I wrote up a massive writeup on this week's Firaxis Livecast including a full list of all Virtues in the game. It took a fair bit of time so I've posted it on a bunch of forums. If folks think posting across forums is poor form, let me know. Alternatively if people like it. I've got writeups from last week's Livecast on the Purity, Harmony, and Supremacy affinities and the week before's Livecast on their new Structured Start which I can cross post here if people want me to. Apologies that the in game screenshot text is only kind-of readable. I'm not sure why, but Firaxis is not posting at full HD resolution, so that's how it comes out on both Twitch and on their Youtube versions of the Livecast :-(Today's Livestream
gaves us a short tour of a late-game Harmony-focused civilization since they didn't do that last week. They then went through the entire Virtue tree (although as far as I could tell they actually missed on of the Virtues).
If anyone is on the fence on the pre-order they did confirm that the pre-order bonus are actually mapscripts not hand-defined maps, so they will be reusable and random each time you play. They specifically mentioned one script which generates a world which does not rotate in relationship to its star so one side will be desert and the other will be arctic with a thin zone of more moderate climates.
The Livestream started late. The first 12:07 is just listening to Game Soundtrack, followed by the Trailer, which if you're following this thread, you've probably seen before. The actual discussion starts at 14:20 in. FWIW I went back and listened to the music while writing up this post and I thought it was very nice game music although YMMV.Late-Game Harmony Affinity Game
Here's an overview shot of a Harmony city.
The massive thing to the left of the city in this next shot is the Mind Flower. It is necessary for the Harmony Affinity victory condition. It slowly absorbs the energy and consciousness of all people on the planet and when it finishes you win the game. It takes a very long time, but building Mind Stem city improvements will speed the Mind Flower's absorption rate.
Here are a bunch of Harmony units. They include both Harmony-unique units (which are the aliens) and Harmony-specialized units (soldier up top specialized/upgraded into a Marauder, and an artillery unit on the bottom upgraded into Harmony artillery). The alien creature on the right is an early /mid-game unit which requires 1 xenomass to build. The alien creature on the left is more advanced and is relatively cheap to build. It explodes on death causing 20 hp damage to anyone standing next to it.
They won't over some of the bonuses on the units. The soldier received the following upgrade bonuses -- I presume each of these are chosen from a list of two as we saw last week for the upgrade from Soldier to Marine, but they didn't say.
- +15% when attacking [Soldier to Marine Upgrade]
- 20 hp damage on death (same as the Alien creature mentioned above) [Marine to Brawler Upgrade]
- +30% when attacking or defending in Miasma [Brawler to Marauder Upgrade]
The artillery has the following upgrades:
- No setup necessary before attacking
- 40% defense against ranged attacks
- 30% on bombarding cities
You can take advantage of properties like the Marauder's Miasma bonus by spreading Miasma. The satellite in this next shot is actually spreading Miasma:
Here's some more Harmony units. That top unit is a Harmony Evolved Xenos Cavalry unit. That massive thing on the left is a Xeno Titan and is the most powerful melee unit in the game. It takes 7 Xenomass [the Harmony-special resource] to build. It starts out with a melee attack of 96 but if you manage to get all the way up to level 18 Harmony you can upgrade it to 120 strength.Virtue Tree
I've labelled the virtue tree:
Before going in to the actual virtues, many of the virtues refer to being Healthy. While health hasn't been fully described in any of the livecasts, from what they've said, health is a Empire-wide limiting factor which retards the growth of your empire if it gets too large.Might VirtuesTier 1
- Adaptive Tactics - +50% XP from Combat.
- Surivalism - +25% Melee and Ranged Strength against alien life forms.
- Military Industrial Complex - +15% production on military units.
- Public Security - +25% health bonus for every Military Unit under your command.
- Liberation Army - After conquering an enemy outpost instead of becoming a derelict, it becomes your own. [They said that it takes 15-20 turns to turn an indefensible, unproductive outpost into a regular city.]
- Scavenging - Earn 100% of an aline lifeform's strength as a science bonus after killing it and earn 30 Science from destroying alien nests.
- Adaptive Sciences - +20% Affinity earned from researching technologies. [Each leaf technology earns affinities (see last week's post), so this makes it easier to level up your affinities.]
- Special Service - +40% Intrigue from Covert Operations.
- Martial Meditations - Choose 1 Free Affinity Level.
- Army Engineering Corps +1 Production from every Strategic Resource, +1 Energy from every Strategic Resource.
Prosperity VirtuesTier 1
- Brutal Efficiency - +50% quantity from sources of Strategic Resources.
- Integrated Arms - +10% Production towards a Unit for each Upgrade it has. [Note these are the unit-class affinity upgrades not per-unit experience upgrades. Normally units get more expensive to build when they have been upgraded, this counteracts that.]
- Joint Operations - +3 Orbital Coverage provided by Stations you trade with.
- Democratized Quartering - -50% maintenance for Units
- Channeled Wrath - +10% Melee and Ranged Strength for all Units.
- Frugality - +10% food retained after city grows.
- Workforce Initiative - gain a free Worker Unit.
- ??? - they skipped one of the techs.
- Colony Initiative - gain a free Colonist Unit [even without researching the appropriate tech.] [Note this particular branch is a dead-end and does not lead anywhere.]
- Helping Hands - 15% build speed for Tile Improvements.
- Pathfinders - Explorer Units can build 3 additional Expeditions.
- Pioneer Spirit - 25% less culture needed for border expansion.
- Settler Claims - +2 Population for each new city.
- Gift Economy - +3 Energy from Trade Routes to Foreign Cities.
- Mind Over Matter - +7 Health.
Knowledge VirtuesTier 1
- Nature's Bounty - +1 Production from every Basic Resource.
- Hands Never Idle - +2 Energy from any Population acting as a Specialist
- Joy from Variety - +1 Health for each type of Basic Resource that is improved.
- Eudaimonia - 25% less negative Health.
- Ecoscaping - +1 Food, +1 Production, +1 Culture from every Terrascape improvement. [Terrascape normally provde +2 Food, +2 Production, +2 Culture. You can see them in the "Master Control" Trailer video 44 seconds in.
- Foresight - +10% Science when Healthy.
- Social Mores - Each city tile generates +0.25 culture for every population point.
- Field Research - earn 50 Science points for finishing each Expedition.
- Labroatory Apprenticeship - Each city tile generates 0.25 science for every population.
- Creative Class - earn extra culture equal to 50% of net positive health.
- Cohesive Values - -10% culture needed for new Virtues.
- Applied Aesthetics - Earn extra energy equal to 50% of the Culture you generate.
- Networked Datalinks - -50% Science penalty from number of Cities for new Technologies.
- Memeweb - 50% Culture penalty from number of Cities for new Virtues.
- Community Medicine - +1 Health for every 8 Population in a City.
Industry VirtuesTier 1
- Metaresearch Methods - Leaf technologies cost 20% less Science. [CBE technologies are arranged with basic science technologies which are part of the main web, and then with multiple leaf technologies which the basic technologies unlock which provide practical applications of the corresponding basic technology, but which do not lead to other techs.]
- Information Warfare - Recruit 1 new Covert Agent
- Learning Centers - +2 Science from every Academy Improvement. [Academy is a standard tile improvement which generates science.]
- Monomyth - +7 Culture for every Great Wonder.
- Technoartisans - Earn extra Science equal to 25% of the Culture you generate.
- Labor Logistics - +10% construction bonus for buildings.
- Scalable Infrsatructure - +15% construction bonus for wonders.
- Central Planning - +5 energy in Capital.
- Commoditization - +1 energy for each basic resource.
- Standardized Architecture - +25% production toward Buildings which have already been built in the capital.
- Investment - Earn 1% of stockpiled Energy amount every turn, up to 100 Energy.
- Entrepreneurial Spaceflight - +25% Production towards Orbital Units
- Profiteering - +0.5 Health for every Trade Unit under your command.
- Alternative Markets - Trade Routes with Stations [CBE equivalent of City-States] grant +6 Energy per Station Tier
- Interdependence Network - +25% more yields from Trade Routes to your own Cities.
Depth and Synergy Bonuses
- Social Investment - +2 Production from every Manufactory Improvement
- Liquidity - -20% Energy cost to purchase Units.
- Civic Duty - Each city tile generates +0.5 Production for every Population
- Magnasanti - Each city generates 0.2 Health for every building.
- Superior Engineering - Orbital Units stay in orbit 50% longer than normal.
There is one set of bonuses which you get for focusing on one tree. You earn the first when you have five virtues in one tree. They didn't say what triggered the second and third, but I assume it's when you have ten and fifteen virtues unlocked. Note these bonuses might be a bit off, my notes are a bit jumbled on this, since this wasn't covered all at once, it was scattered throughout the discussion on the above Virtues. And some of them were either missing or I missed them.Might Depth Bonus
Prosperity Depth Bonus
- Tier 1 - +5% strength (melee and ranged) to every unit.
- Tier 2 - Another +5% strength.
- Tier 3 - ???.
Knowledge Depth Bonus
- Tier 1 - +10% Growth in Every City.
- Tier 2 - +1 Health for every City.
- Tier 3 - ???.
Industry Depth Bonus
- Tier 1 - +10% Culture Bonus in Every City.
- Tier 2 - +10% Science in every City.
- Tier 3 - 1 Free Tech.
- Tier 1 - +10% Energy Bonus in Every City.
- Tier 2 - +10% Energy Bonus in Every City.
- Tier 3 - Earn 1% of stockpiled Energy amount every turn up to 100 Energy.
A separate set of bonuses trigger if you spread your virtues across multiple trees. Synergy Breadth Bonus
- Tier 1 - Currently triggered by having six Tier 1 virtues (although they said the actual number might change) so in other words, all five in one tree plus one from another tree would trigger this bonus. The actual bonus is a Free Virtue. So this is currently get a Virtue in another tree for Free.
- Tier 2 - I believe this is triggered by having six Tier 2 virtues. If so this one is much harder than the last one, which is pretty much of a no-brainer (and is thus not a very interesting mechanic), since you will have to do some investement in a second tree to get up to tier two. This one unlocks a second Virtue for free and also give you a free covert agent.
- Tier 3 - Requires 10 Tier 3 Virtues. Gives +10% Growth in Every City, +10% Production in Every City, +10% Science in Every City, +10% Culture in Every City, +10% Energy in Every City
While this week's livecast was originally billed early game virtues and early game technologies, they went super in depth on the virtues and didn't spend much time on the techs at all. 1 hour and 5 minutes into the livecast they finished up on the virtues and showed us some techs in the context of a game. Here they show a city location that is surrounded by some great strategic resources, but that is going to be a problem because the terrain provides a poor place to grow food.
The solution is to finish the Organics Tech. This gives access to the Mass Digester, which allows +1 Energy from Tundra and 4 Grower Specialist slots (which are presumably a new specialist type that generates food without having to work a tile). There is a corresponding tech and building which will make desert tiles much more useful too.
They then showed the main tech tree and some filtering. Here's the central area of the tree (you can see from the minimap in the top-left that it's showing most of the tree). It's somewhat readable. As always apologies for the poor text, I don't know why they don't Livecast in full HD.
And here it is filtered for Supremacy-related techs:
They talked a little about some of the techs.
- this tech gives access to the CNDR unit which is a Supremecy Unique unit.
- +1 Production from Mine Improvements
- +1 Energy from Geothermal Well Improvements
Weather Control which gives access to Weather Control (see tech web filter screenshot above for description)