Quests system, allowing compatability with any other mods also using that system.

- IMPORTANT: As with other mods that change unit promtions or build actions, this mod will cause the unit actions panel to display incorrectly the first time you load it. To work around this: when loading the mod through the mods menu, wait for the game to say "configuring game data.. please wait" then click back and load the mod again.

Alternate Download:
This mod can also be downloaded from at:
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Dovoski Feb 28 @ 4:23pm 
So I got it working, but all 7 AI chose purity.
Dovoski Feb 27 @ 4:50pm 
Great in theory, causes the game to crash every time though.
SilasOfBorg Jul 22, 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:

<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" />

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

Nalidus Oct 10, 2017 @ 4:42pm 
Greatest mod for Beyond Earth! This should've been in the game from the very beginning.
[PS] Variable Aug 7, 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 May 16, 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?
Antoine Kiuku Apr 15, 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] Feb 11, 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.
Antoine Kiuku Feb 11, 2016 @ 5:54am 

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] Feb 11, 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. []