sonicandfffan
Warlord
THE RESULTS
Votes so far: 30
5.81 - Commerce (Medieval Era)
6.00 - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben.
3.73 - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes.
5.53 - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%.
3.63 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster.
7.5 - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
8.00 - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource.
6.27 - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era."
5.20 - Exploration (Medieval Era)
5.97 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
6.60 - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities.
6.01 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
3.10 - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
3.73 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse..
6.33 - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes.
4.63 - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era.
7.28 - Rationalism
8.30 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
8.43 - Secularism (leads to Sovereignty): +2 Science from every Specialist.
6.83 - Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
7.83 - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities.
4.77 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
6.37 - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%.
8.40 - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.
Thanks to everyone who voted for Tradition/Liberty/Honor and Piety/Patronage/Aesthetics. Now we move on to Commerce/Exploration/Rationalism.
Credit to kaspergm for the format from his rate the beliefs topics. We've done beliefs and wonders, now we move on to social policies. Adding a numerical value to things helps new players (and experienced players) decide how to prioritise their game and I think doing this for several aspects of the gameplay will provide useful resources for this forum.
I'd ask you to put your vote before the name of each belief, like this:
5 - Tradition Opener: Increases rate of border expansion, +3 culture in capital, unlocks Hanging Gardens.
As with the wonders, the voting range is from 0 to 10 where 5 is average. Give votes between 0 and 10, where 0 is worst and 10 is best, like this:
10 = Pretty much required for any game
9 = Excellent
8 = Extremely good
7 = Very good
6 = Above par
5 = Average
4 = Below par
3 = Poor
2 = Very Poor
1 = Worse than useless
0 = Never take ever.
When voting, take into account both the strength of the policy, its prerequisites, the policies it unlocks and how situational it is in its applicability. To give an example of this, a policy like citizenship might not be the best by itself, but the fact it unlocks two useful policies should factor into your score. Also of course, how well it suites your playing style or personal likes or dislikes also should influence your vote. Also keep in mind that something useful for a domination victory might not be as useful for a cultural victory. How you weight the different things is subjective obviously. I'll try to make some statistics when people have put in some votes to see how things distribute. Here are the list of social policies:
Commerce (Medieval Era)
_ - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben.
_ - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes.
_ - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%.
_ - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster.
_ - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
_ - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource.
_ - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era."
Exploration (Medieval Era)
_ - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
_ - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities.
_ - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
_ - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
_ - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse..
_ - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes.
_ - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era.
Rationalism
_ - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
_ - Secularism (leads to Sovereignty): +2 Science from every Specialist.
_ - Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
_ - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities.
_ - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
_ - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%.
_ - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.