I agree with you on the policies; most of them are remnants of the 5s system that were shifted down to be compatible with the current set up. When they get finished, there will be few "set bonuses,"; in their place will be things like "50% longer We Love the King Day." This way, they are always relevant, instead of fluctuating by era.
we love the king becomes a joke when you get enough luxuries. I'd say only have tile benefits on governments, as these are mutually exclusive and so you have to choose which benefit suits your style. The exception could be anarchy, really make it a tempter! Other things which work well: bonus for each of a class of building (stone works, stable) but not too weighted on early era. Happiness bonuses should never be higher than 1 per city, and avoid making it stackable with multiple policies: so mutex only. Other things that are really missing are perks related to barbarian detection (from vanilla), but you there are other things that could be interesting: reduced cost of research agreements, reduced unhappiness per pop (5-10%), units move faster on roads/rail, extra gold per turn for each luxury resource you have. It would be even better if there was a way to unlock buildings with a policy, and have the top rank of each culture tree not a golden age, but a national wonder. Sure, if you change trees you lose the perks, but if you completed the building already you have a lasting monument (or you could have part of the benefit rely on having that tree still: e.g. Multinational Headquarters (capitalism): +10 gold in each city, but the policy also gives you +100 gold for the multinational headquarters). That makes things a little easier. Not sure if it's possible to make these increase in prod per number of cities?
I thought this was changed. Are your modern era units between 1200-1500 hammers (adjust for your game speed) or higher?
mostly, but for example the jet fighter is more than 5 times the prod of a bomber, and over 15 times the hurry costs. Granted it's 1 era higher, but the jump is incredible compared to earlier. could just be a few which are missed. Oh, and keep the Heli gunships high, as a melee unit that cannot capture cities they are very easy to get experience for making them much more powerful than their stats suggest. they could probably do with defend while embarked though.
I remember this. I'll look into it but I expect the dynamics to shift once G&Ks comes out.
It'll be a different game, and I bet 70% of the mod is no longer compatible. To keep things as they are in G&Ks you'd practically have to reproduce the entire unit tree, and set the whole G&Ks tree to delete. I still think you are better off sticking to vanilla for a long time, it'll take a while for people to get the feel of the expansion anyway
I agree. Before the expansion was announced, Fires and I were thinking about having culture be used for CS influence. The policies would come from a new yield (governance for now). The utopia project would then come from getting x amount of governments/ideologies/systems, and the diplomacy victory would still depend on CSs. It hasn't been scrapped, so there is still potential that this will happen.
Interesting. would be nice to see how possible it is.
I hear you. I get into the problem of early game unhappiness and late game surplus. Much of this comes down to policies giving garrison bonuses and -% unhappiness benefits. I'm looking to add some buildings in Classical/Medieval to ease the strain there. For the late-game happiness, are we talking Modern Era late or post-Modern?
mix, I bolted up to digital to unlock ecotopia, but the majority of my techs are early modern/late industrial. I've been over 300 happiness ever since medevil though, basically since I had time to stick Colosseums everywhere and garrison crossbowmen everywhere.
This is actually my goal. I want coastal cities to be gold powerhouses, but be really lacking for production. I am going to add two later game sea monopoly resources, squid (food/science) and manganese (production/science) to supplement the production a little, but I don't want coastal cities pumping out stuff really fast. They should be more about food and gold.
Aye, but generally coast is never quite as food yielding as farms. The problem is that the sea completely hamstrings all production. you are forced to buy everything always, and it's not eligible for a lot of other buildings if there is too much coast. It needs to have a building that at least gets 1 prod per coast (not ocean) fairly early, to put it en par with unimproved plains. I'd hope by modern era to get at least 2 prod per tile, but not too much more, and there needs to be some way of getting a variety of prod resources underwater, if not until late eras
Same, but there's not much that can be done for the lake. I think it's possible to make improvements on oasis, but it would feel weird putting a farm on one. Maybe a trading post?
a trading posts definitely, farms..you can put farms adjacent but not on? i dont see why not. Lake the problem is harder. Is it possible for a worker to put an improvement onto lake tiles: boating schools or local fishery: not as good as wild coast but at least better than nothing. It's rare to get a city that can bridge between lake and ocean to get workboats in there
Noted. I know that there are a few mods that add this feature. If we do put add it, it won't be until late game (and only civil engineers would be able to do it).
late aye, but it gives some options at least.
I want to shy away from changing this for now. What you are proposing sounds interesting, but, as you have noted, it would increase complexity in an area that I feel is reasonably well-off. I can see this happening, but it has a low priority right now.
Well with the long list i conjured up there has to be some sort of priority system put in place