Ninakoru
A deity on Emperor
Well, I am doing a path for policy balance, just for fun (I love this balance things). The patch is pretty done, but I seek some opinions from more experienced players. I have won on Immortal with Monty and Wu without too much problems, wu starting tradition and Monty honor.
Lets comment my changes and what do you think of them:
Tradition: Moved the expansion growth bonus to landed elite.
Reason: I find Tradition prety balanced and fluid. I would focus more the benefits on the first cities, but I think it's largely OK. Many people (me included) just get the tradition opener because is just so good, even if they will ignore the rest of tradition. Moving this to landed elite doesn't affect much a Tradition player, but discourage others to get just the opener.
Liberty, Patronage, Autocracy, Order: No changes
Honor: I am trying to boost honor without loosing the focus on military, and without boosting it too much compared to tRadition and Liberty. After all the others MUST get a much better setup based on policies, but I believe the gap is too big.
Opener: Bonus from barbs +30, minor culture from ANY enemy combat unit (50% strength). Alert from nearby encampments.
Reason: Honor was much of a random starter. Culture from barbs depends on settings, and luck. This gives the starter more stability and usage outside first turns.
Warrior Code: +10% production of any militar unit, +1 production on capital. General appear.
Rsn: Well, this one is changed to shorten the gap a bit. The +1 production gives a modest boost for production (this policy path is designed for early rushes), and the 10% production will help during all the game. This will save some valuable early turns building the first army, allowing to no get too far in setup looking at tradition/liberty.
Military tradition: +50% exp (same) plus two free-maintenance units.
Rsn: Well, the exp boost is quite good on its own. If you play heavy on troops, you already have a worse eco for not going trad/liberty, so this is a minor aid but pretty much needed. Another marginal eco option would be adding +1 gold per city, but I find this one more fitting.
Military Caste: Walls give +1 local happiness, Libraries give +2 culture.
Well, I wanted to tranfer the garrison bonus to the cities to liberate that much-obligated garrison (specially when you face happiness issues). This would give more troop mobility to the honor player. Something I find essential, because placing static units to get the boost defeat the branch purpose. Another option I was thinking of, is to leave the culture to garrison, but happiness to a building, so you don't have to go to unhappiness or amass junk-army just to get your empire happy.
Discipline and Professional army: No changes.
Rsn:I found them pretty fitting. Discipline is decent and professional is quite strong on its own.
Finisher: Maintained the gold boost, +50% boost when producing training facilities (barracks, armory, military academy).
Rsn: The finisher needed a boost. The gap in setup with liberty and tradition is still quite high, I didn't cut in half the production because military academy would save too much hammers.
Rationalism: Rationalism is a no-brainer most of the time, still will be the best option most of the time (tech lead/parity is top priority).
Free thought: +1 science from trading posts, +7% sciente from universities.
Rsn: Well, a minor update to the most broken policy out there. A 10% downgrade in universities is not much but this way it feels less OP.
What do you think? Any comments are welcome.
Lets comment my changes and what do you think of them:
Tradition: Moved the expansion growth bonus to landed elite.
Reason: I find Tradition prety balanced and fluid. I would focus more the benefits on the first cities, but I think it's largely OK. Many people (me included) just get the tradition opener because is just so good, even if they will ignore the rest of tradition. Moving this to landed elite doesn't affect much a Tradition player, but discourage others to get just the opener.
Liberty, Patronage, Autocracy, Order: No changes
Honor: I am trying to boost honor without loosing the focus on military, and without boosting it too much compared to tRadition and Liberty. After all the others MUST get a much better setup based on policies, but I believe the gap is too big.
Opener: Bonus from barbs +30, minor culture from ANY enemy combat unit (50% strength). Alert from nearby encampments.
Reason: Honor was much of a random starter. Culture from barbs depends on settings, and luck. This gives the starter more stability and usage outside first turns.
Warrior Code: +10% production of any militar unit, +1 production on capital. General appear.
Rsn: Well, this one is changed to shorten the gap a bit. The +1 production gives a modest boost for production (this policy path is designed for early rushes), and the 10% production will help during all the game. This will save some valuable early turns building the first army, allowing to no get too far in setup looking at tradition/liberty.
Military tradition: +50% exp (same) plus two free-maintenance units.
Rsn: Well, the exp boost is quite good on its own. If you play heavy on troops, you already have a worse eco for not going trad/liberty, so this is a minor aid but pretty much needed. Another marginal eco option would be adding +1 gold per city, but I find this one more fitting.
Military Caste: Walls give +1 local happiness, Libraries give +2 culture.
Well, I wanted to tranfer the garrison bonus to the cities to liberate that much-obligated garrison (specially when you face happiness issues). This would give more troop mobility to the honor player. Something I find essential, because placing static units to get the boost defeat the branch purpose. Another option I was thinking of, is to leave the culture to garrison, but happiness to a building, so you don't have to go to unhappiness or amass junk-army just to get your empire happy.
Discipline and Professional army: No changes.
Rsn:I found them pretty fitting. Discipline is decent and professional is quite strong on its own.
Finisher: Maintained the gold boost, +50% boost when producing training facilities (barracks, armory, military academy).
Rsn: The finisher needed a boost. The gap in setup with liberty and tradition is still quite high, I didn't cut in half the production because military academy would save too much hammers.
Rationalism: Rationalism is a no-brainer most of the time, still will be the best option most of the time (tech lead/parity is top priority).
Free thought: +1 science from trading posts, +7% sciente from universities.
Rsn: Well, a minor update to the most broken policy out there. A 10% downgrade in universities is not much but this way it feels less OP.
What do you think? Any comments are welcome.