FeiLing
Deity
- Joined
- Jan 9, 2012
- Messages
- 2,087
I'm not happy with them. Some are just underwhelming, others too situational or simply illogical. This is what I would suggest to change:
Forbidden Palace: I totally fail to see where the Patronage requirement and the extra World Congress Delegates come from .
I'd rather associate Taj Mahal to Patronage (not because it made any more sense apart from maybe it being unlocked by Architecture and
you might argue it needs the architectural influence of Patronage just like PT and Uffizi need Social Policies unlocked too to be build).
FB instead gets 2 copies of the unique luxury resource "Jade" (-10% Unhappiness from Citizens remains too). Concerning the delegates see the reworked SP tree:
old Patronage:
Adopting Patronage will cause Influence with City-States to degrade 25% slower than normal. Unlocks building the Forbidden Palace.
Adopting all policies in the Patronage tree will cause allied City-States to occasionally gift you Great People.
-Philanthropy: Gifts of Gold to a City-State generate 25% more Influence.
-Consulates: Resting point for Influence with all City-States is increased by 20.
-Scholasticism: All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves. (requires Philanthropy)
-Cultural Diplomacy: Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%. (requires Scholasticism)
-Merchant Confederacy: +1 Gold for trade routes with City-States.
new Patronage:
Adopting Patronage will cause Gifts of Gold to a City-State to generate 25% more Influence. Unlocks building the Taj Mahal.
Adopting all policies in the Patronage tree will cause allied City-States to occasionally gift you Great People.
-Philanthropy: Influence with City-States degrades 25% slower than normal.
-Scholasticism: All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.
-Consulates: Resting point for Influence with all City-States is increased by 20. (requires Philanthropy)
-Cultural Diplomacy: Happiness from gifted Luxuries increased by 50%. Grants 1 additionnal delegate in the World Congress. (requires Consulates)
-Merchant Confederacy: +2 Gold for trade routes with City-States. Gain 1 influence per turn with City States you have a trade route with.
Switching the Opener with Philantropy seems a no brainer as calling Gold gifts being more effective "Philantropy" seems somewhat cynical. That's probably what they
meant to do, but some last second change got us this weird defined Philantrophy we currently have as it probably was forgotten to be given a more appropriate name.
Double resource quantity always was stupid; nobody needs 50 horses and 100 oil (when you commit to Patronage, you will be allied with most of the CS).
This gets replaced by an extra delegate (as FB has something more suitable to it now).
Finally Consulates and Scholasticism switched places which makes the incredible powerful Consulates commit you to Patronage with 3 SPs instead of only 2. Fair enough.
Maybe pledging to protect needs further adjustments, but it's at least a start in nerfing this overpowered SP/game mechanic combo.
old Piety:
Adopting Piety allows you to build Shrines and Temples in half the usual time. Unlocks building the Great Mosque of Djenne.
Adopting all Policies in the Piety tree causes a Great Prophet to appear and Holy Sites provide +3 Culture.
-Organized Religion: +1 Faith from Shrines and Temples.
-Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
-Theocracy: Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold. (requires Organized Religion)
-Religious Tolerance: Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion. (requires Organized Religion)
-Reformation: If you founded a religion, gain a bonus Reformation belief. (requires Mandate of Heaven, Religious Tolerance)
new Piety:
Adopting Piety allows you to build Shrines and Temples in half the usual time. Unlocks building the Great Mosque of Djenne. Adopting all Policies in the
Piety tree causes a Great Prophet to appear and Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
-Organized Religion: +1 Faith from Shrines and Temples.
-Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
-Theocracy: Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold and +3 Culture. (requires Organized Religion)
-Religious Tolerance: +1 happiness for every city that receives religious pressure from a religion other than it's majority religion. (requires Organized Religion)
-Reformation: If you founded a religion, gain a bonus Reformation belief. (requires Mandate of Heaven, Religious Tolerance)
(old Religious Tolerance pissed me off a lot: As a side bonus to the Great Prophet with the finisher now it's much more bearable and my new idea for Religious Tolerance seems useful but not too powerful).
Reformation Beliefs:
-Charitable Missions: Influence boosts from Gold gifts to City-States are increased by 30%. --> I don't even...? One uses gold gifts so rarely these days. So useless. I say make it +100% - then it at least becomes situational useful.
-Evangelism: Missionaries' Spread Religion action erodes existing pressure from other religions. --> phew... would I ever take it? NO. It just seems to be there so an AI that has it will annoy you with their endless stream of Missionaries. I really don't knno what to do with it.
-Heathen Conversion: Missionaries convert adjacent barbarians to this civilization. --> Seems like a Belief you'll be trying not more than once in your CiV life just because you feel like toying around. I haven't done that yet, but it sounds like it's either super useless or highly exploitable.
-Jesuit Education: May build Universities, Public Schools, and Research Labs with Faith. --> Pretty good one.
-Religious Fervor: Use Faith to purchase Industrial Era (and later) land units. --> I think these units are actually kinda cheap to buy with faith, so it is an (still kinds weak) option I guess.
-Sacred Sites: All buildings purchased with Faith provide 2 Tourism each. --> needs fix so CV isn't possible 2000 years before the first hotel/airport is build. Maybe 4 Culture instead of 2 Tourism?
-The Glory of God: Use Faith to purchase any type of Great Person starting in Industrial Era. --> Pretty useful, especially if you went Liberty.
-Underground Sect: Your spies exert religious pressure on the cities they occupy. --> there are too little spies for that to be of much use (and the pressure it too little). Maybe if the pressure is quadruppled it becomes an option. Then again the AI will annoy you with it (a lot). My idea: Keep the spies exerting 1 times the pressure but also add this: "Cities of this religion also gain the founder and enhancer belief bonuses of the second most popular religion".
-Unity of the Prophets: Inquisitors and Prophets reduce this religion's presence by half (instead of eliminating it). --> What is this good for? I only see mass Missionaries with occassional Prophet battles between AIs where a city will switch religion 5 times per turn. It doesn't help any way, I will need to use an own GPr to make me get my religion back. Can't think of a way to make it somewhat competable with the good beliefs.
old Honor:
Adopting Honor gives a +33% combat bonus vs Barbarians, and notifications will be provided when new Barbarian Encampments spawn in revealed
territory. Gain Culture for the empire from each barbarian killed. Unlocks building the Statue of Zeus. Adopting all policies in the Honor
tree will grant Gold for each enemy unit killed. It also allows the purchase of Great Generals with Faith starting in the Industrial Era.
-Warrior Code: +15% Production when training Melee units and a Great General appears outside the Capital. Great Generals are earned 25% faster.
-Discipline: +15% Combat Strength for melee Units which have another military Unit in an adjacent tile.
-Military Tradition: Military Units gain 50% more Experience from combat. (requires Warrior Code)
-Military Caste: Each City with a garrison increases Local City Happiness by 1 and Culture by 2. (requires Discipline)
-Professional Army: Gold cost of upgrading Military Units reduced by 33% and construct Barracks, Armories, and Military Academies 50% faster. (requires Military Caste)
new Honor:
Adopting Honor gives a +33% combat bonus vs Barbarians, and notifications will be provided when new Barbarian Encampments spawn in revealed
territory. Gain Culture for the empire from each barbarian killed. Unlocks building the Statue of Zeus. Adopting all policies in the Honor
tree will grant Gold for each enemy unit killed. It also allows the purchase of Great Generals with Faith starting in the Industrial Era.
-Warrior Code: +15% Production when training Melee units and a Great General appears outside the Capital. Great Generals are earned 25% faster.
-Discipline: +15% Combat Strength for melee Units which have another military Unit in an adjacent tile. Flanking your units is 25% less effective than usual.
-Military Tradition: Military Units gain 50% more Experience from combat and defensive buildings are build in half the usual time. (requires Warrior Code)
-Military Caste: Each City with a garrison increases Local City Happiness by 1 and Culture by 2. (requires Discipline)
-Professional Army: 1 free promotion for every newly built unit. Free Barracks in every non-puppet city. Free Armory and Forge in the Capital. (requires Military Caste)
As Honor needs some buffs, Statue of Zeus now also grants +2 faith. The changes to Professional Army are a larger buff to army strength overall
and it also enables you to build Heroic Epic more easily. The reduced enemy flanking bonus applies to all of your units (not just melee).
Great Generals (not related to Honor): GG experience. A GG earns the same experience as the military unit on the same tile as him and he can earn the following promotions:
-Tier1: Command1 (+5% combar bonus for nearby units (total 20%)) or Overview1 (+1 movement and +1 sight for the GG)
-Tier2: Command2 (+5% combar bonus for nearby units (total 25%)) or Overview2 (+1 movement and +1 sight for the GG)
-Tier3 (needs either Command2 or Overview2): Medic (same a on normal units) or Cover (-10% dmg from ranged attacks for nearby units).
Max GG lvl is 6. Lvl1 is reached at 20 xp, lvl2 at 40 xp, lvl3 at 80 xp, lvl4 at 160xp, lvl5 at 320 xp and lvl6 at 640 xp.
old Exploration:
Adopting Exploration gives +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks building the Louvre. Adopting all policies
allows you to see Hidden Antiquity Sites. It also allows the purchase of Great Admirals with Faith starting in the Industrial Era.
-Maritime Infrastructure: +3 Production in all coastal Cities.
-Naval Tradition: +1 Happiness for each Harbor, Seaport, or Lighthouse.
-Navigation School: A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
-Merchant Navy: +1 Gold for each Harbor, Seaport or Lighthouse.
-Treasure Fleets: +4 Gold from all your sea trade routes.
new Exploration:
Adopting Exploration gives +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks building the Louvre. Adopting all policies allows you to see Hidden
Antiquity Sites and establishes a free permanent embasy to every known civ. It also allows the purchase of Great Admirals with Faith starting in the Industrial Era.
-Maritime Infrastructure: +3 Production in all coastal Cities.
-Navigation School: A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster and can build Canals (and thus disembark).
-Naval Tradition: +1 Happiness and +1 gold for each Harbor, Seaport and Lighthouse.
-Merchant Navy: +4 Gold from all your sea trade routes.
-Age of Discovery: Two free Archaeologists appear. Each completed Archaeological Dig grants you 100 gold.
(Finisher gets a little bonus as the old one is only useful for culture victories: A free embasy with every civ you've met.
Canals: You all know what this is and does and that it is needed, don't pretent you don't. (makes a land tile passable for naval units).
Now gold from sea trade routes gets moved to Merchant Navy just for making space and also for how the ability is named).
Navigation school switches places with Naval Tradition (the latter gets the former effect of Merchant Navy added to make up for it's later arrival.)
And finally the rework of Treasure Fleets to : ).
I also suggest some changes not truly related to Exploration:
-Units that are healed by a Great Admiral get +10 experience. [I've disbanded countless Great Admirals due to having to many and not needing any; this way they are at least useful in some way.]
-Privateers could be improved to be really interesting units: The enemy will not be able to see which Civ they belong to and they're allowed to plunder trade routes or attack units without declaring war.
-Hidden Antiquity Sites need to not be just regular Antiquity Sites:
--Good chance to dig up a (Dinosaur) Fossil (2c 2t). Museeum of Natural History (2 Fossils) = Double Theming bonus.
--Small chance to dig up a Mummy (4c 4t).
--Good Chance to dig up generic Ancient Scrolls (work like regular artifacts), for example 'Sacred Scripture', 'Holy Scroll', 'Vellum Writings' 'Scroll of Parchment'. These would give 2c, 2t and +1 Faith.
--Landmarks from Hidden Antiquity Sites produce 1 more culture than they normally would.
Commerce changes:
-Wagon Trains: +3 Gold from all your Land Trade Routes and +20% range for land trade routes.
-Trade Unions: Maintenance paid on Roads, Railroads and Civilian Units reduced by 50%.
-Entrepreneurship: Great Merchants are earned 25% faster and +1 gold from merchant specialists. (requires Wagon Trains)
(just some minor buffs to make it a tad more attractive (and in particular to strengthen land trade routes to make them less awful compared to sea trade routes)).
Rationalism changes:
Sovereignty: All Science buildings are maintenance free. (requires Humanism).
(Rationalism has taken quite a blow in particular from the loss of a free tech in the finisher,
so the already super weak Sovereignty could use a buff to make taking it more worthwhile.)
What do you think about the Social Policies in their current state and about the proposed changes?
Forbidden Palace: I totally fail to see where the Patronage requirement and the extra World Congress Delegates come from .
I'd rather associate Taj Mahal to Patronage (not because it made any more sense apart from maybe it being unlocked by Architecture and
you might argue it needs the architectural influence of Patronage just like PT and Uffizi need Social Policies unlocked too to be build).
FB instead gets 2 copies of the unique luxury resource "Jade" (-10% Unhappiness from Citizens remains too). Concerning the delegates see the reworked SP tree:
old Patronage:
Spoiler :
Adopting Patronage will cause Influence with City-States to degrade 25% slower than normal. Unlocks building the Forbidden Palace.
Adopting all policies in the Patronage tree will cause allied City-States to occasionally gift you Great People.
-Philanthropy: Gifts of Gold to a City-State generate 25% more Influence.
-Consulates: Resting point for Influence with all City-States is increased by 20.
-Scholasticism: All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves. (requires Philanthropy)
-Cultural Diplomacy: Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%. (requires Scholasticism)
-Merchant Confederacy: +1 Gold for trade routes with City-States.
new Patronage:
Adopting Patronage will cause Gifts of Gold to a City-State to generate 25% more Influence. Unlocks building the Taj Mahal.
Adopting all policies in the Patronage tree will cause allied City-States to occasionally gift you Great People.
-Philanthropy: Influence with City-States degrades 25% slower than normal.
-Scholasticism: All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.
-Consulates: Resting point for Influence with all City-States is increased by 20. (requires Philanthropy)
-Cultural Diplomacy: Happiness from gifted Luxuries increased by 50%. Grants 1 additionnal delegate in the World Congress. (requires Consulates)
-Merchant Confederacy: +2 Gold for trade routes with City-States. Gain 1 influence per turn with City States you have a trade route with.
Switching the Opener with Philantropy seems a no brainer as calling Gold gifts being more effective "Philantropy" seems somewhat cynical. That's probably what they
meant to do, but some last second change got us this weird defined Philantrophy we currently have as it probably was forgotten to be given a more appropriate name.
Double resource quantity always was stupid; nobody needs 50 horses and 100 oil (when you commit to Patronage, you will be allied with most of the CS).
This gets replaced by an extra delegate (as FB has something more suitable to it now).
Finally Consulates and Scholasticism switched places which makes the incredible powerful Consulates commit you to Patronage with 3 SPs instead of only 2. Fair enough.
Maybe pledging to protect needs further adjustments, but it's at least a start in nerfing this overpowered SP/game mechanic combo.
old Piety:
Spoiler :
Adopting Piety allows you to build Shrines and Temples in half the usual time. Unlocks building the Great Mosque of Djenne.
Adopting all Policies in the Piety tree causes a Great Prophet to appear and Holy Sites provide +3 Culture.
-Organized Religion: +1 Faith from Shrines and Temples.
-Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
-Theocracy: Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold. (requires Organized Religion)
-Religious Tolerance: Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion. (requires Organized Religion)
-Reformation: If you founded a religion, gain a bonus Reformation belief. (requires Mandate of Heaven, Religious Tolerance)
new Piety:
Adopting Piety allows you to build Shrines and Temples in half the usual time. Unlocks building the Great Mosque of Djenne. Adopting all Policies in the
Piety tree causes a Great Prophet to appear and Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
-Organized Religion: +1 Faith from Shrines and Temples.
-Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
-Theocracy: Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold and +3 Culture. (requires Organized Religion)
-Religious Tolerance: +1 happiness for every city that receives religious pressure from a religion other than it's majority religion. (requires Organized Religion)
-Reformation: If you founded a religion, gain a bonus Reformation belief. (requires Mandate of Heaven, Religious Tolerance)
(old Religious Tolerance pissed me off a lot: As a side bonus to the Great Prophet with the finisher now it's much more bearable and my new idea for Religious Tolerance seems useful but not too powerful).
Reformation Beliefs:
-Charitable Missions: Influence boosts from Gold gifts to City-States are increased by 30%. --> I don't even...? One uses gold gifts so rarely these days. So useless. I say make it +100% - then it at least becomes situational useful.
-Evangelism: Missionaries' Spread Religion action erodes existing pressure from other religions. --> phew... would I ever take it? NO. It just seems to be there so an AI that has it will annoy you with their endless stream of Missionaries. I really don't knno what to do with it.
-Heathen Conversion: Missionaries convert adjacent barbarians to this civilization. --> Seems like a Belief you'll be trying not more than once in your CiV life just because you feel like toying around. I haven't done that yet, but it sounds like it's either super useless or highly exploitable.
-Jesuit Education: May build Universities, Public Schools, and Research Labs with Faith. --> Pretty good one.
-Religious Fervor: Use Faith to purchase Industrial Era (and later) land units. --> I think these units are actually kinda cheap to buy with faith, so it is an (still kinds weak) option I guess.
-Sacred Sites: All buildings purchased with Faith provide 2 Tourism each. --> needs fix so CV isn't possible 2000 years before the first hotel/airport is build. Maybe 4 Culture instead of 2 Tourism?
-The Glory of God: Use Faith to purchase any type of Great Person starting in Industrial Era. --> Pretty useful, especially if you went Liberty.
-Underground Sect: Your spies exert religious pressure on the cities they occupy. --> there are too little spies for that to be of much use (and the pressure it too little). Maybe if the pressure is quadruppled it becomes an option. Then again the AI will annoy you with it (a lot). My idea: Keep the spies exerting 1 times the pressure but also add this: "Cities of this religion also gain the founder and enhancer belief bonuses of the second most popular religion".
-Unity of the Prophets: Inquisitors and Prophets reduce this religion's presence by half (instead of eliminating it). --> What is this good for? I only see mass Missionaries with occassional Prophet battles between AIs where a city will switch religion 5 times per turn. It doesn't help any way, I will need to use an own GPr to make me get my religion back. Can't think of a way to make it somewhat competable with the good beliefs.
old Honor:
Spoiler :
Adopting Honor gives a +33% combat bonus vs Barbarians, and notifications will be provided when new Barbarian Encampments spawn in revealed
territory. Gain Culture for the empire from each barbarian killed. Unlocks building the Statue of Zeus. Adopting all policies in the Honor
tree will grant Gold for each enemy unit killed. It also allows the purchase of Great Generals with Faith starting in the Industrial Era.
-Warrior Code: +15% Production when training Melee units and a Great General appears outside the Capital. Great Generals are earned 25% faster.
-Discipline: +15% Combat Strength for melee Units which have another military Unit in an adjacent tile.
-Military Tradition: Military Units gain 50% more Experience from combat. (requires Warrior Code)
-Military Caste: Each City with a garrison increases Local City Happiness by 1 and Culture by 2. (requires Discipline)
-Professional Army: Gold cost of upgrading Military Units reduced by 33% and construct Barracks, Armories, and Military Academies 50% faster. (requires Military Caste)
new Honor:
Adopting Honor gives a +33% combat bonus vs Barbarians, and notifications will be provided when new Barbarian Encampments spawn in revealed
territory. Gain Culture for the empire from each barbarian killed. Unlocks building the Statue of Zeus. Adopting all policies in the Honor
tree will grant Gold for each enemy unit killed. It also allows the purchase of Great Generals with Faith starting in the Industrial Era.
-Warrior Code: +15% Production when training Melee units and a Great General appears outside the Capital. Great Generals are earned 25% faster.
-Discipline: +15% Combat Strength for melee Units which have another military Unit in an adjacent tile. Flanking your units is 25% less effective than usual.
-Military Tradition: Military Units gain 50% more Experience from combat and defensive buildings are build in half the usual time. (requires Warrior Code)
-Military Caste: Each City with a garrison increases Local City Happiness by 1 and Culture by 2. (requires Discipline)
-Professional Army: 1 free promotion for every newly built unit. Free Barracks in every non-puppet city. Free Armory and Forge in the Capital. (requires Military Caste)
As Honor needs some buffs, Statue of Zeus now also grants +2 faith. The changes to Professional Army are a larger buff to army strength overall
and it also enables you to build Heroic Epic more easily. The reduced enemy flanking bonus applies to all of your units (not just melee).
Great Generals (not related to Honor): GG experience. A GG earns the same experience as the military unit on the same tile as him and he can earn the following promotions:
-Tier1: Command1 (+5% combar bonus for nearby units (total 20%)) or Overview1 (+1 movement and +1 sight for the GG)
-Tier2: Command2 (+5% combar bonus for nearby units (total 25%)) or Overview2 (+1 movement and +1 sight for the GG)
-Tier3 (needs either Command2 or Overview2): Medic (same a on normal units) or Cover (-10% dmg from ranged attacks for nearby units).
Max GG lvl is 6. Lvl1 is reached at 20 xp, lvl2 at 40 xp, lvl3 at 80 xp, lvl4 at 160xp, lvl5 at 320 xp and lvl6 at 640 xp.
old Exploration:
Spoiler :
Adopting Exploration gives +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks building the Louvre. Adopting all policies
allows you to see Hidden Antiquity Sites. It also allows the purchase of Great Admirals with Faith starting in the Industrial Era.
-Maritime Infrastructure: +3 Production in all coastal Cities.
-Naval Tradition: +1 Happiness for each Harbor, Seaport, or Lighthouse.
-Navigation School: A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
-Merchant Navy: +1 Gold for each Harbor, Seaport or Lighthouse.
-Treasure Fleets: +4 Gold from all your sea trade routes.
new Exploration:
Adopting Exploration gives +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks building the Louvre. Adopting all policies allows you to see Hidden
Antiquity Sites and establishes a free permanent embasy to every known civ. It also allows the purchase of Great Admirals with Faith starting in the Industrial Era.
-Maritime Infrastructure: +3 Production in all coastal Cities.
-Navigation School: A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster and can build Canals (and thus disembark).
-Naval Tradition: +1 Happiness and +1 gold for each Harbor, Seaport and Lighthouse.
-Merchant Navy: +4 Gold from all your sea trade routes.
-Age of Discovery: Two free Archaeologists appear. Each completed Archaeological Dig grants you 100 gold.
(Finisher gets a little bonus as the old one is only useful for culture victories: A free embasy with every civ you've met.
Canals: You all know what this is and does and that it is needed, don't pretent you don't. (makes a land tile passable for naval units).
Now gold from sea trade routes gets moved to Merchant Navy just for making space and also for how the ability is named).
Navigation school switches places with Naval Tradition (the latter gets the former effect of Merchant Navy added to make up for it's later arrival.)
And finally the rework of Treasure Fleets to : ).
I also suggest some changes not truly related to Exploration:
-Units that are healed by a Great Admiral get +10 experience. [I've disbanded countless Great Admirals due to having to many and not needing any; this way they are at least useful in some way.]
-Privateers could be improved to be really interesting units: The enemy will not be able to see which Civ they belong to and they're allowed to plunder trade routes or attack units without declaring war.
-Hidden Antiquity Sites need to not be just regular Antiquity Sites:
--Good chance to dig up a (Dinosaur) Fossil (2c 2t). Museeum of Natural History (2 Fossils) = Double Theming bonus.
--Small chance to dig up a Mummy (4c 4t).
--Good Chance to dig up generic Ancient Scrolls (work like regular artifacts), for example 'Sacred Scripture', 'Holy Scroll', 'Vellum Writings' 'Scroll of Parchment'. These would give 2c, 2t and +1 Faith.
--Landmarks from Hidden Antiquity Sites produce 1 more culture than they normally would.
Commerce changes:
-Wagon Trains: +3 Gold from all your Land Trade Routes and +20% range for land trade routes.
-Trade Unions: Maintenance paid on Roads, Railroads and Civilian Units reduced by 50%.
-Entrepreneurship: Great Merchants are earned 25% faster and +1 gold from merchant specialists. (requires Wagon Trains)
(just some minor buffs to make it a tad more attractive (and in particular to strengthen land trade routes to make them less awful compared to sea trade routes)).
Rationalism changes:
Sovereignty: All Science buildings are maintenance free. (requires Humanism).
(Rationalism has taken quite a blow in particular from the loss of a free tech in the finisher,
so the already super weak Sovereignty could use a buff to make taking it more worthwhile.)
What do you think about the Social Policies in their current state and about the proposed changes?