So in the last patch, policies finally got some loving. I'd like to propose a rich and more natural system however. Either in an expansion or mod. There's two thing I'd like to see:
First of all, the policy branches feel unnatural to me due to the fact that some policies exclude others and some don't. It's assymmetric. I would propose a system where every policy excludes the one right below or above it.
So
Tradition excludes Order, Liberty excludes Autocracy, Honor excludes Freedom, Piety excludes Rationalism and Patronage excludes Commercialization.
The upside of this is that it feels more logical and natural. However a downside is, when going for a culture win, your choices will be more limited near the end. However, this change would correspond very nicely with my second part of this thread.
It seems the devs decided to make sticking to a branch worthwhile by outting the better policies at the bottom. I'd like to see that instead of doing this you get a bonus not just for adopting a policy, but also for completing it. In fact, this should be a somewhat game-changing bonus. Thereby aiding the idea of focussing on a certain strategy, and also creating diversity for the ingame civs during the game.
For example, and these are just examples:
Upon completing tradition: the workable area of your capital increases by one hex in every direction
Arguments: This makes your capital a true powerhouse, a potential supersupercity even, but has no effect on other cities. It wouldn't be overpowered since it would take a long time to take all the territory and grow a city large enough to work it.
Upon completing liberty: Gain 1 (or 2) extra workable tile per city for free.
Arguments: This really helps small cities and large empires, suiting a a large empire strategy.
Upon completing patronage: Completing CS quests decreases the influencedegredation by 50% (or 33%). Thus fulfilling 2 quests means it degrades at 25%, fulfilling a third turns it into 12.5%. Obviously, you'll want to focus on fulfilling as many quests as possible and gaining many CS allies with minimal upkeep. Also makes the Order policy more usefull as a counterstrategy to this.
I'm really curious how others see my ideas. If I had any modding skills I'd probably try to create something like this. However it seems very hard to code. Feel free to comment, criticize or add your own Policy Branch ideas.
First of all, the policy branches feel unnatural to me due to the fact that some policies exclude others and some don't. It's assymmetric. I would propose a system where every policy excludes the one right below or above it.
So
Tradition excludes Order, Liberty excludes Autocracy, Honor excludes Freedom, Piety excludes Rationalism and Patronage excludes Commercialization.
The upside of this is that it feels more logical and natural. However a downside is, when going for a culture win, your choices will be more limited near the end. However, this change would correspond very nicely with my second part of this thread.
It seems the devs decided to make sticking to a branch worthwhile by outting the better policies at the bottom. I'd like to see that instead of doing this you get a bonus not just for adopting a policy, but also for completing it. In fact, this should be a somewhat game-changing bonus. Thereby aiding the idea of focussing on a certain strategy, and also creating diversity for the ingame civs during the game.
For example, and these are just examples:
Upon completing tradition: the workable area of your capital increases by one hex in every direction
Arguments: This makes your capital a true powerhouse, a potential supersupercity even, but has no effect on other cities. It wouldn't be overpowered since it would take a long time to take all the territory and grow a city large enough to work it.
Upon completing liberty: Gain 1 (or 2) extra workable tile per city for free.
Arguments: This really helps small cities and large empires, suiting a a large empire strategy.
Upon completing patronage: Completing CS quests decreases the influencedegredation by 50% (or 33%). Thus fulfilling 2 quests means it degrades at 25%, fulfilling a third turns it into 12.5%. Obviously, you'll want to focus on fulfilling as many quests as possible and gaining many CS allies with minimal upkeep. Also makes the Order policy more usefull as a counterstrategy to this.
I'm really curious how others see my ideas. If I had any modding skills I'd probably try to create something like this. However it seems very hard to code. Feel free to comment, criticize or add your own Policy Branch ideas.