What is the strength of Tradition opening vs. Liberty? (Why was Tradition nerfed?)

astrium

Chieftain
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OK, I know the title must be an incredibly old question, but ever since the latest patch (the one that added Cocoa and Bison) nerfed Tradition, I can't seem to get this question out of my head. I mean, not that I am complaining about the nerf (I don't use Tradition openings very often anyway), I am just genuinely puzzled... When it comes to Tradition vs Liberty opening, most experienced players around me prefer the latter over the former, and for quite some good reasons; we have discussed this quite a lot, and none of us could understand the reasons behind the nerf. Yet, I have also seen some players that I have great respect for (e.g. Sullla) argue in favor of Tradition, so there must have been _some_ reason, even if that's something not everyone would necessarily agree upon. Could someone please enlighten me on that? (umm, yes, I know that for Enrico and Gandhi, Tradition >> Liberty...)

Here's my humble opinion about why Liberty is the superior opening vis-a-vis Tradition (and definitely by a very wide margin for post-nerf Tradition), and why I don't understand the nerf:
1> Liberty greatly aids early expansion, and Tradition simply doesn't compare on that.
Expand or Die has been the theme for the Civ series; true, in Civ5 it doesn't appear to be so compulsory anymore ("Expand or... um... ok, fine, maybe not"), but just because you can win with four cities (or even OCC, fwiw) doesn't mean it isn't desirable/optimal to grab as much land as you can.
In fact, I would attribute the fact that you can pull off easy wins with, er, traditional Tradition 4-cities opening in BNW to the incompetence of AIs. I still remember the one game back in G&K where I played Ethiopia, pulled off a Liberty 8-cities opening, later conquered two more from my neighbor (Alex iirc, who already hated me) with xbows, then decided to peacefully pursue a Space victory - until Cathy on the other side of the world completed Apollo Program on Turn 171 and had me thoroughly crap my pants. Yes, I suppose I could have done something diplomatically to prevent that from happening, except the map happened to be a quasi-Continents Pangaea, with only one single-tile corridor connecting the two larger continents. I had the misfortune of getting my Scout trapped and killed by barbs in that corridor mid-game, and you would never think you needed early Astronomy on a Pangaea map! By the time I met with Cathy, she has already all but conquered her entire continent...
In that game, I immediately abandoned my Space plan, went full military mode and into Autocracy, and began forcing my way to Russia with swarms of units. It worked out in the end because I had enough land, and thus production (which is rather scarce in Civ5), to do whatever the situation demands. I imagine I could and would have lost that one had I been sitting on four cities...
Fortunately (?) for us players, such things never happen anymore now that we are in a Brave New World. I only remember one single AI entering Modern Era on turn 171 (that was Sejong. Yeah, surprising, I know. ;)) in BNW, much less discovering Rocketry. Thus we can now generally win the game if we manage to simply survive to the end game with four decent cities on hand; however, I hardly consider it to be the best strategy, since early expansion offers a substantially higher reward, and disproportionally low risk associated with that. More specifically, if you tried both strategy, you would notice the difference around late Renaissance/early Industrial Era, where the research rate of "tall and narrow" openings begin to falter. And whereas back in G&K you can get dogpiled by every AI and their grandmother for "They believe you are building new cities too aggressively!" early game, it is much less likely with the more friendly and peaceful AI in BNW, so much that I have found it generally safe to pursue early expansion in the face of basically anyone except Shaka. Yes, that "anyone" includes Attila, Temujin, Alexander, all the sociopath leaders you can think of!
(Shaka is an exception because because he is the single most formidable opponent on the battlefield in the entire game when his UU comes into play, since his Impi is dirt cheap, utterly destroy Archery units with its ranged defense promotions and 3 movement points granted by his UB, and doesn't think much of Pikes, the usual frontline units the players could field, unlike Mounted units. In short, it would be very dangerous and/or at least not worth it to either fight a war with him or even trying to keep an upset Shaka at bay post-Civil Service, so it is either an Ancient war to cripple or outright destroy him, or a cautious turtle to befriend him; early expansion would not be an appealing strategy.)
With that in mind, Tradition suddenly doesn't appear to be so attractive anymore. When seeking an early expansion, the bonuses provided by Liberty is so massive that I think the edge over Tradition should be basically self-evident. It is what the Liberty tree is designed to do, after all.
So that leaves one question yet to be addressed: what if one rolls a really cramped start, and there is simply no space to expand into?

2> Liberty offers considerable flexibility when compared to all other openings.
We all know that the opening policy trees are each designed with a particular strength in mind: Tradition for going tall, Liberty for going wide, Honor for going warmonger. (Piety for... um... making your game more challenging, plus screwing up the AIs that open with it, I suppose?)
However, among these choices, Liberty would stand out as the most flexible one.
Expanding beyond 4 cities by peaceful means for a Tradition opening is downright painful (not necessarily impossible nor a bad idea, mind you). And I would go so far as to say going for early aggression is very much against the point of a Tradition opening. To me, going Tradition means focusing on early growth at the expense of expansion, then try and squeeze the maximum benefits out of that. An example to demonstrate my point: given otherwise equal conditions, the science output of 4 cities will never compare to 8 no matter what (even with the science penalty added in BNW), not least because growing population requires substantially more food as cities grow taller, and you can only have a fixed number of specialists per city; however, by virtue of focusing on early growth, you end up with a decent early technological edge, which translates into faster Education, = faster Universities, which lets you keep the technological edge, which in turn will let you get faster Sci Meth = faster Public Schools, etc etc. In essence, a large empire has a lot more potential, and for a smaller empire to stay competitive, it must make good for that by having and maintaining its faster pace. Then we have early (Ancient/Classical) wars, which in turn demands heavily sacrificing early infrastructure and growth for military strength. These two just don't get along well.
Honor opening is great for warfare, but useless for everything else. Look, there is exactly one policy in the tree that is not directly related to combat in some way, and even that requires you stuffing an unit inside your city to work. The lack of economic boost (even more so since the happiness on XP buildings got moved to Autocracy) means that once you come out of your early wars, you end up with a sizable and experienced army, and an economically crippled empire (perhaps even on the verge of bankruptcy) with little chance of recovering due to a lack of help from social policies. That pretty much leaves you with only one option: wage more wars. Then for example, if you got trolled in early-mid game by the map generator with terrains like single-tile mountain passes, against which you are unlikely to make any progress before Artillery or planes, then you are officially screwed. Good luck making it to Dynamite/Flight with a handful of 3-6 pop cities and a Granary as the only infrastructure inside them, a -40 gold deficit, a full era behind the tech leader, and several hostile AIs from warmongering. (Again, it's not impossible, at least not always, and it doesn't always happen either; just a pain in the butt when it does.)
Liberty is not so powerful a choice as to make Tradition and Honor unappealing choices; however, not only would it really shine when you are playing early expansion, but it would also work just fine in most other cases. Even if you find yourself boxed in, with the extra shield and free Settler which helps enormously for building an Ancient Era army, you have a very good chance of finding some soil for your plows with your swords, plus, should you decide against attempting to conquer the world, you would have a substantially better chance at recovering from the economic devastation caused by war; and even if an early aggression seems unlikely to succeed for whatever reason, with the free Settler and +50% Settler production, you should end up with more land than you otherwise would, and thus in at least more or less an equal position, if not always better. Even if you somehow manage to roll a map where you cannot grab some decent land with even your free settler, it will still be useful to you, if only to plant a frontline city for citadel-bomb purposes; plus, if this is really the case, you should get more than ample warnings with your exploring units to _not_ open with Liberty, before you get to choose your first Policy. (or second; If you get 20 culture from an Ancient Ruin, it is generally a good idea to choose Tradition opener as your first Policy, no matter which Policy tree you would be going into.)
That being said, since it is very hard to achieve perfect balance, there is nothing inherently wrong with one tree being more general-purpose than the others (in fact, one could argue that it is natural for a Policy tree designed with expansion in mind); Honor is still _the_ choice for playing pure Conquest/Domination, with all its combat boosts, its finisher providing a substantial and steady income for a civ constantly at war, and its XP boost often deciding the game; (against technologically superior foes, as AIs on higher difficulties invariably are, believe it or not, 5 compbows with Range and Logistics may succeed where 50 unpromoted ones would fail!) And Tradition is still _the_ choice for playstyles/strategies that favor tall cities and faster tech rate early-game, e.g. a very good starting position (*cough* Salt *cough*) with the resulting extremely strong uber-capital, or a civ that has an exceptional mid-game UU (Camel Archers, Keshiks, Longbows, Chu-Ko-Nus, etc) that one want to get them out ASAP and roflstomp over the AIs with them, or a combination of the two. They could shape games in a way Liberty couldn't. So it would have actually been fine. No problems at all. Except...

3> The nerf hit Tradition too hard.
This is the part I don't understand. Like I said above, imho, Tradition is about establishing an early lead by virtue of going tall at the expense of expansion, then trying to hold and exploit that lead, i.e. trying to snowball from there, usually by reaching key science/military techs like Education or Chivalry faster. Failing that, you would likely end up in trouble since you lack growth potential, unlike wider empires, by a very large margin.
(For an extreme example, assuming you have full Rationalism tree, a 4-pop city with nothing but Library, University, Public School and Research Labs will net you almost 80 beakers by working all 4 Scientist slots and building Settlers to avoid starving. Adding 4 extra pops in an already tall city, even if it is your Capital, will never compare in terms of science output - even after factoring in the science penalty for having an extra city; yet, growing a city from size 1 to 4 only requires a fraction of food required for growing from size 30 to 34. Of course, it is an abstract and extreme example, and actual gameplay is vastly more complex, but you get the idea.)
That's why trying to establish an early lead and keep things going at a fast pace is really important for Tradition, so important that one would sometimes spend a good 400 bucks rush-buying Library in your fourth city, even with it only having 1-2 pop, just to complete National College earlier; something almost stupid to do when going Liberty but actually makes sense when opening with Tradition. And why the nerf hit Tradition far more heavily than it may initially appear to be. Let's face it, Oligarchy is all but useless in the early game, at least for single player games. Putting it as the second policy in the tree (Aristocracy? umm... nope?) pretty much serves only to delay everything else by one Policy worth of time. So we will begin here.
Putting off Legalism from second to third policy certainly hurts. It should go without saying that snowballing works both ways. Yet this one is not so bad, because the Tradition opener is very powerful (so powerful that you can't be wrong by starting every game with it, in fact), and you can often get 20 culture from Ancient Ruins to mitigate it somewhat.
Things get worse from the 4th Policy onwards. In games before the change, you would usually either grab Landed Elite as your third Policy to grow your capital, then take Monarchy to get some Happiness and start expanding; or alternatively, take Monarchy first to solve the Happiness problem while you train an early Settler to grab a very strong/important/both spot, then take Landed Elite to make up for the lost growth. Either way, you would end up in possession of both Policies, which means a strong Capital + enough Happiness = in good shape to expand. Now, around the same time, you will only get one of them, with the next one likely some 20 turns away. Not only do you miss out on the perfect time window to grow your capital while you train Workers, early units, and building some infrastructure; You are now also faced with the hard choice of sacrificing some growth of your Capital even further (and I feel I should not have to explain the importance of a strong Capital) to secure some Happiness for expanding, or try to make up for the lost growth and likely run into Happiness problems while expanding - which is exacerbated by the fact that, without Worker rate bonus from Citizenship and Pyramids (which is very buildable even on Deity), Tradition workers take centuries just to build a Quarry...
And that's not the end of the story. By the time you get your 5th Policy, which usually used to be Aristocracy before the change, you should have Philosophy and trying to get either the Oracle or your National College. The Oracle _is_ a big deal, given how scarce Culture is now from early to mid-late game (and it being the few early wonders you have a good shot at, even on Deity, unless you have Pacal or Izzy in game), and especially for Tradition opening which is all about snowballing as hard as you can. By delaying Aristocracy, it missed out the single time window in the entire game where it would have mattered the most.
To summarize, the change totally screwed up the pace in the early game playstyle that demands the most out of fast early pace and snowballing, leaving Tradition opening in a pretty sad shape now. Even if I am to play "tall" right now, something like a Liberty 6-city opening seemed much better. Even if I only build 4 cities, where Tradition should be the strongest, it doesn't give much of an edge vis-a-vis Liberty now - I tried a few games, and it generally worked out as I expected. It was already only good at one specific strategy, and now it is even beginning to falter at what it is designed to do. Pretty sad to me. (Plus it makes the Policy tree looks ugly now. >_>)

Again, I am just genuinely curious about the rationale behind the change; I like to think that I missed something about Tradition's strength, and would really like to know that so I can start trying Tradition again. It gets boring after a while playing more or less the same opening for every game...
 
Tradition puts you at a significant culture advantage compared to Liberty, especially when you factor in the free cultural buildings. Also Tradition provides a huge boost to growth and science.
 
Full Tradition first wasn't really nerfed.
You just now need to handbuild a monument in the palace to finish Tradition around the same turn you did pre-patch which will now result in the Amphitheater there being free.

Now the cherry pick center of Tradition and then do something else instead of completing Tradition was indeed nerfed.

On the overall post, Honor might have been designed for warmonger, but Tradition is actually better for that.

Tradition is also more flexible than Liberty as Liberty requires you have more city spots to settle that also have unique luxury types than Tradition in order to really use it.
Monarchy's 50% pop based reduction of unhappiness in the capital combined with all the growth policies within Tradition is huge.
 
Tradition puts you at a significant culture advantage compared to Liberty, especially when you factor in the free cultural buildings. Also Tradition provides a huge boost to growth and science.

Full Tradition first wasn't really nerfed.
You just now need to handbuild a monument in the palace to finish Tradition around the same turn you did pre-patch which will now request in the Amphitheater there being free.

Now the cherry pick center of Tradition and then do something else instead of completing Tradition was indeed nerfed.

On the overall post, Honor might have been designed for warmonger, but Tradition is actually better for that.

Tradition is also more flexible than Liberty as Liberty requires you have more city spots to settle that also have unique luxury types than Tradition in order to really use it.
Monarchy's 50% pop based reduction of unhappiness in the capital combined with all the growth policies within Tradition is huge.

Thank you for the input, I really appreciate them :D
However, I'm afraid I have to disagree with your opinion:

1> Tradition indeed gives you a significant cultural boost, and more importantly border expansion rate early on; however, that comes largely from the opener, and like I said, it is generally a good idea to take the Tradition opener first no matter which tree you are planning to go into. Apart from that, I can't really see Tradition have an advantage over Liberty on the Cultural side; with Representation, each new city will incur a 10% penalty on Policy costs, while a new city with the Liberty opener policy and a Monument will provide +3 culture, which is certainly larger than 10% of your early Culture output. If you later manage to get Mosques/Pagodas beliefs in your cities, it will only go up (plus more cities = more Faith output). Then that gets exponentially amplified by World's Fair and the Great Writer Political Treatises...

2> I agree that the time it takes to finish the Tradition tree has not changed that significantly overall; the problem, as I described in the original post, is that it badly hurts Tradition openings by delaying the actual time to get the key Policies, thus significantly hampering the ability of a Tradition opening to get the early snowballs going, which I believe is where the core strength lies as far as Tradition openings go.

3> While I agree Tradition is good for certain kinds of warfare (namely getting a strong UU into play ASAP), I have been trying to describe a different kind of warmongering - the situation where you are boxed in right from the start, and have to fight Ancient Era wars just to get some living space, sometimes with only a handful of Archers and your starting Warrior; something I can't imagine Tradition would be good at. For example, I found a screenshot for a random game I've played back in October (Settings Celts,Deity,Pangaea,Standard,Standard; just to be clear, the beaker rate is pathetic because I already have enough beakers from GS burns to finish the tree, and have sold all my Research Labs for cash):
Spoiler :

You can tell from the position of Cordoba how cramped the opening was. I suppose if I had went Tradition, I could have sit on two cities till something like Machinery, and then attack Izzy, but I am not sure it would be a good idea because:
a) I was playing as Celts, which is a civ perfectly suited for early aggression;
b) Massive mid-game wars will incur more warmonger penalties since I would have met more AIs by then, which substantially increase the risk of destroying your diplomacy;
c) Izzy is a civ who has a Knight UU, which means she will prioritize Chivalry, which in turn not only means Conquistadors, but also Castles all over the place = pain in the butt for Medieval wars;
d) She opened with Piety, which means she should have been (at least relatively) easy prey early game; the same can't be said as the game progresses further, no less because of the reason stated above.
I ended up choosing a Liberty two-city opening, making use of the massive boost of the extra hammer and an early free settler, and pulled off a successful Ancient Era war which permanently secured my position. I won on turn 250 by Space, a result that I am quite satisfied with for a game that forced me into such an early war. I will be really interested to know the proper way a Tradition opening would handle this.

4> Unless the map generator really hates you, more land should naturally translate into more resources; and I generally don't find Happiness to be too big a problem when pursuing early expansion, at least not so much as to render Liberty an unattractive choice. The trick for me has been keeping an eye on the Diplomacy Overview screen; if you watch it often enough (almost every turn, and I mean it, they tend to disappear the next turn due to inter-AI trading), you will almost invariably find some extra copies of luxury resources from the AIs, which you can swap with your own duplicate copies of resources, or simply buy with 9gpt. Yes, it will be an economic burden, but it is well more than worth it - you are supposed to have _some_ kind of penalty for aggressive expansion after all ;)
 
Well I guess you are a Deity player, so is hard to be marked as an expansionist when the AI grab land so fast.

Tradition still have the best bonuses by far. Heck, monarchy alone beat everything else, and you stated how the opener is hard to miss. Even then the ability of faster expansion liberty grants is nothing to shame at.

Don't forget how the game is tweaked in BNW to favor Tall vs Wide. Expansion means less happiness, bad relations not only because of early expansionism tagging, also having more opportunities to have close neighbors and land disputes. Without monarchy and free garrisons you could get gold into negative with few units, specially if you are isolated. Also going tall means more science, faster national wonders, best ability to target key wonders for your strategy. All of this is further boosted by all the tradition bonuses. On top of that you get +50% defense with garrisons for extra defense. You also get key buildings (to me University is the most important normal building in the game) much faster, and thanks to the economy boost you are even able to hard buy one university, or even a settler. With liberty you end up most of the time rushing the NC with the free GP, while on tradition you get it up in 9 turns while getting free aqueducts and extra growth in a very timely manner. Most important city bonuses are percentage/population based, and how the bonuses stack, is better to get an overpowered capital than to spread the goods evenly between cities.

Maybe you are so used to liberty play you can't see well all the bonuses you are missing, and on Deity many very good players can get similar performance with liberty compared to Tradition in many circumstances, but the fact is most of the people (lets say average players playing on emperor) find that libery makes the games MUCH harder than tradition.

Finally I don't like the way they nerfed tradition. Tradition was perfectly fluid in policy progression, I would have lowered the bonuses a bit instead of breaking the best timed policy of the ancient age.
 
With liberty you waste precious turns >10 hand building monuments to catch up in culture. To me that is the most frustrating part. I'd much rather build something like a granary or a library first than have worry about building a monument.
 
Personally I've generally preferred a straight Trad opening (due to my playstyle of 'peaceful simcity', but I need to get better at warring, etc) and honestly don't play the game enough to properly comment.

Although recently I've been trying a Trad/Lib mix (post patch too). That goes Trad Open > Lib Open > Lib to Settler > Finish Trad and I'll have a strong 5-6 (room dependent) cities fairly early that can support themselves quite well.
 
The Landed Elite and Monarchy policies were nerfed. The shifting of Oligarchy slows the adopting of either LE :)c5food:) or M :)c5happy: + :c5gold:).

These are both powerful policies that come at a really good time for a tall player; when either :c5happy: is running out owing to expansion or :c5citizen: are becoming harder to come by.

Pre-patch the order these policies was taken mattered less than it does now. It has become a difficult decision for a tall peaceful player to make as to which to go for first.

Tradition's early culture with the awesome +3:c5culture: opener is massive and leaves Liberty, Honor and Piety for dead. All three ought to have buffed openers.

Oh, and free aqueducts FTW.
 
Civ 5 is effectively an orphaned product, placed on the back-burner as profitable focus shifts elsewhere. I think it's rather sad that Firaxis don't show some attention to detail in fixing (what are now) long-standing balance concerns. But it won't happen despite our feelings. The most we can expect at this stage is the type of cure we got in the latest patch, designed by some kid with ADHD, who had about 10 seconds of time budgeted by the corporation, lacking any type of finesse or nuance, which by the way -- also broke multiplayer and still hasn't been fixed. Inattention and incompetence. They really just don't care any more, in my opinion. Where's Sid Meier when you need him? Spending his well-deserved earnings, I guess. He deserves that.

Some easy, subtle suggestions to balance out the openers in the Ancient trees:

Tradition: in lieu of the +3 culture in capital (and instead of the last patch's solution?), +2 would be perfectly adequate. Gentle nerf. Free aqueducts appear when you've researched engineering and not before.

Honor: move the +1 happiness (if a unit is stationed in the city) policy to the opener. give +1 culture once a barracks is constructed, too. All in the opener. The +2 culture effect can still come in a later policy.

Piety: +1 faith/turn in capital. Maybe even a free shrine, but free shrine might be too rich. Probably not though.

Just some ideas, dead and useless in the ether of an orphaned product. Carry on . . . ;)
 
What is the strength of Tradition opening vs. Liberty?

Tradition allows you finish game faster (in turns) in most cases and because I only
care about it I prefer tradition. Last patch didn't change much it was just slight nerf -tradition is still better in most cases.

Let's see victory types and compare tradition to liberty

SCIENCE 15% growth +10% in cap + free aqueducts without construction - need say more? Only sub 200T deity science victory in HOF rules in BNW was made with tradition which probably speaks for itself.

DIPLOMACY Same as science.

CULTURE
a)Sacred sites strategy or domination type culture wins - liberty
b)peacefully - I hesitate here a little bit because I see possible strength of liberty but right now in my sub 200T deity peacefully culture tries I choose tradition

DOMINATION Well it's only victory type when liberty with pyramids and worker policy really shine, although keep in mind then some players prefer 'safe' late game conquest with tradition-artillery or plains beeline.

the science output of 4 cities will never compare to 8 no matter what (even with the science penalty added in BNW)

By this time I already be in space with my tradition 4 or 5 cities ;)
 
I still think with the nerf tradition is still ridiculously strong mainly due to monarchy. Cutting down on unhappiness by at least 6 or 7 by the mid game is huge, much better than liberty's 1 happiness per city connection. In the late game liberty would be somewhat stronger by virtue of having more cities/gold/production etc. but the late game is so short that the impact is not very significant. Especially when we talk about science victories, the late game is shortened by around 80 turns if we play optimally, so there's not a lot of time for liberty to overtake the growth boosts from tradition.
 
Full Tradition first wasn't really nerfed.
You just now need to handbuild a monument in the palace to finish Tradition around the same turn you did pre-patch which will now request in the Amphitheater there being free.

Now the cherry pick center of Tradition and then do something else instead of completing Tradition was indeed nerfed.

On the overall post, Honor might have been designed for warmonger, but Tradition is actually better for that.

Tradition is also more flexible than Liberty as Liberty requires you have more city spots to settle that also have unique luxury types than Tradition in order to really use it.
Monarchy's 50% pop based reduction of unhappiness in the capital combined with all the growth policies within Tradition is huge.
I kind of agree because even though honor does increase overall unit quality by allowing easier promotions such as range for seige, March for melee and mobility for mobile units, tradition still does have that overall economic quality that eventually outbooms usual honor starts that attack late. I think liberty could outboom smaller traditions that attack late...
 
In the late game liberty would be somewhat stronger by virtue of having more cities/gold/production etc. but the late game is so short that the impact is not very significant. Especially when we talk about science victories, the late game is shortened by around 80 turns if we play optimally, so there's not a lot of time for liberty to overtake the growth boosts from tradition.

Being a liberty lover, this is the nut I can't crack. In many hours of terrible play I've only been able to hit what I felt was the perfect liberty play and even then my turn time was nothing to write home about. It felt like a more complete/dominant victory, but not as fast to the finish as my best tradition finishes.

My current thoughts, and this applies only to SP, as I suspect MP is a different beast.

Given optimal play :

Tradition is easier and faster.

Liberty is harder, a degree or two longer, but more dominant. More has to go right for a good liberty play, hence "harder".

All that being said, I'm hoping someone can throw down some solid liberty times and give the figures IronfighterXXX quoted a run.
 
The most we can expect at this stage is the type of cure we got in the latest patch, designed by some kid with ADHD, who had about 10 seconds of time budgeted by the corporation, lacking any type of finesse or nuance, which by the way -- also broke multiplayer and still hasn't been fixed. Inattention and incompetence.

There's no need to be rude to the devs. That said, the latest (last?) patch was a collection of ad hoc bandaid solutions that did not reflect a deep understanding of the problems they were intended to solve.
 
I find Liberty most powerful when Great Library is do-able. You could use your free worker to chop it, your Golden Age to quickly get NC & Oracle and then you cheap Settlers catch up in land. If you've got a hilly desert, your free GE can easily grab Petra. But then I moved up past Emperor, and TGL isn't in reach any more - and an invasion-magnet if by some miracle you pull it off.
 
There's no need to be rude to the devs. That said, the latest (last?) patch was a collection of ad hoc bandaid solutions that did not reflect a deep understanding of the problems they were intended to solve.

;)

If there were multiple developers involved as opposed to just one who had a spare minute, I'd be shocked. And regardless of the number, they lacked the passion that's necessary to care, though they did pretty much solve one glaring issue, excess warmonger hatred. I had to mention that, because it's a big deal. But there are many other issues of similar importance that need such attention.

They've moved on to Civ BE, probably starting two years ago. In general I agree with you though -- be polite. At the same time, it's also good to vent on occasion, and balance a constructive truth with a compliment. I'm a long-time fan of Sid Meier's Civ franchise and I'm thankful they leave so many hooks accessible to the modding community.
 
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