Do you think the social policies are evenly balanced now?

Autocracy already gives this bonus with the first point. Which you can set by the time you have Industrialism researched which is not late into the game at all.

Liberty is probably the best tree in the game all around.

Tradition is not completely broken but i would like to see a rework for it since it doesnt do anything spectacular (unlike liberty).

Honor is a very good tree but not for starters. Its the strongest second tree if you go with a medium number of culture buildings which means that you still can put points in autocrazy/order before the game is over. Could be reworked into a starter policy tree.

Piety is useless and a mess. Even more so since it isnt compatible with rationalism where almost everyone puts 1 point into it because the bonus you get from that is already huge. So piety needs a complete rework. It doesnt help that its bugged too (go full rationalism then put 1 point in piety, after anarchy switch back and u get 2 free techs AGAIN). This should be reworked into a starter policy tree.

Freedom is not useless but not as good as the other late 2. Could need a rework as well.

Order and autocrazy are both very good and probably balanced nicely against each other.

Patronage needs a rework as well. The first point is good and you dont need anything past the second (+20 baseline). After that the cost/benefit is very low.

Merchant is nice now.
 
Freedom is not useless but not as good as the other late 2. Could need a rework as well.

Freedom is incredibly powerful if your plan from very early on was to plant Great People and eventually take Freedom all the way through to its closer. I don't see exactly how it needs a rework more than the other two; Autocracy and Order aren't quite so overpowering or imbalanced, IMHO.

The early SP's are the ones I'd re-work perhaps. Liberty is now not nearly as good since the free Settler has been moved back a SP, while Honor and Tradition are still relatively good.

And I have to agree with at least one of the other posts on here: Piety took a huge hit, if not the biggest hit of all, losing the ability to turn temples into happiness. Concerning the early game SP's, Piety is probably a bit more balanced out now, but I think they went too far, because the old Monument/Temple happiness boost helped to offset the other Piety SP's (10% bonus gold from Temple is almost completely useless until it's so late in the game that the game is already decided).

Patronage is now more powerful, moreso than Piety. The inclusion of CS's that provide happiness and faith means a lot.

Long story short: I think Liberty and Piety need a little boost. Especially Liberty, because now that the free Settler has been moved back a ways, it takes me a lot longer to get enough cities up to take advantage of the opener. Often, if I go Tradition, the boost to Capital food and gold is enough to make it more effective than Liberty about 80% of the time. I only go Liberty now if I am France, or if I pop an early culture hut and can get a jump on the SP's that way.
 
Autocracy already gives this bonus with the first point. Which you can set by the time you have Industrialism researched which is not late into the game at all.

Liberty is probably the best tree in the game all around.

Tradition is not completely broken but i would like to see a rework for it since it doesnt do anything spectacular (unlike liberty).

Honor is a very good tree but not for starters. Its the strongest second tree if you go with a medium number of culture buildings which means that you still can put points in autocrazy/order before the game is over. Could be reworked into a starter policy tree.

Piety is useless and a mess. Even more so since it isnt compatible with rationalism where almost everyone puts 1 point into it because the bonus you get from that is already huge. So piety needs a complete rework. It doesnt help that its bugged too (go full rationalism then put 1 point in piety, after anarchy switch back and u get 2 free techs AGAIN). This should be reworked into a starter policy tree.

Freedom is not useless but not as good as the other late 2. Could need a rework as well.

Order and autocrazy are both very good and probably balanced nicely against each other.

Patronage needs a rework as well. The first point is good and you dont need anything past the second (+20 baseline). After that the cost/benefit is very low.

Merchant is nice now.

You can start with honor, but you need to be farming barbarians. Which means not destroying the camps, especially when near CS. Stake 1 or 2 warriors near a camp that happens to be near a CS. Rack in the rep bonus from killing the barbarians as well as the culture bonuses, then when the quest is given to eliminate the camp, do it and enjoy having a CS ally for a few turns. Ideally you should be farming at least 3 camps.

You want to grab military caste ASAP for the +2 culture / 1 happiness, then professional army later on.

However, I wouldn't suggest going honor unless you plan to DOW on a nearby civ soon. Tradition works for <4 city empires, and Liberty does a delightfully horrible job at >4 city Empires.

I agree with everything else you stated, especially about patronage.
 
Eh, I don't think Honor is as weak as you guys do, I almost always start with it, and I play on emperor usually. That said I pretty much only play on large-huge maps and I am a total barb farmer, and I find military caste and professional army social policies completely imperative in almost any strategy. The policies I use the least are Piety, Autocracy, Freedom and Liberty honestly, those seem to be dependent on my victory strat.
 
to me its not so much that commerce got better, but naval civs and naval combat got much better. i love using it now when im playing a naval game.

i still think piety got screwed a bit. i havent played much culture vic in gnk so i cant really say how much i dont like it but i just feel like its not necessary at all. you certainly dont need it to dip into for any reason either. i think its the weakest of them all.
 
It's more balanced, but I still neglect commerce (in pretty much ALL my games, I play on Fractal so...) and autocracy. Thing is, I kind of don't like how autocracy is never ever meant to be finished. The courthouse policy is really the stopping point since you don't ever have to worry about happiness anymore. But why should I even bother with that when the Order opener give me a solid boost in happiness already? And the ability to pop GEs to make more happiness wonders? Thus if I'm going for any victory except culture, Order is usually the one to go. But I usually finish part of the rationalism tree first before getting them.

Speaking of which, rationalism is now the go to tree, while piety is kind of just for mainly cultural victories and that's it. And even for cultural victory it doesn't seem as good as before. Lack of synergy with freedom policies, pathetic finisher, useless policies (organized religion which can't even break the +2 good needed to maintain the temple at the beginning-mid game). That definitely could need some improvement.
 
It appears to me that Autocracy is missing a social policy that reduces the policy cost increase of captured cities (Occupied or with a Courthouse) by 50% or something...so you can warmonger, puppet, and build Courthouses without being locked out of policies.
 
I agree commerce got much better than ever before, i love to take it noe.
Freedom: not worthless if you went tall, not at all.. I often dip in for half food specialists when i know i wont fill in another whole tree.

I argue that patronage got pretty messed up, at least if you play with espionage on, it wont matter how much that tree tries to help you against an austria game, or a game
In general when your CS get couped every other turn or so. (this is aggrevated even more when playing against england)
 
Autocracy definitely needs something, because it pales in comparison to Order (for Wide Civs) or Freedom (for Tall Civs). It seems to suit an early/mid Tall game where you suddenly freak out at the end and go on a rampage... Frankly though, the one thing that has always concerned me about Autocracy is that its damage bonus for completing all policies is time limited. What's really odd is that you effectively have the finisher at Populism (yes, it's slightly different but not significantly so).
 
Basically, the trees are in strict groups:
Super-Versatile: Patronage, Liberty, Order, Rationalism
Super-Specified: Freedom, Piety, Autocracy
Casualties: Commerce, Honor, Tradition

The Super-Versatile group I call this because they help with at least 3 of the four victory conditions. The free settler from Liberty makes taking at least the left side a must in most games. Patronage's 2nd policy allowing you to be friends for the rest of the game with any CS makes it good for Diplo bc it's less gold to buy them off later, good for Science bc of the science from CS boost as well as extra food and happiness helping drive your megacities which will be producing oodles of science. It's good for Domination for those same reasons... free military units with which to conquer and free happiness to deal with the consequences? Genius. It even helps with cultural compared to its ugly stepsister Commerce bc befriending cultural CSes speeds policy acquisition. The fact that its main attraction comes so early in the tree make Patronage super-versatile.

Order and Rationalism go in this group bc while not necessarily geared-towards a cultural victory (As Rationalism rules-out Piety and Order works best with ICS) they help in the other three very much. Increased productivity and lower gold wasted on maintanence will help in more ways than one and the science boost from factories is just ridiculous in the wrong hands. Rationalism goes in this group bc outteching your opponent makes blowing them up easier and gives you access to better financial buildings sooner, increasing your $$ output for Diplo Victories. Buying GSes with faith is just ridiculous as well.

The second group are policies who have redeeming elements, but are ultimately beneath the first group in power simply bc they only fit one or two playstyles or contradictory playstyles. Freedom is preplexing bc while 8 free units benefits a tall empire, the half unhappiness from specialists gets maximum benefits in a wide empire with more specialist slots. The Universal Sufferage is useful, but ultimately just a filler in terms of usefulness towards any victory type. Only the Finisher is truly world-beater good, and that often comes way too late bc you've already driven policy costs through the roof by filling-out 3 other trees waiting to enter the Industrial Era. Were Freedom still a Renaissance tree like before, it would be unstoppable. Right now, it's just not good enough.

Piety is weak on the grounds that by making it exclusive with something as versatile as Rationalism, it makes you go all-in on a cultural win. The problem? It in little to no way helps make such a thing any easier, unlike every other tree. Mandate of Heaven, Reformation and the closer are the only policies out of 7 total that help in this goal. Compare that to others with a specific victory condition in mind... 6 from Rationalism and 7 from Autocracy, Honor and Patronage. It simply doesn't do enough for culture. Faith bonuses are good, but ultimately only help if you found a religion first and do so aggressively while also having the right beliefs (Which, if world church, monastetries and cathederals are all already taken, do little to help with culture directly). It simply makes your game-approach too narrow to justify ranking it above Rationalism, especially since Cultural Victories in general seem to be such unsure things compared to other victory types.

Autocracy is specific, but not weak on the grounds that in the hands of an all-conquering tyrant, it's a work of beauty.

Commerce fails for some reasons similar to Freedom. All the big weight is in the later-policies and the finisher, but adopting the finisher has a tremendous oppourtunity cost bc that almost always means not finishing Rationalism or Freedom... completing an early tree plus 3 more is just too hard unless you go culture-heavy, so putting all the good stuff in the finishers of trees makes them less valuable.

Honor is good, but ultimately has its limitation come-in because of the necessity of Liberty... if you do the left-side, you'll take ages to get the late-tree policies which are strongest and benefit the most in acquiring other policies. Its weakness lies in oppourtunity cost. You tend to hit a wall around policy #6 or so where the increase demands ampitheaters to acquire policies quickly, delaying your progress if you split trees too much.

Tradition is comperable to Liberty, but bc no one policy is must-have, it ultimately is easier to ignore the tree.
 
Basically, the trees are in strict groups:
Super-Versatile: Patronage, Liberty, Order, Rationalism
Super-Specified: Freedom, Piety, Autocracy
Casualties: Commerce, Honor, Tradition
...

Patronage, Order and Rationalism are pretty good in almost every game, that's fair enough, though I think you oversell the benefits of Patronage. If you're not going after CSs there's very little point in Patronage and given that the AI loves to coup city states I would not be terribly comfortable investing too much in city-states until I had a special agent or two free to guard against coups. Also, not all city-states give culture though I suppose if you went Patronage it might make sense to prioritize the cultural ones.

Liberty, however, I've found fairly weak when compared with Tradition. The free worker, settler (with discount costs) and the great person are really nice but frankly I'd prefer 4 Aquaducts, 1 Amphitheatre and 3 Monuments all built for free with no upkeep on pretty much any game I was playing, even if going wide. You can actually do much better and 4 Amphitheatres are not unreasonable if you plan for it. Monarchy beats Meritocracy in terms of happiness output unless you go very wide, which is harder and more expensive than Monarchy. In fact, Meritocracy actually costs you gold in comparison to Monarchy.

Although I think you're right that Honour suffers from having to compete against Tradition and Liberty, it's actually not a bad second tree if you have a few policies to go before the Renaissance and, for whatever reason, you don't want the Commerce opener. I'd have put it in the specific section rather than the casualty one.

Commerce's big attraction is the opener (+25% gold in capital) not the finisher (though that is very nice). It's often quite useful to grab this before you begin on Rationalism, especially if your policies come at awkward times. Again, specific not casualty.

If there's any 'casualty' policy it is almost certainly Piety, entirely on the grounds that it rules out Rationalism. It's simply too much science to pass up. The only reason to take it would be if you're going for a cultural victory. On the other hand, that point alone makes it a specific policy, not a casualty one.
 
There are 2 things that I feel that is unbalanced


1 the late game policies...

-order just feels like the old liberty you will allways pick order because its way powerfull then the others(autocracy and freedom) and more then 50 % of all the AI's go order so you will get negatif diplo penatlies if you go freedom or autocracy especialy autocracy

-Its olmost impossible to finish end game policies they need to rework the policy costs in late game or something else because i've never finished late game policies in my life..

2 suporting tall empires

In civ 5 it is better to go wide because science is based on population so more cities more science, same goes for gold and so on.. more cities allways better. even worse at higher difficulties you can only go wide or else you get trashed..

the AI is playing to win and diplomacy is random so playing peaceful is not always possible ...
Most of the the time the AI neighbours will constantly dow you because you're weak at higher difficulties even if you are playing a culture victory you need to atack you're neigbhour and puppet him ...

So social policies that help tall empires are good but weak compared to social policies that support wide empires because civ 5 favors wide over tall..

It isn't a social policy problem but a gameplay problem..



Thats my opinion I thinx the last one is verry true wide is better then tall especialy on higher difficulties so policies that support tall empires(tradition,peity,freedom) aren't really helpfull..


This makes culture victories olso impossible at multiplayer or even single player...
a culture victory isn't really a victory you would go for in multiplayer its more a achievement or for fun in single player wich seems a little bit wierd it is a part of the victory right?
 
I think that Liberty and Tradition are now more closely balanced but Liberty is better for stronger religion influence with increasingly wide empires. That doesn&#8217;t make liberty better; it is just something to think about when avoiding building a wide empire.

I don&#8217;t think that Honor really is even remotely as good as Tradition or Liberty and that, that tree needs to be re-done.

Just my opinion folks... :crazyeye:

The opinion of someone who either doesn't warmonger or hasn't otherwise exploited Honor to full effect, I think. Honor is a very much more focused tree than the other two - you need to be a warmonger pretty much full-time to get the full payoff (literally), but its finisher is far stronger for a warmonger than a few aqueducts or a single GP is for the strategies that use Liberty and Tradition, you get a maintenance-free chain of happiness buildings, very quick build times for units in the early game and quick promotions that will last through all their upgrades (and you'll likely get those benefits earlier than with the other branches due to the big early culture boost from fighting constant barbarians). Most of the bonuses from Liberty you'll notice in the early game and then not much afterwards, while Honor's are game-long in their effects. You can also get away taking Honor as your second policy tree whereas Liberty would be pointless as a second tree. So it's wrong to think of Honor as directly competing with Liberty simply because they both unlock at the same time.

As for later trees, I'm still inclined to favour Patronage less than Commerce or Rationalism (even as Siam - largely because Siamese benefits stem from CS friendship rather than alliance and are often more lucrative as a result of friendships with many states rather than allies with a few, while key Patronage benefits don't take effect unless you're allied), and Freedom (essential for Cultural Victory, and valuable for anyone who uses specialists or GPs - since I play Korea a fair amount I get a lot of use out of this) more than Order or (unless I'm warmongering) Autocracy.

Piety is useless and a mess. Even more so since it isnt compatible with rationalism where almost everyone puts 1 point into it because the bonus you get from that is already huge. So piety needs a complete rework. It doesnt help that its bugged too (go full rationalism then put 1 point in piety, after anarchy switch back and u get 2 free techs AGAIN). This should be reworked into a starter policy tree.

I think it's notable that I completely forgot about Piety in my above comments. And I used to take it routinely pre-G&K.

The Super-Versatile group I call this because they help with at least 3 of the four victory conditions. The free settler from Liberty makes taking at least the left side a must in most games

This is the one that gets the attention, but don't discount how valuable +1 production and the boost to building production is now that you can take it right at the start of the game, so there's a reasonable incentive to take that first regardless of the settler, while as ever getting the worker too early just means he spends a lot of time with nothing to do while you reach the relevant techs.

Patronage's 2nd policy allowing you to be friends for the rest of the game with any CS makes it good for Diplo bc it's less gold to buy them off later

This has been weakened a lot by the greater variety of ways to gain and keep influence through quests, and the changes to "resting influence" (so you no longer get 20 influence no matter what, you can still piss the CS off if you've been at war long enough, elections are rigged, you trespass whole your influence is below 30 or whatever) - you'll gradually crawl back up to +20 (+30 with pledging), at a normal rate of +1 influence a turn, but if you start from 0 it will still take you 30 turns to get back into friendship territory. For instance in my current game I have actually taken Patronage, but Zanzibar is currently very angry with me because of some long-term trespassing while I was engaged in a long-running attack on Coventry (CS territory was the best place to site the trebuchet, as well as on the route for my other units).

I now rarely use Patronage even for diplo victories - insofar as gold is still useful for securing them (which has been overstated), Commerce offers a better way to get that bonus from the opener alone (as my capital tends to be my main gold farm anyway). Most of the advantages you list come from the CSes, not from the patronage tree, and fully three of the Patronage policies - science, extra happiness/resources, great people - are wholly reliant on being full-time allies with as many CSes as possible to be useful, although the rest of the Patronage tree doesn't really give you any advantages in making alliances any way other than spending gold - which again comes down to "which is better, increasing the effect of gold payments to CSes specifically, or increasing the actual amount of gold I have to play with?".

a culture victory isn't really a victory you would go for in multiplayer its more a achievement or for fun in single player wich seems a little bit wierd it is a part of the victory right?

In a single-player game, what's the difference between a "victory" and "an achievement for fun"?

Besides which I've won it many times in single-player on levels up to Emperor, and lost in multiplayer only to a last-minute rush I was unprepared for, not because of my victory condition, but because it wasn't what I expected from that particular person, who usually just rushes his own science victories.
 
After playing for a while, I would argue that piety could use an early game bonus.
What I would like to see:
(1) The opener provides +1 faith per city.
(2) Instead of just +10% gold from theocracy also add +1 happiness for each temple.
(3) Add +1 conversations for missionaries somewhere inside the tree.

As for freedom, I would like to see a small boost for the left or mid side of the tree. They are very situational and rarely worth opening, save for the awesome freedom finisher.
Maybe something like +2 hammers when employing at least one specialist (akin to the "Guru" belief) or +1 gold from each specialist would do the trick.
 
It appears to me that Autocracy is missing a social policy that reduces the policy cost increase of captured cities (Occupied or with a Courthouse) by 50% or something...so you can warmonger, puppet, and build Courthouses without being locked out of policies.

I thought you now got a culture boost for each city you captured with Autocracy?
 
I'm inclined to say Honor and Autocracy are a bit weak. They have their uses, but I find it's rare I ever grab them over the other SPs available in the same eras. Even in games where I'm going full on warmongering (ie: where they're supposed to be no-brainers) they don't feel as powerful as the other trees.

Piety might need a tiny bit of a buff, although I would understand if it got left alone. It feels a bit too situational to me, only ever being a better choice than rationalism in a few very specific scenarios. As per the other two, I'd like it to be a viable option more often than it currently is.

I sorta agree on Piety, mostly that it needs a happy boost in there somewhere that it lost.

I TOTALLY disagree with the Autocracy, and somewhat with Honor.

Buying nukes and units for >700 gold in the end game... Just saying if your goal is just to roll out and finish a domination victory. Autocracy will get you there.

Honor I think has great perks to it, you just need to play em.

Usually the way my aggressive games play out is that Honor is the backbone to either kill my first civ or help me in barb hunting to get Resources and CS allies. Little commerce mid game mostly aiming for the buyout bonus. Autocracy end game and roll out. As long as you don't puppet too much, your science will keep up as long as you take enough settle enough good cities.

Edit: Order might seem nicer, but you will get the 33% buyout bonus well before you could ever get communism with Order. The next policy is +3 happy per courthouse which means you can keep and active use almost every city you take, which can make a bigger difference.
 
I'll join those with some kind words for Honor, particularly if you take the Honor opener after the Tradition opener. The extra culture that you receive for killing Barbs, coupled with the fact that you know where to find them can significantly aid in working through Tradition. Filling the Honor tree provides, to my mind, more tangible benefits than adopting Piety or Patronage while waiting for Rationalism.
 
The policy system is a failure altogether. It should at the very least be proportional to the map size. Because it isn't, you are punished for settling free land. In an ideal world increasing the amount of AIs proportionally to the map size would fix that, but because of randomly generated maps, you will always have one or more civs which will land with a lot of land.

Amen! I was thinking of making a thread of how it is a serious problem that expansion was pretty much nerfed in this game.

Also the Civ V AI is bad. But the current state of the game does not encourage any sort of land grab. It feels really awkward moving into the mid-late game where there are still vast stretches of land to acquire.

The expanding cost of social policies combined with essentially useless strategic resources and nothing like the hamlet->village->etc makes all but the best (close) sites not worth it unless you go ICS, which is pretty dull.


Freedom is awful and no explanation is needed. If one is needed, admit yourself to your local mental health clinic.

Freedom is amazing, especially with a tall empire that uses specialists and GP improvements. Just going down the right side of the tree means that with 4-5 well developed cities, you won't likely have happiness problems for the rest of the game!
The left side has a meh culture bonus but a great economic one, as it saves you tons of gpt. The middle is sort of crap, but the finisher is one of the best out there in certain situations. If you still think it's terrible, you might need a check-in at your local mental health clinic :p


Firaxis is amazing for their ability to fix things, then completely ignore completely foreseeable problems.



Dilbert is always win ;)
I also don't know how the devs could have made so many stupid mistakes from day one. As I was reading the spoilers for CiV, I kept thinking "these wonders seem to stink - one shot benefit?" Or things along those lines.
 
I would say that all the parts of honor would help with a defensive war. Out of the five I would say the culture/happiness would be the most indirect, but could still help with policies faster and not going unhappy and crippling your army. The GG would either boost your defensive troops or you could plop the citadel on the side the enemy is coming from. Faster XP means your defensive troops promote faster. The bonus for adjacent troops will surely help. And cheaper upgrades are always good especially when you are spending lots of gold on the war already. The ones I would definitely grab from another initial branch would be the garrison upping city bombardment and the +1 production per city always is nice.
 
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