Ok, so here we go! It's been a looong time since either of us posted, and even longer since either of us *really* posted.
Well, I suppose your book is nearing completion, and I've *finally* been able to find time to finish my treatment of Social policies. A detailed but kind of unreadable summary is in this post. a xls version is also attached - a bit less precise, but much more intuitive to follow.
I'm placing this mostly without comment, except for a few after every category. A few general comments, though:
- I opted to essentially preserve the BNW trees more-or-less in their entirety as one branch option (the left option, typically). Exploration is cut up between Ambition: Power and Wealth: Opportunity, and Patronage is split roughly evenly between Politics' two branches.
- Originally the idea was to have no branching in Creativity and Scholarship. I found this highly, highly unlikeable from a design perspective, and, especially, an aesthetic perspective. Thus, I added branching in those.
- Most of the trees have two non-demoninational policies, with three branch-specific policies (per branch). I settled upon this as a pretty solid setup that let each branch feel distinct but also allowed for some baseline-bonuses they both could share. However, I hadn't settled on this until after making a few of these, and Unity and War have three neutral policies. I contemplated going back and fixing this - I prefer, greatly, the consistency - but decided against it for now, figuring I might as well just put out what I have for now and see what you think.
- Coming up with names for the policies was really, really hard. I found it tough to find things that were 1)flavorful - there's some WoT stuff in there, but truly not much. I'm positive more could be found. 2) felt like policies - some of these are super generic in a way that doesn't quite fit the vibe we should be going for, and 3) were consistent with the branch names - I tried hard to make sure at least one policy per branch justified the name of that branch. In any case, totally open to changing policy names and branch names.
- The mapping got complicated at times. I tried to do something that felt 1)different from BNW, and 2) unique per tree. I paid only moderate attention to "balance" and more towards which ones felt intuitively and flavorfully related.
Counterpoint's First Draft of WotMod Social Policies
FORMAT:
<TREE NAME>
Unlock:
Branches:
First Honorific:
Policy:
Branch:
Requires:
Leads to:
Based on:
Effect:
Unity
Unlock: Era 1
Branches: Loyalty (based on
Tradition), Leadership
First Honorific: The Builder
Policy: Opener (Unity)
Branch: none
Requires: none
Leads to: Ogier Hostel, National Monuments, City Watch
Based on: Opener (Tradition)
Effect: Adopting Unity greatly increases the rate of border expansion in Cities and also grants 3 Culture in the Capital. Unlocks building the <Wonder>.
Policy: Ogier Hostel
Branch: none
Requires: none
Leads to: none
Based on: Aristocracy (Tradition)
Effect: +15% Production when building Wonders. +1 Happiness for every 10 Citizens in a City.
Policy: National Monuments
Branch: none
Requires: none
Leads to: Marriage Rites, Feast Days, High Lordship
Based on: Legalism (Tradition)
Effect: Provides a free culture building in your first 4 Cities.
Policy: City Watch
Branch: none
Requires: none
Leads to: none
Based on: Oligarchy (Tradition)
Effect: Garrisoned units cost no maintenance and Cities with a garrison gain +50% Ranged Combat Strength.
Policy: Marriage Rites
Branch: Loyalty
Requires: National Monuments
Leads to: none
Based on: Landed Elite (Tradition)
Effect: +10% Growth and +2 Food in the Capital.
Policy: Feast Days
Branch: Loyalty
Requires: National Monuments
Leads to: none
Based on: Monarchy (Tradition)
Effect: +1 Gold and -1 Unhappiness for every 2 Citizens in the Capital.
Policy: High Lordship
Branch: Leadership
Requires: National Monuments
Leads to: Estate Taxes
Based on: none
Effect: Your first 4 Governors provide +X% Growth.
Policy: Estate Taxes
Branch: Leadership
Requires: High Lordship
Leads to: none
Based on: none
Effect: +X to Governor Yields in the Capital for every Y Citizens in the Capital.
Policy: Finisher (Unity: Loyalty)
Branch: Loyalty
Requires: all Unity: Loyalty Policies
Leads to: none
Based on: Finisher (Tradition)
Effect: Adopting all Policies in the Unity: Loyalty tree will grant +15% Growth in all Cities and a free <Food 2> in your first 4 cities. It also allows the purchase of Ogier Stonemasons with Faith starting in the Era of New Beginnings.
Policy: Finisher (Unity: Leadership)
Branch: Leadership
Requires: all Unity: Leadership Policies
Leads to: none
Based on: none
Effect: Adopting all Policies in the Unity: Leadership tree will grant +X Production to Farms worked by the Capital. It also allows the purchase of Ogier Stonemasons with Faith starting in the Era of New Beginnings.
Notes: Leadership is intended to use governors to make your cities big and productive. Some of this flavor might already be used elsewhere. I'm not sure the name Loyalty really fits here.
Ambition
Unlock: Era 1
Branches: Prosperity (based on
Liberty), Expansion (based in part on [/B]Exploration[/B])
First Honorific: The Resourceful
Policy: Opener (Ambition)
Branch: none
Requires: none
Leads to: Old Blood, Family Trade, Seafarer's Guild
Based on: Opener (Liberty)
Effect: Adopting Ambition will provide +1 Culture in every City. Unlocks building the <Wonder>.
Policy: Old Blood
Branch: Prosperity
Requires: none
Leads to: Guestright, Royal Gifts
Based on: Citizenship (Liberty)
Effect: Tile improvement construction rate increased by 25% and a Worker appears near the Capital.
Policy: Family Trade
Branch: none
Requires: none
Leads to: Forerunners
Based on: Republic (Liberty)
Effect: +1 Production in every City and +5% Production in cities when constructing Buildings (including Wonders).
Policy: Seafarer's Guild
Branch: Expansion
Requires: none
Leads to: Colonial Destiny
Based on: Maritime Infrastructure (Exploration)
Effect: +3 Production in all coastal Cities.
Policy: Guestright
Branch: Prosperity
Requires: Old Blood
Leads to: none
Based on: Representation (Liberty)
Effect: Each City you found will increase the Culture cost of Policies by 33% less than normal. Also starts a Golden Age.
Policy: Royal Gifts
Branch: Prosperity
Requires: Old Blood
Leads to: none
Based on: Meritocracy (Liberty)
Effect: +1 Happiness for each City you own connected to the Capital and -5% Unhappiness from Citizens in non-occupied Cities.
Policy: Forerunners
Branch: none
Requires: Family Trade
Leads to: none
Based on: Collective Rule (Liberty)
Effect:
Policy: Colonial Destiny
Branch: Expansion
Requires: Seafarer's Guild
Leads to: Signature Wares
Based on: Naval Tradition (Exploration), modified
Effect: +1 Happiness from <Coastal 1>, <Coastal 2>, and <Food (Coastal)>. +1 Gold from Fishing Boats.
Policy: Finisher (Ambition: Prosperity)
Branch: Prosperity
Requires: all Ambition: Prosperity Policies
Leads to: none
Based on: Finisher (Liberty)
Effect: Adopting all policies in the Ambition: Prosperity tree will grant a free Legendary Person of your choice near the Capital.
Policy: Finisher (Ambition: Expansion)
Branch: Expansion
Requires: all Ambition: Expansion Policies
Leads to: none
Based on: Finisher (Liberty)
Effect: Adopting all policies in the Ambition: Expansion tree will grant a free Legendary Person of your choice near the Capital.
Notes: I'm not sure the name Prosperity really fits here. Expansion is some of the stuff from Exploration plus some beefing up. I couldn't think of a Finisher for this one that felt equivalent in value to the Liberty finisher - this bugs me, since all other trees have at least somewhat different finishers!
War
Unlock: Era 1
Branches: Justice (based on
Honor), Valor
First Honorific: Battle Lord/Battle Lady
Policy: Opener (War)
Branch: none
Requires: none
Leads to: Nameday Sword, Local Hero
Based on: Opener (Honor), modified
Effect: Adopting Honor gives a +33% combat bonus against Lawless and Dragonsworn, and notifications will be provided when new Lawless and Dragonsworn camps spawn in revealed territory. Gain Culture for the empire from each Lawless or Dragonsworn killed. Unlocks building the <Wonder>.
Policy: Nameday Sword
Branch: none
Requires: none
Leads to: Battlecry
Based on: Warrior Code (Honor)
Effect: +15% Production when training Melee units and a Great Captain appears outside the Capital. Great Captains are earned 50% faster.
Policy: Local Hero
Branch: none
Requires: none
Leads to: Rank and Reward, Lamplights, Blight Lore
Based on: Military Caste (Honor)
Effect: Each City with a garrison increases local City Happiness by 1 and Culture by 2.
Policy: Battlecry
Branch: none
Requires: Nameday Sword
Leads to: none
Based on: Military Tradition (Honor)
Effect: Military units gain 50% more Experience from combat.
Policy: Rank and Reward
Branch: Justice
Requires: Local Hero
Leads to: Martial Levies
Based on: Discipline (Honor), modified
Effect: +X% Combat Strength for Melee units which have another military unit in an adjacent tile. +Y Production gained in nearest City when clearing a Lawless or Dragonsworn camp.
Policy: Lamplights
Branch: Valor
Requires: Local Hero
Leads to: none
Based on: none
Effect: +X% to City attacks on non-Trolloc Shadowspawn. Gain Y Gold on non-Trolloc Shadowspawn kills.
Policy: Blight Lore
Branch: Valor
Requires: Local Hero
Leads to: none
Based on: none
Effect: Combat Strength reduction from injury is halved against Shadowspawn.
Policy: Martial Levies
Branch: Justice
Requires: Rank and Reward
Leads to: none
Based on: Professional Army (Honor)
Effect: Gold cost of upgrading military units reduced by 33% and construct <EXP 1>, <EXP 2>, and <EXP 3> 50% faster.
Policy: Finisher (War: Justice)
Branch: Justice
Requires: all War: Justice Policies
Leads to: none
Based on: Finisher (Honor)
Effect: Adopting all policies in the War: Justice tree will grant Gold for each enemy unit killed. It also allows the purchase of Great Captains with Faith starting in the Era of New Beginnings.
Policy: Finisher (War: Valor)
Branch: Valor
Requires: all War: Valor Policies
Leads to: none
Based on: none
Effect: Adopting all policies in the War: Valor tree will allow the Light gained from Shadowspawn kills to be doubled or eliminated. It also allows the purchase of Great Captains with Faith starting in the Era of New Beginnings.
Notes: The names Justice and Valor are also kind of random for what these trees do. Lamplights might be more of a tech than a policy, so might need to be retitled something to show "you can't cover your face in this civ." Blight Lore might be too weak or redundant to other abilities. The Valor Finisher is meant to fuel either light or shadow. Not sure it's really that awesome - might need some beefing.
Myth
Unlock: Era 1
Branches: Folklore (based on
Piety), Dreams
First Honorific: Teacher
Policy: Myth (Opener)
Branch: none
Requires: none
Leads to: Regional Pride, Ethos, Initiation
Based on: Opener (Piety)
Effect: Adopting Myth reduces the time to build <Faith 1> and <Faith 2> by 50%. Unlocks building the <Wonder>.
Policy: Regional Pride
Branch: Folklore
Requires: none
Leads to: Unified Traditions
Based on: Mandate of Heaven (Piety)
Effect: 20% discount on all purchases of Path units and buildings with Faith.
Policy: Ethos
Branch: none
Requires: none
Leads to: Peddler's Tales, Dream Interpretation, Renewal
Based on: Organized Religion (Piety)
Effect: +1 Faith from <Faith 1> and <Faith 2>.
Policy: Initiation
Branch: Dreams
Requires: none
Leads to: Culture of Will
Based on: none
Effect: +X% Production towards channeling units for every Y Faith generated per turn in the empire.
Policy: Unified Traditions
Branch: Folklore
Requires: Regional Pride
Leads to: Renewal
Based on: Religious Tolerance (Piety)
Effect: Cities with a majority Path also get the Lineage Custom bonus of the second most popular Path.
Policy: Peddler's Tales
Branch: none
Requires: Ethos
Leads to: none
Based on: Theocracy (Piety)
Effect: <Faith 2> increase a City's Gold output by 25%. Pilgrimmate Sites provide +3 Gold.
Policy: Dream Interpretation
Branch: Dreams
Requires: Ethos
Leads to: none
Based on: none
Effect: +X Faith when gathering Glimmers.
Policy: Culture of Will
Branch: Dreams
Requires: Initiation
Leads to: none
Based on: none
Effect: +X% Combat Strength in
Tel'aran'rhiod.
Policy: Renewal
Branch: Folklore
Requires: Unified Traditions, Peddler's Tales
Leads to: none
Based on: Reformation (Piety)
Effect: If you founded a Path, gain a bonus Renewal Custom.
Policy: Finisher (Myth: Folklore)
Branch: Folklore
Requires: all Myth: Folklore Policies
Leads to: none
Based on: Finisher (Myth)
Effect: Adopting all policies in the Myth: Folklore tree will cause a Visionary to appear and Pilgrimmage Sites provide +3 Culture.
Policy: Finisher (Myth: Dreams)
Branch: Dreams
Requires: all Myth: Dreams Policies
Leads to: none
Based on: none
Effect: Adopting all policies in the Myth: Dreams tree will grant Culture for each enemy unit killed in
Tel'aran'rhiod. It also allows the purchase of Wolfbrothers with Faith starting in the Era of New Beginnings.
Notes: names were really hard here. The goal of Dreams is, in addition to providing some T'a'r benefits, to provide a use for faith that doesn't rely on having your own religion.
Power
Unlock: Era 2
Branches: Acceptance, Fear
First Honorific: The Stalwart
Policy: Opener (Power)
Branch: none
Requires: none
Leads to: Channeling Advisors, Testing, Cautionary Tales
Based on: none
Effect: +X Culture and +Y Science when a Male Channeler is born in your empire. Unlocks building the <Wonder>.
Policy: Channeling Advisors
Branch: none
Requires: none
Leads to: Deference
Based on: none
Effect: -X% damage suffered from enemy channeling units.
Policy: Testing
Branch: none
Requires: none
Leads to: Wise Women, Shame and Honor
Based on: none
Effect: +X to maximum Spark.
Policy: Cautionary Tales
Branch: Fear
Requires: none
Leads to: Shame and Honor
Based on: none
Effect: False Dragon near your territory spawn with fewer Dragonsworn. +Y% to False Dragon capture rewards.
Policy: Deference
Branch: Acceptance
Requires: Channeling Advisors
Leads to: Tolerant Attitudes
Based on: none
Effect: +X Happiness for every Y Spark used.
Policy: Wise Women
Branch: Acceptance
Requires: Testing
Leads to: Tolerant Attitudes
Based on: none
Effect: +X to Sight and +Y% to channeling damage for
Saidar units.
Policy: Shame and Honor
Branch: Fear
Requires: Testing, Cautionary Tales
Leads to: Segregation
Based on: none
Effect: +X% to success and +Y Faith when Gentling, Executing, or sending your Male Channelers to the Tower.
Policy: Tolerant Attitudes
Branch: Acceptance
Requires: Deference, Wise Women
Leads to: none
Based on: none
Effect: X% slower onset of Madness and +1 Movement for
Saidin units.
Policy: Segregation
Branch: Fear
Requires: Shame and Honor
Leads to: none
Based on: none
Effect: +X% to Producttion when using less than 50% of your maximum Spark.
Policy: Finisher (Power: Acceptance)
Branch: Acceptance
Requires: all Power: Acceptance Policies
Leads to: none
Based on: none
Effect: Adopting all Policies in the Creativity: Inspiration tree grants +X Experience for Channeling units produced in Cities of Stable Alignment. It also allows the purchase of
Saidar units with Faith starting in the Era of New Beginnings.
Policy: Finisher (Power: Fear)
Branch: Fear
Requires: all Power: Fear Policies
Leads to: none
Based on: none
Effect: Adopting all Policies in the Creativity: Inspiration tree grants +X Experience for each Channeling unit killed and +Y% to Combat Strength versus False Dragons and Aes Sedai for every Z Light and Shadow Points earned.
Notes: This one's all original, obviously. I did my best to make these feel equivalent, flavorful, and worth doing. Not sure how successful I was. I took a leap by making the Finishers both related to Alignment - these elements could be removed. The Fear finisher is supposed to reward *both* accumulation of light and shadow, though over tremendous amounts of points. The problem with this is of course the neutral folks who are left out (this isn't a problem with the Acceptance finisher).
Creativity
Unlock: Era 2
Branches: Inspiration (based on
Aesthetics), Legacy
First Honorific: The Impassioned
Policy: Opener (Creativity)
Branch: none
Requires: none
Leads to: Tenacity, Recreation, Distinguishing Style
Based on: Opener (Aesthetics)
Effect: Adopting Creativity allows you to earn Doomseers, Master Artisans, and Gleemen 25% faster. Unlocks building the <Wonder>.
Policy: Tenacity
Branch: Inspiration
Requires: none
Leads to: Celebrity, Universality
Based on: Cultural Centers (Aesthetics)
Effect: Construct <Culture 1>, <Culture 2>, <Culture 3>, <Culture 4>, and <Culture 5> 50% faster.
Policy: Recreation
Branch: none
Requires: none
Leads to: Tourism
Based on: Fine Arts
Effect: 50% of excess Happiness added each turn to the amount of Culture that may be spent on Social Policies or Philosophical Tenets.
Policy: Distinguishing Style
Branch: Legacy
Requires: none
Leads to: Dogma
Based on: none
Effect: +X Golden Age Points for every Y Culture earned per turn in the empire.
Policy: Celebrity
Branch: Inspiration
Requires: Tenacity
Leads to: none
Based on: Artistic Genius (Aesthetics)
Effect: A Master Artisan appears.
Policy: Tourism
Branch: none
Requires: Recreation
Leads to: Universality, Hegemony
Based on: Flourishing of the Arts (Aesthetics)
Effect: Culture increased by 33% in all Cities which have build a World Wonder and the empire immediately enters a Golden Age.
Policy: Dogma
Branch: Legacy
Requires: Distinguishing Style
Leads to: Hegemony
Based on: none
Effect: +X% Culture from buildings in Cities of Stable Alignment.
Policy: Universality
Branch: Inspiration
Requires: Tenacity, Tourism
Leads to: none
Based on: Cultural Exchange (Aesthetics)
Effect: Increases the Prestige modifier for Shared Path, Trade Routes, and Open Borders by 15% each.
Policy: Hegemony
Branch: Legacy
Requires: Tourism, Dogma
Leads to: none
Based on: none
Effect: +X Gold from Trade Routes for every Y Prestige with the Trade Route's desintation Civilization.
Policy: Finisher (Creativity: Inspiration)
Branch: Inspiration
Requires: all Creativity: Inspiration Policies
Leads to: none
Based on: Finisher (Aesthetics)
Effect: Adopting all Policies in the Creativity: Inspiration tree doubles the theming bonus you receive from <Culture 4> and Wonders. It also allows the purchase of Doomseers, Master Artisans, or Gleemen with Faith starting in the Era of New Beginnings.
Policy: Finisher (Creativity: Legacy)
Branch: Legacy
Requires: all Creativity: Legacy Policies
Leads to: none
Based on: none
Effect: Adopting all Policies in the Creativity: Legacy tree grants +X% to Science produced in each City for each theming bonus in that City. It also allows the purchase of Doomseers, Master Artisans, or Gleemen with Faith starting in the Era of New Beginnings.
Notes: Note that I think we made this tree unlock earlier than in BNW, thus it is placed before Politics. Naming was also tricky here, as well as the names/correspondence of the branches. The idea behind Legacy is to boost Culture for players who aren't seeking a Culture VC - benefit from your prestige and defend against others' culture.