Tomice
Passionate Smart-Ass
I originally posted this on the thread about Ariochs Analysis pages (which is awesome) and was asked to create a seperate thread about it:
For people new to the topic:
Civ5 will have "Social policies" instead of government or civic choices from previous titles, I'll copy the descriüton from Ariochs site, hop that's ok:
http://well-of-souls.com/civ/civ5_cities.html
The Government/Civics system has been dramatically overhauled. Rather than having different forms of government or civics that the civilization can choose and switch between, Civ V uses a system called "Social Policy" which consists of 10 separate trees in which the civilization can spend Culture and unlock bonuses. These bonuses are cumulative, and the civilization does not "switch" between them, but rather chooses which trees to invest in.
There are ten trees:
Tradition
Gives bonuses that affect the Capital city. Adopting Tradition gives a bonus of +3 Food in the Capital.
* Aristocracy: +33% production bonus for Wonders.
* Oligarchy: +20%(?) combat strength for military units fighting within the empire's borders.
* Legalism: Reduces unhappiness from population in the Capital by 50%.
Liberty
Gives bonuses that speed expansion. Adopting Liberty speeds building of Settlers by 50%?
Honor
Improves the effectiveness of units. Adopting Honor gives +20%? combat vs. barbarians, and (something to do with barbarian camps).
Piety
(Religion/Happiness bonuses)
Patronage
Order
Autocracy
Unlocks at Industrial Era.
Freedom
Upon Adopting Freedom, population in cities produce half the normal amount of Unhappiness.
* Free Speech: Reduces the Culture cost of future policies by 30%?.
Rationalism
Commerce
* You start the game with access to the Tradition, Liberty, and Honor trees, and other trees unlock at certain eras.
* Some trees are incompatible with others. You can't have both Freedom and Autocracy, or both Rationalism and Piety.
* Purchasing all the options in six of the ten trees will unlock a Utopia Project wonder which can then be built to achieve a Cultural Victory (assuming your rivals don't destroy you first).
* According to Dennis Shirk, Social Policies don't affect your relations with other civilizations, but they do affect relations with city-states. "For city-states, yes, there are policies that can really dictate the relationships and yields you might get from city-states."
For people new to the topic:
Civ5 will have "Social policies" instead of government or civic choices from previous titles, I'll copy the descriüton from Ariochs site, hop that's ok:
http://well-of-souls.com/civ/civ5_cities.html
The Government/Civics system has been dramatically overhauled. Rather than having different forms of government or civics that the civilization can choose and switch between, Civ V uses a system called "Social Policy" which consists of 10 separate trees in which the civilization can spend Culture and unlock bonuses. These bonuses are cumulative, and the civilization does not "switch" between them, but rather chooses which trees to invest in.
There are ten trees:
Tradition
Gives bonuses that affect the Capital city. Adopting Tradition gives a bonus of +3 Food in the Capital.
* Aristocracy: +33% production bonus for Wonders.
* Oligarchy: +20%(?) combat strength for military units fighting within the empire's borders.
* Legalism: Reduces unhappiness from population in the Capital by 50%.
Liberty
Gives bonuses that speed expansion. Adopting Liberty speeds building of Settlers by 50%?
Honor
Improves the effectiveness of units. Adopting Honor gives +20%? combat vs. barbarians, and (something to do with barbarian camps).
Piety
(Religion/Happiness bonuses)
Patronage
Order
Autocracy
Unlocks at Industrial Era.
Freedom
Upon Adopting Freedom, population in cities produce half the normal amount of Unhappiness.
* Free Speech: Reduces the Culture cost of future policies by 30%?.
Rationalism
Commerce
* You start the game with access to the Tradition, Liberty, and Honor trees, and other trees unlock at certain eras.
* Some trees are incompatible with others. You can't have both Freedom and Autocracy, or both Rationalism and Piety.
* Purchasing all the options in six of the ten trees will unlock a Utopia Project wonder which can then be built to achieve a Cultural Victory (assuming your rivals don't destroy you first).
* According to Dennis Shirk, Social Policies don't affect your relations with other civilizations, but they do affect relations with city-states. "For city-states, yes, there are policies that can really dictate the relationships and yields you might get from city-states."
A few thoughts on social policies:
I'm very sure we'll accumulate "SP points" to unlock SPs, since 30 unlocks a victory condition, players who won't focus on culture probably won't earn more than 15-25 in a game.
There are some reasons I doubt we will pay for unlocking SPs directly with culture (meaning all SPs would have a "price tag" of let's say 1200 culture). The most important is, that we'd unlock SPs faster and faster the bigger our culture output is, which would be in contrast to the usual way in games (e.g. leveling in RPGs) where you can choose a lot of "skills" early to lay a foundation, and further specialisation comes at a slower pace.
So I strongly believe we'll "level" like in a RPG, and unlock the first level (=Point to spend on one of the 50 SPs) at e.g. 100 culture, the next at 150, then 250, then 400 and so on.
I also believe that the SPs positioned higher up on the 10 trees cost the same as the "lower" SPs, namely 1 "SP-point". Everything else would just be too complicated, and the fact that the 10 trees are so small (having only 2 or 3 "tiers") also point to an equal cost of 1 "SP-point" for every social policy.
Increasing culture points cost of every "level" or "SP-point" (with quite cheap initial "levels")also allows warmongers to still reach some level of culture later in the game, but a culture-focused player will unlock SPs earlier and more of them.
Everything understandable so far?
Now about switching between trees/social policies/goernment styles:
The first question we have to answer is: Is it desirable, from the devs point of view, to implement a "reskill" system (a RPG term you surely know). Will we be able to change governments?
Pro Reskill:
+ Changing governments/SPs is realistic, thousands of examples in history
+ It was traditionally possible in civ games
+ No one ever criticized the fact that you can change your Gv. in a revolution
+ Players would find it strange not being able to switch ("Dumbed down")
+ Switching Civics/SPs was a nice gameplay mechanic allowing to adapt to situations
Contra Reskill:
- More effort to develop
- More complicated
- Possibly problems with cultural victory (see below)
- It could be some philosophical decision I wouldn't understand
All together, I do believe the devs would have reasons enough to allow changing SPs, but let's check the effort and complicatedness I mentioned:
We know some trees cannot be unlocked at the same time as another. Let's take "autocracy" and "freedom" (or was it liberty? ) as example. If we would be able to switch trees, would it be viable to loose all invested culture?
The cultural victory requires us to reach "level" 30, unlocking 30 SPs (6 full trees). Loosing all the culture invested would be a huge hit, so in this case culturemongers wouldn't want to switch even a single time. Seems like bad game design to me, opinions?
Let's look at alternatives: What "punishment" for switching SPs could there be if we keep our "level" (number of SP-points)? In Civ4, we had anarchy, what about that?
Actually, I find that very possible. For every invested SP-Point you "delete" to put it somewhere else, you could have a turn of anarchy. Is this realistic? Yes, because e.g. Germany did not loose it's culture permanently during Hitlers time, they didn't forget the HRR or Prussian history (although some books were burned and records deleted, but most of this was not destroyed worldwide). A nation achieves a level of culture, and thoughts that once were there cannot be undone (Napoleon also didn't destroy the democratic heritage of France).
So, ok, we may well be able to delete SP Trees. But what happens to the points? I doubt they would autoassign the points to the opposite tree (not allowing you to choose). But if you can freely put them everywhere, you would also have to recover points from the trees that have no opposite (Or at least it would be strange if you couldn't).
Oh, and one more thing: I doubt we'll have anarchy when we advance up in the trees for the first time, because it would be no revolutionary, but evolutionary progress. So you would "earn" anarchy turns when deleting, not when assigning SP points.
SUMMARY:
SP Trees might work like skill trees in RPGs, culture unlocks levels, reassignment of points should be possible.
So, after half an hour of work, woe betide you if you don't discuss my post as deserved!