Thalassicus
Bytes and Nibblers
I guess there will be much need for balancing since it's hard to translate a focused policy into a policy of the same value.
Could you describe your thoughts about this in more detail?
I guess there will be much need for balancing since it's hard to translate a focused policy into a policy of the same value.
And it allows for not having to pick policies you don't want on your way there.
This is an excellent example of game balance we should consider. I'm glad you brought it up.I'm a bit afraid of the cherrypicking possibilities that are opened. Directly jumping to gold from kills in Honor maybe.
Three benefits of unlinked policies:
So my thinking is let's try things hot, then cold, then just right. At the moment we're on the "lots of links" side of the scale. I'm going to try things on the "no links" side. In another week or so when we've had a chance to try it out, we can figure out what really should have links, and I'll add some back in to move to the middle. Two policies that will probably get their links back are Military Caste (garrison bonus) and Humanism (happy from sci buildings) for the reasons described earlier.
- More flexibility and variety from one game to the next, which it increases the game's replayability, an important part of games (and Civilization in particular).
- Early policies in trees are usually good early, and late policies useful late, so links rarely affect gameplay. There's often no reason to get a late policy before an early one.
- Policy links don't have the concrete relationships of tech links. There's an obvious physical reason we must learn Mining before Bronze Working, while policies can exist in a more abstract order and skip around.
You can try this out by downloading the next version of GEM I'll release today, or by looking over the policies documentation.
Now if B is a strong policy, C is medium strong, and A is relatively weak
@mystikx21
The reason for the instant policy/tech/gold/etc bonuses is it's really hard to do new stuff for policies. Our modding tools have very limited capabilities in this part of the game.
Four observations from skimming the new list:
- Villages can grow very strong, I counted + 1 and + 1 . I didn't do the math to compare it to specialists and farms+mines though.
The "more flexibility" analysis is when policies A, B, and C have equal value. I should have specified that in the post.
I generally agree with this. Not every game, but every game where you're pursuing a particular playstyle. It is much easier to balance trees and subtree chunks than to balance individual policies.I'm going to respectfully disagree that no dependencies allows for more flexibility in build choice. I think it will result in always taking the exact same order every game rather than making tough choices.
Again: why?All players start with 15 science per turn.
- This looks like it was moved to the finisher.I dislike that there is no longer a Liberty policy that reduces the policy cost increase from more cities. That was really important.
- I think previous debates had suggested moving the walls/defense building to the freedom tree and moving the free GP back to liberty. I'm not sure why that idea didn't stick (freedom could keep a GP rate bonus for example). The production/food bonuses are smaller now +1 from +2 and the defence buildings themselves are slightly changed from GK for allocating hit points in a more balanced way. I think these are fine as long as they're not free walls in every city style.I'm leery of bringing back the wall bonuses, particularly for Liberty. Walls are pretty balanced in G&K. In Tradition they make sense, because you're going to be on the defensive. But in Liberty they're pretty weak, because with wide you're going to have a big empire.
But the Representation looks very weak and unthematic. With a wide empire, your oldest cities are going to be in the empire core and aren't likely to be attacked.
I'd rather revert to one of the old effects (bring happiness from connected cities earlier, the finisher is too late to help, revert to free great person at finisher).
I don't understand this. - I don't get the science on village part myself. Extra culture isn't bad and at least reflects something like a real life element of the various stories of famous kings and queens passed down as "culture". So it is flavourful. I agree we shouldn't get freebies and this however.Monarchy feels weird. Really different effects, most of which have any particular Tall synergy.
- Agreed.Engineer and manufactory bonuses in Honor feel really weird and out of place. I would much rather revert to one faster military unit production and experience earning.
- Ditto. Shrines don't cost that much.Unity is underpowered. I would much rather boost faith yields from these buildings than give a free one.
. Which is odd because most of the finishers are decent.Piety Finisher feels very weak
- Agreed. We have wealth and knowledge already in the game as concepts. They're not grand concepts of social innovation.I dislike the policy name changes. Wealth, Power, Knowledge are boring and unevocative. Autocracy, Rationalism, Enlightenment, Freedom, Commerce, are much more flavorful.
I don't like this effect here for realism purposes, but it's not as powerful as 50% on "free market" was.Mercantilism is probably too strong. 25% trade boost is a lot of gold.
- Seems like the honor change, moved too early to put it in liberty.I would prefer that Commerce boosted merchants and customhouses rather than great merchant trade missions.
Patronage still has a happiness boost in the finisher, just as commerce does. I might too have preferred that as a policy and the 10% as a finisher. I suspect that's switched because there are proposed no requirements anymore and its otherwise a very powerful policy that would be easily cherry picked.Patronage is now very weak as the only tree without happiness boosts.
- it does at least have the proposed espionage benefit aside from it now but I don't find the production instead of happiness benefit on them to make any sense either. I was fine with the amount of happiness available in order and saw the problem as either a bonus on meaningless buildings or a building that could be improved. Not as something that should be transferred to give Autocracy even more happiness for conquest.United Front has problems that have been discussed before. Espionage buildings aren't really worth building outside of 1-2 cities, particularly for a wide empire.