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Old Aug 15, 2011, 03:20 PM   #1
insaneweasel
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Culture Social Policy: Rationalism

Rationalism
A closer look at the social policy branch

Introduction

Rationalism, available in the renaissance era, is one of the most focused branches, being entirely devoted to science. Only policy in the branch does not directly increase the production of beakers. The branch is mutually exclusive with piety. Rationalism is a key branch for both science and diplomatic victories, and the left side can be useful for achieving a tech advantage easing domination victories.

The Policies
When and why should you open this branch?
The Policies


Rationalism
Adopting Rationalism boosts Science gained from research agreements by 50%. This branch cannot be active at the same time as Piety.

Opening rationalism increases the beaker result from research agreements by 25% of the median tech, to either 75% or 100% of median value with the porcelain tower. This is a incredibly strong effect for an opener, as it will provide thousands of beakers throughout a game in which research agreements are being used. This effect works on any research agreement that is finished with it active, even if it was signed while inactive.


Secularism
+2 Science from every Specialist.

This will generally provide greater than 5 beakers per city with a university and scientist slots filled. Cities that can support more specialists will get more benefit. When combined with the right side of the freedom branch, specialists can become significantly better than working regular tiles. Though all specialists become more useful, micromanagement to avoid popping unwanted great people is advised.


Humanism
+1 Happiness from every University, Observatory and Public School.

The one policy in the branch that does not directly increase beaker output, humanism can provide 2 happiness per developed city. If on the cusp of unhappiness, this can be a useful boost but it's generally preferable to go down the left side of the tree first.


Free Thought
+1 Science from every Trading Post and +17% from Universities.
Requires: Secularism

The university boost should provide about a 13% boost to cities without NC/observatory, and a 9% boost to those with. The boost to trading post output makes trading post covered jungles especially attractive tiles, providing 2 2 3 . Though working regular trading posts in primary cities may still be inadvisable, the boost can significantly boost the science output of a puppet empire.


Sovereignty
+15% Science while the empire is Happy.
Requires: Humanism

Increases total empire science output by 15%; does not work with science gained through Patronage's Scholasticism. In many cases, the science boost from secularism and free thought increase your empire's happiness by approximately 15% as well. This effect stacks with those boosts. Unfortunately the non science boosting humanism prerequisite makes going for this policy generally less attractive. If not near the end of the tech tree, humanism and this can be taken as fillers prior to an end game scientific revolution.


Scientific Revolution
2 free Technologies.
Requires: Free Thought

The big kahuna of policies, this is one of the best available. The trick is to use it at the best possible time for maximum effect, optimally late game techs that have huge base cost. For example, an immediate push from electricity to electronics can allow for mechanized infantry to come online and sweep the opposition. For science and diplomatic victories, this policy is optimally used in combination with research agreements and scientist bulbing to get all the final techs allowing for victory.


Finisher
Adopting all Policies in the Rationalism tree will grant +1 Gold from Science buildings.

In practice, the finisher gives a nice little boost. This provides between 2-4 extra gold per city. Not the strongest finisher, but seeing as how the entire tree is very powerful on its own, this isn't a bad finisher.

When and why should you open this branch?

Rationalism is good for the following victory conditions:
  • Science
    Unsurprisingly, this branch devoted entirely to science is useful for science victories. The boost to research agreements from the opener, the general boost to science output, and the key scientific revolution for bulbing critical expensive techs like nanotechnology all make this branch extremely attractive.
  • Diplomatic
    The number of techs required for a diplomatic victory is the same as a science victory, so the same teching strategy applies with the goal of getting to Globalization early. The main difference is that you can be broke to get a science victory, while a diplomatic victory requires gobs of money in addition to science.
  • Domination
    Being able to research faster allows you to gain significant tech and unit advantages over the AI. In some cases, it can be as dramatic as Tanks vs. Crossbows. Someday they might figure out that shooting pointy sticks at that scary-looking iron beast isn't a good way to kill it. Until then, the world is yours. One caveat: if expecting to have a huge empire, other branches such as piety are probably better for happiness.

The biggest selling point of this branch is that it allows a smaller, well developed empire to drastically increase its science production. The only policy that is usually best for extremely large empires (especially puppets) is free thought, as it allows trading-posted cities to churn out a lot more science. The effects are most strongly felt in compact, happy empires running specialists and universities.

Piety vs Rationalism

These two branches are mutually exclusive; switching from one to the other causes the empire to go into anarchy and negates the effects of the other. Thus generally only one should be chosen and stuck with for the remainder of the game. Piety is almost a must-have for cultural victories, and for domination victories piety's organized religion allows for an easy +2 per city. In large puppet empires or ICS (infinite city sprawl) strategies, this happiness is invaluable. The happiness policy from rationalism can provide the same amount of happiness per city, but at a MUCH higher hammer cost, and at a much later date. If the extra happiness is unneeded, rationalism is generally a better overall branch.


Patch version of this article: 1.0.1.383

Last edited by The_J; Nov 19, 2011 at 05:25 PM.
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Old Oct 02, 2011, 08:28 PM   #2
GamerKG
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You have the wrong pic for Sovereignty. Just sayin.
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Old Oct 02, 2011, 08:56 PM   #3
Camikaze
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Fixed it. Thanks.
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Old Oct 03, 2011, 09:52 PM   #4
Morningcalm
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More in-depth info about how this branch could be *used* or strategically maneuvered into for Domination victory might be nice. How should we target Rationalism? When? etc etc
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Old Oct 04, 2011, 03:23 PM   #5
weregamer
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Hmm, I'm not really an expert on really filing out this branch - it just opens too late if you are building up your population to up your science output, and these days Piety is very important for Cultural strategies where you might have that many policies that late, so I rarely complete it.

That said, and from a Domination perspective, just the opener might help you get more from RAs if you are managing to keep friends until late in the game, and getting some science from all the TPs you will be spamming around your puppets might be useful.

Really where this branch might shine is if you find yourself in a game where you have stayed competitive on tech but are finding the prospect of an intercontinental invasion daunting for finishing your Domination win and you want to try for a Science win, or possibly you want to try to leapfrog the folks on that other continent in tech.
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Old Oct 04, 2011, 05:49 PM   #6
The Pilgrim
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Rationalism is great when you have zillion of puppets, zillion of jungle tiles, Notre Dame and FoY inside your borders. Or some other weird circumstances when unhappiness isn't an issue.

The main reason for choosing Piety over Rationalism in domination games is happiness bonus provided by Organized Religion. Along with Meritocracy, and even right side of Honor if you generate tons of culture, it allows to easily overcome penalties for additional cities and keep the war machine rolling. While benefits from Rationalism are arguable.
Warmongering strategy cannot and should not be planned around RA's. There won't be many friendly RA partners. And that's just fine, since raw science will skyrocket the moment you start conquering, so they don't really needed to begin with.

It's definitely worthy, though, if you're aiming for late conquest and playing peacefully before that. Getting to Industrial by RA's and then timing Scientific Revolution and bulbing can provide an overwhelming military advantage.
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