Policies

amboo

Chieftain
Joined
Aug 11, 2010
Messages
74
So you can have monarchy, Representation, Republic, Communism, Theocracy, Organized religion, and Free religion all at the same time?
 
Especially having Theocracy and Free Religion at the same time is weird, but this is how the policy system works.
 
So you can have monarchy, Representation, Republic, Communism, Theocracy, Organized religion, and Free religion all at the same time?

It's called post-modernism. Ideologies are dead, anything goes, and everyone buys the media BS.
 
I gotta say, it was better in Civ IV when you distinctively made your choices and they had effects beyond government, like state property V.S. Free market for corporations and Organized religion V.S. Free religion for diplomacy. Now it just feels like every 100 years or so you get a prize for not dieing
 
I gotta say, it was better in Civ IV when you distinctively made your choices and they had effects beyond government, like state property V.S. Free market for corporations and Organized religion V.S. Free religion for diplomacy. Now it just feels like every 100 years or so you get a prize for not dieing

I actually prefer social policies in V to the civics in IV. I never liked that you could completely change your entire civilizations form of government, have a few turns of anarchy and then 'bam'...everything's changed. In V, you build your civilization as you go, and the decisions you make permanently change your empire, and thus need to be weighed carefully. I wasn't a fan of any of the aspects of IV that allows this changing of your civilization on a dime, like sliders.
 
To wit, America is a Republic with aspects of democracy, free religion, short periods of pseudo-monarchy (family names, kennedy anyone? bush?), theocracy (how many prominent gov figures have been other than christian?), communism (labor unions and the new medical aid directive), as well as everything under the sun relating to commerce.

Many European countries aren't much different.
 
I actually prefer social policies in V to the civics in IV. I never liked that you could completely change your entire civilizations form of government, have a few turns of anarchy and then 'bam'...everything's changed. In V, you build your civilization as you go, and the decisions you make permanently change your empire, and thus need to be weighed carefully. I wasn't a fan of any of the aspects of IV that allows this changing of your civilization on a dime, like sliders.

Well, in fairness, those turns were supposed to represent anywhere from a year to a hundred-plus years, so the change seems more rational. I do understand where one might be a bit hesitant since civics were so easily changed gameplay-wise, and that might've needed to be changed to make players decide more carefully. But I also think the social policies system went too far the other direction in allowing no change whatsoever.

Surely there has to be a happy medium somewhere in there.
 
To wit, America is a Republic with aspects of democracy, free religion, short periods of pseudo-monarchy (family names, kennedy anyone? bush?), theocracy (how many prominent gov figures have been other than christian?), communism (labor unions and the new medical aid directive), as well as everything under the sun relating to commerce.

Many European countries aren't much different.

But by that logic, then every country is every time of government, I like having the distinctions. So, what you guys are saying is Civ V cracked the secrets that every government has every type of policy they want, regardless of conflictions of course with the exception of science and religion which in no way shape or form is even possible to have both within one country's borders, and the distinction that you can be communist with liberties such as the right to pick your own government, just not freedoms.
 
Well, in fairness, those turns were supposed to represent anywhere from a year to a hundred-plus years, so the change seems more rational. I do understand where one might be a bit hesitant since civics were so easily changed gameplay-wise, and that might've needed to be changed to make players decide more carefully. But I also think the social policies system went too far the other direction in allowing no change whatsoever.

Surely there has to be a happy medium somewhere in there.

The way I see social policies is kind of building leader traits as you play. As we all know in IV, each leader had a couple of traits, that would give bonuses to culture or settler building, etc. Now in V, slowly, as your civilization builds, these traits are planned out and chosen to suit that particular game you're playing.
 
People talking about things they know nothing about lol. The Piety tree is broad for a reason.
 
I think you have two view social policies a little more abstractly...in terms of Free Religion and Theocracy, the way I look at it is that Free Religion is the final tier and therefore encompasses all of its prerequisites. In other words, when you adopt Free Religion you are no longer in a Theocracy, but Free Religion includes all the bonuses of Theocracy in addition to its new benefits.

Who knows, all I care about is that social policies are a huge step up from civics.
 
Policies are interesting but inflexible and ultimately far inferior to civics. People who think it's unrealistic to have the changes available under Civics happen after a few turns of revolution need to crack a book now and again - please witness history over the last 100 years. Spain. France. Russia. Germany. China. Italy. Iran. Venezuela. Shall I go on? Even the UK has had notable changes over that period. The US has been fairly steady, but one could argue for subtle civics shifts, but nothing as dramatic as those I listed.

I think an elegant melding of the concepts - changing civics, but each civic having options that can be unlocked or take time to really appreciate the fruits of - might be an excellent end game.
 
The way I see social policies is kind of building leader traits as you play. As we all know in IV, each leader had a couple of traits, that would give bonuses to culture or settler building, etc. Now in V, slowly, as your civilization builds, these traits are planned out and chosen to suit that particular game you're playing.

Translation: it's an RPG.
 
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