Enrico Swagolo
Deity
- Joined
- Jun 10, 2013
- Messages
- 2,387
So, which policies do you guys think are the worst?
1)Merchant Confederacy: +1 Gold from trade routes with city states.
Do I even need to explain why this is a horrible thing? Max 10 gold ultra late game for non Venice players out of a mid game policy. This policy deserves to be denounced, stolen land from by Great General, declared war upon, nuked four times by Gandhi, have all its City State friends acquired by Maria T., Genghis K. and Enrico D., and then denounced again after the first Denouncement runs out.
Not only that, the bonus allegedly doesn't even work. It's like the policy knows its so horrible you won't even notice if its bugged out.
Another 1) because it's a tie. Wagon Trains: +2 Gold from all your Land Trade Routes.
Not only is the bonus completely pathetic (how many caravans are you going to even have when cargo ships are always prefered? Even assuming you're completely land locked for some reason, that's 10 caravans max with petralossus very late game unless you're Venice), but it doesn't even work.
It's bugged. Gives you nothing. Zero. Doesn't matter if it's a food route, or a regular gold route, you don't benefit at all, or at least I didn't benefit from my 2 caravans as Venice (the rest were Cargo Ships).
This Policy really deserves to be Denounced and Declared War upon. Even if it worked it'd be completely useless. Hell, even if it gave you money for Land Trade Routes from other Civs it'd be bad, because even AI knows cargo ships are thousands time better.
1) (yes, ANOTHER tie) +3 gold from trade routes with other Freedom civilisations. Another horrid thing mostly because it all depends on enemies taking this ideology, and +3 gold at this stage isn't much.
2)Trade Unions: Maintenance paid on Roads and Railroads reduced by 50%.
Nice, you reduced your gold spending by about 10 gold, much less if your empire is mostly naval. Okaaaaaaaay, it's not THAT horrible if you're completely landlocked, but still the saving is not noticeable. Better than nr1 because at least it works and has potential in certain cases.
3)Professional Army: Gold cost of upgrading Military Units reduced by 33% and construct Barracks, Armories, and Military Academies 50% faster. - how many cities will even have XP buildings? One? Two? Gone is the great +1 happiness for defensive building from honour, replaced by... This?
4) Entrepreneurship: Great Merchants are earned 25% faster. (requires Wagon Trains) - that's a horrible policy for everyone except Venice, for which it's a reasonable one. As all other civs you DON'T want to get Merchants. Ever. Only double gold/influence of MoV makes them worthwhile. If Venice didn't exist, this one would be another tie for nr 1 because it makes it more likely to get something that actually hurts you more than it helps by delaying the good Great People.
5) United Front: Militaristic City-States grant units twice as often when you are at war with a common foe. - it's not horrible, but too situational. Militaristic city states shouldn't be depended upon much.
6) Treasure Fleets: +4 Gold from all your sea trade routes. Requires Merchant Navy. - at least it works on the superior routes, but still. 40 gold very late game IF you got collossus AND petra, 80 if you're Venice (which swims in money so much it doesn't care a lot).
7) Religious Tolerance: Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion. (requires Organized Religion) - okay, it's usable, but they're Pantheon beliefs. Most civs will take a pantheon because of their surroundings - you have 4 stones near the capital, good, take Stone Circles and get a guaranteed religion. Most other cities won't benefit from it, because they don't have the resources/luxuries the pantheon works with.
I noticed one thing - if a Policy is related to Trade Routes, it is either useless and doesn't work, or it's borderline useless and still doesn't work. My guess is that initially trade routes were going to work a bit differently and then those policies were actually good (still I can't imagine Merchant Confederacy ever being good no matter what).
1)Merchant Confederacy: +1 Gold from trade routes with city states.
Do I even need to explain why this is a horrible thing? Max 10 gold ultra late game for non Venice players out of a mid game policy. This policy deserves to be denounced, stolen land from by Great General, declared war upon, nuked four times by Gandhi, have all its City State friends acquired by Maria T., Genghis K. and Enrico D., and then denounced again after the first Denouncement runs out.
Not only that, the bonus allegedly doesn't even work. It's like the policy knows its so horrible you won't even notice if its bugged out.
Another 1) because it's a tie. Wagon Trains: +2 Gold from all your Land Trade Routes.
Not only is the bonus completely pathetic (how many caravans are you going to even have when cargo ships are always prefered? Even assuming you're completely land locked for some reason, that's 10 caravans max with petralossus very late game unless you're Venice), but it doesn't even work.
It's bugged. Gives you nothing. Zero. Doesn't matter if it's a food route, or a regular gold route, you don't benefit at all, or at least I didn't benefit from my 2 caravans as Venice (the rest were Cargo Ships).
This Policy really deserves to be Denounced and Declared War upon. Even if it worked it'd be completely useless. Hell, even if it gave you money for Land Trade Routes from other Civs it'd be bad, because even AI knows cargo ships are thousands time better.
1) (yes, ANOTHER tie) +3 gold from trade routes with other Freedom civilisations. Another horrid thing mostly because it all depends on enemies taking this ideology, and +3 gold at this stage isn't much.
2)Trade Unions: Maintenance paid on Roads and Railroads reduced by 50%.
Nice, you reduced your gold spending by about 10 gold, much less if your empire is mostly naval. Okaaaaaaaay, it's not THAT horrible if you're completely landlocked, but still the saving is not noticeable. Better than nr1 because at least it works and has potential in certain cases.
3)Professional Army: Gold cost of upgrading Military Units reduced by 33% and construct Barracks, Armories, and Military Academies 50% faster. - how many cities will even have XP buildings? One? Two? Gone is the great +1 happiness for defensive building from honour, replaced by... This?
4) Entrepreneurship: Great Merchants are earned 25% faster. (requires Wagon Trains) - that's a horrible policy for everyone except Venice, for which it's a reasonable one. As all other civs you DON'T want to get Merchants. Ever. Only double gold/influence of MoV makes them worthwhile. If Venice didn't exist, this one would be another tie for nr 1 because it makes it more likely to get something that actually hurts you more than it helps by delaying the good Great People.
5) United Front: Militaristic City-States grant units twice as often when you are at war with a common foe. - it's not horrible, but too situational. Militaristic city states shouldn't be depended upon much.
6) Treasure Fleets: +4 Gold from all your sea trade routes. Requires Merchant Navy. - at least it works on the superior routes, but still. 40 gold very late game IF you got collossus AND petra, 80 if you're Venice (which swims in money so much it doesn't care a lot).
7) Religious Tolerance: Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion. (requires Organized Religion) - okay, it's usable, but they're Pantheon beliefs. Most civs will take a pantheon because of their surroundings - you have 4 stones near the capital, good, take Stone Circles and get a guaranteed religion. Most other cities won't benefit from it, because they don't have the resources/luxuries the pantheon works with.
I noticed one thing - if a Policy is related to Trade Routes, it is either useless and doesn't work, or it's borderline useless and still doesn't work. My guess is that initially trade routes were going to work a bit differently and then those policies were actually good (still I can't imagine Merchant Confederacy ever being good no matter what).