Tree definitely looks better, but still a bit bland to me.
Right now protectionism seems pretty bland. Is it possible to make a policy that provides 1 happy for every +5 GPT in the positive? Basically you get happiness for having the cash rolling in.
A couple more commerce ideas just to see if any stick
1) +1 to movement on roads/railroads.
2) Workers build roads/railroads 50% faster.
3) Trade route gold increased by X%
4) Blockading ships gain X GPT.
5) The percentage for the "wealth" build option increases.
6) Gain X GP for killing ships (plunder!)
7) All coastal cities gain X building (lighthouse or harbor for example).
8) Purchased units get +15 extra XP.
9) Reduce embarkation penalties.
I agree it's still not as exciting as Tradition or Liberty, but there's a limit to what I can do with the tools we have. but Protectionism is a decent policy rewarding peaceful trade.
The ones with a "-" I can't do with our tools, or wouldn't be able to properly code the AI to recognize.
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- That'd be easy, though its role would overlap somewhat with the maintenance reduction policy and Machu Picchu wonder.
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- That's a relatively unique idea and would be easy.
- Would be easy.
- I put a +15xp effect in the Autocracy tree. Based on polls I've seen Autocracy needed help even more than Commerce.
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@bigfatjonny
Coastlines are very powerful in TBC. All coast tiles start out at 2
1:c5gold, and can get up to 3
2
. That's like grassland-rivers everywhere with a combination of farm and trading post. Since coastal civs are so gold-focused, the tree is already very powerful for a coastal civ. 3 policies in the tree also directly boost naval empires in some way.
Rather than have naval and land policies split, I like combining them into policies that affect both. This way the tree helps all regions and improves our options. If a land empire has 2 policies, and a sea empire has 2 policies, when the policies are combined both empires get 4 useful policies. In this case I took 1 coast-only policy, made it useful for both land and sea, and added sea-friendly effects to a third policy, if that makes sense.
Production and gold bonuses are basically the same, since the two are both used to build things. My goal is to make them equal in value. Production is more efficient but takes time, while gold is instant but less efficient.