Can't end turn without being forced to pick social policy?

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Chieftain
Joined
Oct 30, 2005
Messages
40
Hey guys,

I was wondering if its possible to skip picking social policy? In my current game I'm generating almost 3,000 culture per turn with a 40 city empire, and I've picked all the social policies I want. The only two trees left are Piety and Autocracy. I don't want to pick any of these because then I'll lose all my policy stuff in Freedom and Rationalism. I have to keep Freedom for the 1/2 food per specialist, otherwise some of my cities will starve. Yep, my cities are THAT big.

So how do I force the game to let me end turns without being forced to pick a "negative" social policy and suffer anarchy and all that crap? Right now, the game doesn't let me end my current turn before picking either Autocracy or Piety policy before I can continue. So basically I'm "frozen" and can't continue my current game.
 
Unfortently you cant save your social policies because this is broken...

You can enable it in the advance setup menu when you start a game : enable social policies savings .

For choise of social policies in your situation.
You can pick Autocracy but you will lose all benefits from liberty so keep that in mind and if you pick autocracy you can pick freedom but it will lose olso all benefits.

Sow if i was you go for peity.....
 
Nothing is broken. It was changed.
In future, if plan on playing sandbox games, tick "enable social policy saving" in the advanced start menu.
 
They should change it back to the ability to end turns regardless of whether you want to pick a policy or production or whatever. For example, if I have yet to discover "Wealth" and maxed out all the possible buildings in a city, I don't want to build units endlessly. Another example- I tried modding the game so that I can choose all the policys and removed the "can't have this policy with that policy tree" restriction just to see what happens if I did research ALL policys.

That didn't work. I was able to research EVERY one of the policys, even having Piety and Rationalism at the same time. But when it was time to pick a new policy, the game keeps telling me to pick a new policy even though I had all policys researched. So I had to revert back to the unmodded policy file. What's annoying is that I now have to deal with the stupid anarchy very often now because I get a new policy option every 3 - 4 turns, and unless there's a way to make policy's like 100 times more expensive just for me and keep them normal for AI's so they don't suffer.... How or where do I do this if this is what needs to be done?
 
I don't know of any way out of this situation. I think it's safe to say this game is over.
 
You could sell all your culture buildings and make sure not to use culture specialists, annex some puppets, buy happiness with all your extra money. I'm actually a bit mindboggled you are getting 3000 culture per turn. You must have loads of broadcast towers etc. to sell.
 
The option is slightly broken too: I finished The Oracle on the same turn my culture count went over the limit for a new policy, and I was forced to pick two policies instead of one.
 
The option is slightly broken too: I finished The Oracle on the same turn my culture count went over the limit for a new policy, and I was forced to pick two policies instead of one.

Hrm? You gained two policies, so you had to choose two policies! That's how the game works.
 
Build the Utopia Project, take your win, and start a new game. With those types of stats it is clear you are probably well into the 20th/21st century and are just "playing with your food" now.
 
They should change it back to the ability to end turns regardless of whether you want to pick a policy or production or whatever. For example, if I have yet to discover "Wealth" and maxed out all the possible buildings in a city, I don't want to build units endlessly. Another example- I tried modding the game so that I can choose all the policys and removed the "can't have this policy with that policy tree" restriction just to see what happens if I did research ALL policys.

That didn't work. I was able to research EVERY one of the policys, even having Piety and Rationalism at the same time. But when it was time to pick a new policy, the game keeps telling me to pick a new policy even though I had all policys researched. So I had to revert back to the unmodded policy file. What's annoying is that I now have to deal with the stupid anarchy very often now because I get a new policy option every 3 - 4 turns, and unless there's a way to make policy's like 100 times more expensive just for me and keep them normal for AI's so they don't suffer.... How or where do I do this if this is what needs to be done?

You realize what you are suggesting is that the game "let" you do something that is less than optimal game decisions? I guess it could let you save hammers, but that could be broken for other reasons. Anything else it's less than optimal not to at least use your hammers, even if it means you switch it before it ends.

On the OPs question, pretty sure most people mentioned how you can turn it back on for Social policies and unit upgrades, but both were patched out of the "standard" game since it lead to broken mechanics and balance issues. (In short, it was OP if used right)
 
I think if you filled up another tree that you didn't wan't, couldn't we just get a popup saying: Do you really want to change policies and get 1-2 turns of anarchy? Yes or no.

Yes - 1-2 turns of anarchy and a new policy.
No - Nothing happens, but the tree is still filled.

Not that hard to integrate into the game? Mindblowing, really!
 
The game is not set out to run a 3000 culture per turn (I hardly believe this, but I take your word for it) game after most of the policy trees are filled. By that time you have long won the game at least culturally.

Yes, you can chose "One more turn" and play on, but then don't be surprised that at one point it just gets ridiculous. If you do experiments like this, adapt your settings accordingly (i.e. save policy options). Otherwise, it's simply not meant to be or you are meant to take the hit, period.

Yes, you could add an option like what gozpel proposed, but I don't find it mindblowing that they didn't. If you wanted to cover any option a player could come up with, you'd never be done.

"Oh, I built so many units, my map doesn't have a hex free for it anymore. Now I built another one and it forces me to move it out of the city. uh-oh, the game fails". Hardly!
 
Yes, you could add an option like what gozpel proposed, but I don't find it mindblowing that they didn't. If you wanted to cover any option a player could come up with, you'd never be done.

"Oh, I built so many units, my map doesn't have a hex free for it anymore. Now I built another one and it forces me to move it out of the city. uh-oh, the game fails". Hardly!

To build 43712 units is a choice you as a player can make and if the last unit doesn't fit on the map, you could've used the yes/no option, before building that last unit.

But policies doesn't give you any options but to embrace the new policy you just got. Yes, policy saving is there in advanced options, but they put it there for a reason and I have no problems with that. But if I want to stay in a certain policy even if I just got another one filled up, I should be able to choose if I want to switch.

So, I still think it's mindblowing that I as a player can't even choose in a matter like this.:confused:

And I don't think forced policies can be compared to "cover any option a player could come up with".
 
And I don't think forced policies can be compared to "cover any option a player could come up with".

I do. As I don't think it is intended to even fill up all the policy trees to the end (game is supposed to end way before that).

Or let's look at it this way: if you create that much culture that your culturally oversaturated people want something new, well then I guess you have to let something old go (I.e. Autocracy for Liberty or something). ;)
 
I do. As I don't think it is intended to even fill up all the policy trees to the end (game is supposed to end way before that).

Or let's look at it this way: if you create that much culture that your culturally oversaturated people want something new, well then I guess you have to let something old go (I.e. Autocracy for Liberty or something). ;)

A very weak response to keep the model as it is, to say it nicely.

YOU are the ruler, YOU make the decisions in every aspect of the game except when it comes to policies?

NOW, the people that you lead through wars and stuff, DECIDES that a better way of ruling is BETTER?

I AM THE RULER OF THIS EMPIRE, who are these cretins who doesn't like my ways of ruling my OWN empire?

I, and only I decide when I want Autocrazy before Piety or whatever, ONLY I can decide what is best for my people.

If the people wanted me gone, then it would end up in an instant fail.

I still should have the choice as a ruler, do I want Piety or something else. Very simple.
 
Gozpel, do you decide also what resource your cities demand? Hmm, so you are not making all decisions, are you?

I get your point. But I am still arguing in the favor of the game not being able to think of each and every way a player could screw it up. If it is explainable with "logic" or not is not even relevant. Some things are not meant to be, so why force it?

Anyway, in the end, situations like described here are rather the exception than the rule. So I don't see the need to argue over it. There are much more pressing situations where argument is in fact needed.

EDIT: by the way, pumping out 3000 culture is also a choice (as a reply to you stating making units is a choice).
 
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