Is policy tradition okay as is?

CAYM

Chieftain
Joined
Jul 25, 2023
Messages
70
Hello. I have been thoroughly playing the 'vp' game recently and noticed several flaws in the "Tradition" policy. I'd like to suggest some improvements regarding this.

Currently, the "Tradition" policy has multiple issues. Among them, the lack of food production capabilities, the difficulty in selecting the policy in the early game, and inferior early-game benefits compared to other policies are particularly evident.

Suggestions for Improving the "Tradition" Policy:

  1. Adjustment of Policy Bonus: The current capital science bonus of +1 seems relatively insignificant. When compared to the bonuses of other policies, it's considerably lacking. Since early food production is vital, there is a need to strengthen this aspect. My suggestion is to remove the +1 science from the capital and instead, provide a policy bonus of +1 to the capital's population and reduce unhappiness caused by "Urbanization." This will aid in the efficient use of unique buildings inherent to "Tradition" and can decrease the unhappiness that arises from rapid population growth. However, a decrease in happiness may hinder city growth when allocating to food tiles due to food shortages. Thus, I believe this approach is balanced.
  2. Improving Interaction with "Freedom" and "Rationalism": The "Tradition" policy synergizes well with both "Freedom" and "Rationalism". Nevertheless, when interacting with "Rationalism", there's a redundant reduction in food, leading to significant losses. To address this, it's necessary to adjust the interaction method and code of "Rationalism".

--===================
-- Traidtion
--==================
-- Scaler
----------------------
-- Combined Insertions
----------------------
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_ARISTOCRACY';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_ARISTOCRACY';
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_OLIGARCHY';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_OLIGARCHY';
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_LANDED_ELITE';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_LANDED_ELITE';
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_LEGALISM';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_LEGALISM';
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_MONARCHY';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_MONARCHY';


-- Opener/Finisher
UPDATE Language_en_US
SET Text = '[COLOR_POSITIVE_TEXT]Tradition[ENDCOLOR] focuses on generating Great People and the construction of an impressive Capital.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting Tradition grants:[ENDCOLOR] [NEWLINE][ICON_BULLET]+2 [ICON_FOOD] Food, [ICON_CITIZEN] Population, and [ICON_HAPPINESS_1] Happiness in the [ICON_CAPITAL] Capital. [NEWLINE][ICON_BULLET]+1 [ICON_CULTURE] Culture in the [ICON_CAPITAL] Capital for every 2 [ICON_CITIZEN] Citizens. [NEWLINE][ICON_BULLET]+5% [ICON_FOOD] Growth in all Cities.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Each Tradition policy unlocked grants:[ENDCOLOR] [NEWLINE][ICON_BULLET]+3% [ICON_FOOD] Growth in all Cities, and +1 [ICON_CITIZEN] Population, and -1 [ICON_URBANIZATION] Urbanization in the [ICON_CAPITAL] Capital.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting all Policies in Tradition grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Unlocks building the [COLOR_POSITIVE_TEXT]University of Sankore[ENDCOLOR]. [NEWLINE][ICON_BULLET]+1 [ICON_FOOD] Food and [ICON_PRODUCTION] Production from all Great Person Improvements and [ICON_RES_ARTIFACTS] Landmarks.[NEWLINE][ICON_BULLET][COLOR_POSITIVE_TEXT]Throne Room[ENDCOLOR] built in [ICON_CAPITAL] Capital (+10% to all Yields, +1 City tile working range, 1 [ICON_VP_GREATMUSIC] Great Work of Music slot, 1 [ICON_VP_MUSICIAN] Musician Slot).[NEWLINE][ICON_BULLET]Allows for the purchase of [ICON_GREAT_ENGINEER] Great Engineers with [ICON_PEACE] Faith starting in the Industrial Era.'
WHERE Tag = 'TXT_KEY_POLICY_BRANCH_TRADITION_HELP';



--===================
-- Rationalism
--===================

-- Scientific Revolution (now Empiricism)

UPDATE Policies
SET
OneShot = 0,
MedianTechPercentChange = 0,
CityGrowthMod = 25,
SpecialistFoodChange = 0,
NonSpecialistFoodChange = 0
WHERE Type = 'POLICY_SCIENTIFIC_REVOLUTION';


INSERT INTO Policy_SpecialistExtraYields
(PolicyType, YieldType, Yield)
VALUES
('POLICY_SCIENTIFIC_REVOLUTION', 'YIELD_FOOD', 1);



UPDATE Language_en_US
SET Text = '[COLOR_POSITIVE_TEXT]Empiricism[ENDCOLOR][NEWLINE][ICON_BULLET]Specialists generate +1 [ICON_FOOD] Food.[NEWLINE][ICON_BULLET]+25% [ICON_FOOD] Growth in all cities.[NEWLINE][ICON_BULLET]+3% [ICON_RESEARCH] Science in a City for every [ICON_GREAT_WORK] Great Work present (up to 20%).'
WHERE Tag = 'TXT_KEY_POLICY_SCIENTIFIC_REVOLUTION_HELP';
 
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It is the strongest tree in my book then Authority then Progress. I haven't picked the latter in 2 years maybe
 
It is the strongest tree in my book then Authority then Progress. I haven't picked the latter in 2 years maybe
Have you played Authority Mongolia recently? The current authority is so ridiculously powerful. Especially if there are many city-states, the effect is terrifying. And the tradition is that the initial policy is taken later, and even the productivity is very poor. Tradition becomes effective only after the nuclear age. In fact, if this is the case, the initial settings are incorrect. A structure that continues the trend until the Middle Ages is needed.
 
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That's just bullying in general. Tradition is relatively balanced.

Authority either goes from OP or "boring" whenever bullying is being tested.
 
That's just bullying in general. Tradition is relatively balanced.

Authority either goes from OP or "boring" whenever bullying is being tested.
no. Look at the characteristics of tradition. You only get the next effect after building a building, but "authority" and "progress" get an immediate effect as soon as you press them. Until the early Middle Ages, the problem of snowball was more serious than the other two policies.

In addition, in civilizations such as Korea, which need to intensively develop their traditions, it is difficult to see the effect of increasing food at first. Other characteristics of Tradition are also effective only when buildings are built, so Traditions, which have relatively low productivity, are very insufficient to build buildings in each city. This symptom becomes more serious as you play larger maps.

In the case of vanilla, happiness increased depending on the number of citizens in the capital city. But vp deleted the code. So tradition cannot handle the misfortune of the increasing population, and initial productivity is very poor.

And, in the case of progress, it has the characteristic of improving global happiness and various misfortunes. This means that happiness increases by 5 in each city. The national wonder happiness level makes no sense. Until the early Middle Ages, there were only two National Wonders.

The fact that it was designed for the second half means that it has already made a major policy error in its design. The policy for the latter half is to design a policy of rationalism, imperialism, and industrials

Do you think this is a real balance? I want to know your opinion.
 
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Have you played Authority Mongolia recently? The current authority is so ridiculously powerful. Especially if there are many city-states, the effect is terrifying. And the tradition is that the initial policy is taken later, and even the productivity is very poor. Tradition becomes effective only after the nuclear age. In fact, if this is the case, the initial settings are incorrect. A structure that continues the trend until the Middle Ages is needed.
That is true with CS after awhile whether you go Authority or not. I have been finding my games have been much more enjoyable when I moved from Pangaea to Pangaea+. Playing on Hugh maps, I have found you can find as little as two CS in your initial scouting of the world. Makes it harder, even worse if in the middle of continent, finding them for awhile & bullying or gaining any quests from them.
 
no. Look at the characteristics of tradition. You only get the next effect after building a building, but "authority" and "progress" get an immediate effect as soon as you press them.
TraditionProgressAuthority
Opener
  • +2 Population
  • +2 Food
  • +2 Happiness
  • +5% Growth in all Cities
Consistent bonuses. I'll always start with +2 Population ahead of non-Tradition. The +2 Food can feed 1 Citizen in the Capital for free and I have +2 Happiness to counteract the 2 unhappiness that may occur from having 2 Populations.
  • 20 Science when a Citizen is born in your Capital, 15 Science for every past Citizen born in the Capital
  • 15 Culture for every Technology researched.
An immediate bonus except you'll want to train Settlers immediately out of your Capital. Since settlers deduct a population, the bonus will not reward you for growing the Capital back to the lost population since it only yields out for the highest population peak. Your consistency here is getting Culture for researching Technology which you can only accelerate by building Councils as soon as possible.
  • +25% Combat Strength vs Barbarians.
  • Reveal Barbarian Encampment that you had past vision over.
  • Receive 25 Culture for destroying Barbarian Encampment.
  • Gain Culture equal to 100% of the Killed Unit's Combat Strength.
  • +1 Production in every City.
So what exactly is so immediate about Authority? I have to fight Barbarians immediately and find them but if I clear them out before I have the Authority opener. I get nothing. My consistent immediate bonus here is +1 Production in my Capital.
Scaler
  • +3% Growth in all Cities
  • +1 Science in the Capital
  • 15 Culture when researching a Technology.
Similar to Opener.
  • +1 Production in every City.
Similar to Opener.
First Left ChoiceJustice
  • +1 Production in every City.
  • Cities with a garrison gain +25% Ranged Combat Strength.
  • Royal Guardhouse (+3 Production, +2 Combat Strength, +50 HP, +20% Unit Supply from Population, 1 Engineer Slot)
Translating to +4 Production in the Capital, immediately outproducing the rest already. Do I want more Production? Work that Engineer that Tradition gives me. Do I predict a powerful Wonder rush?
Organization
  • +3 Production in every City.
  • +25% Production toward Workers and Trade Units.
  • +1 Moves for Workers.
This is immediate with the +3 Production but I lose to Tradition Capitals already as a Progress Capital, but I'll need to train workers and a settler if I need to see the bonuses "immediately"
Imperium
  • Gain 20 Food and 20 Culture when your border expands. (doubled when Authority is finished)
  • Receive 40 Science and Culture when you found or conquer a City.
This is nothing immediate. I need to found and expand my border. This policy does not yield for previously settled and expanded borders.
First Right ChoiceSovereignty
  • -20% Culture Cost of Tiles
  • Court Chapel (+3 Faith, +1 Art Slot, 1 Artist slot)
Already I'm going to get a head-start on Faith for non-Tradition civilizations. Progress and Authority need to step up their pantheon belief to exceed my faith production. Oh how convenient, I can work an Artist to grow my Capital's territory more at a greatly reduced cost.
Liberty
  • +3 Gold in every City.
  • A worker appears near the Capital.
  • +25% Tile Improvement Rate.
Yes, I can see the immediate effect of getting a Worker and working on improvements.
Dominance
  • All Melee Units regenerate 15 HP after killing another unit.
  • Gain Science equal to 100% of the Killed Unit's Combat Strength.
  • +10% Unit Supply from Population.
No immediate effect. I need to kill units to see it.
So yes the balance on Tradition is the fact you don't gain an extra Citizen in the Capital as a scaler so you don't autopilot toward working a specialist as soon as possible. The same for Authority and Progress where Authority needs to rely on killing units and Progress needs to rely on working improvements as soon as possible in the early game.

You argue from Empiricism's buff when you are just nerfing it. Empiricism makes all CITIZENS (specialists and non-specialists) consume 1 less food. By making specialists "generate" 1 Food, you are preventing non-specialists from eating 1 less food.
 
TraditionProgressAuthority
Opener
  • +2 Population
  • +2 Food
  • +2 Happiness
  • +5% Growth in all Cities
Consistent bonuses. I'll always start with +2 Population ahead of non-Tradition. The +2 Food can feed 1 Citizen in the Capital for free and I have +2 Happiness to counteract the 2 unhappiness that may occur from having 2 Populations.
  • 20 Science when a Citizen is born in your Capital, 15 Science for every past Citizen born in the Capital
  • 15 Culture for every Technology researched.
An immediate bonus except you'll want to train Settlers immediately out of your Capital. Since settlers deduct a population, the bonus will not reward you for growing the Capital back to the lost population since it only yields out for the highest population peak. Your consistency here is getting Culture for researching Technology which you can only accelerate by building Councils as soon as possible.
  • +25% Combat Strength vs Barbarians.
  • Reveal Barbarian Encampment that you had past vision over.
  • Receive 25 Culture for destroying Barbarian Encampment.
  • Gain Culture equal to 100% of the Killed Unit's Combat Strength.
  • +1 Production in every City.
So what exactly is so immediate about Authority? I have to fight Barbarians immediately and find them but if I clear them out before I have the Authority opener. I get nothing. My consistent immediate bonus here is +1 Production in my Capital.
Scaler
  • +3% Growth in all Cities
  • +1 Science in the Capital
  • 15 Culture when researching a Technology.
Similar to Opener.
  • +1 Production in every City.
Similar to Opener.
First Left ChoiceJustice
  • +1 Production in every City.
  • Cities with a garrison gain +25% Ranged Combat Strength.
  • Royal Guardhouse (+3 Production, +2 Combat Strength, +50 HP, +20% Unit Supply from Population, 1 Engineer Slot)
Translating to +4 Production in the Capital, immediately outproducing the rest already. Do I want more Production? Work that Engineer that Tradition gives me. Do I predict a powerful Wonder rush?
Organization
  • +3 Production in every City.
  • +25% Production toward Workers and Trade Units.
  • +1 Moves for Workers.
This is immediate with the +3 Production but I lose to Tradition Capitals already as a Progress Capital, but I'll need to train workers and a settler if I need to see the bonuses "immediately"
Imperium
  • Gain 20 Food and 20 Culture when your border expands. (doubled when Authority is finished)
  • Receive 40 Science and Culture when you found or conquer a City.
This is nothing immediate. I need to found and expand my border. This policy does not yield for previously settled and expanded borders.
First Right ChoiceSovereignty
  • -20% Culture Cost of Tiles
  • Court Chapel (+3 Faith, +1 Art Slot, 1 Artist slot)
Already I'm going to get a head-start on Faith for non-Tradition civilizations. Progress and Authority need to step up their pantheon belief to exceed my faith production. Oh how convenient, I can work an Artist to grow my Capital's territory more at a greatly reduced cost.
Liberty
  • +3 Gold in every City.
  • A worker appears near the Capital.
  • +25% Tile Improvement Rate.
Yes, I can see the immediate effect of getting a Worker and working on improvements.
Dominance
  • All Melee Units regenerate 15 HP after killing another unit.
  • Gain Science equal to 100% of the Killed Unit's Combat Strength.
  • +10% Unit Supply from Population.
No immediate effect. I need to kill units to see it.
So yes the balance on Tradition is the fact you don't gain an extra Citizen in the Capital as a scaler so you don't autopilot toward working a specialist as soon as possible. The same for Authority and Progress where Authority needs to rely on killing units and Progress needs to rely on working improvements as soon as possible in the early game.

You argue from Empiricism's buff when you are just nerfing it. Empiricism makes all CITIZENS (specialists and non-specialists) consume 1 less food. By making specialists "generate" 1 Food, you are preventing non-specialists from eating 1 less food.
1. First problem. Tradition requires multi-cities to beat the game. This is not about the capital's productivity.
Additionally, When producing pioneers, Settler, Colonist,1 population is being deleted from VP.

The traditional capital city has good productivity, so even if one population is lost, it is not a big problem, but you need to play multi-cities quickly in the beginning to win the game. In that respect, the number of cities should be increased to at least 4.

However, an expanded city accelerates food production compared to the "progressive" or "authoritarity" policies, but does not have the advantage of increasing population.

Rather, we need a way to give the initial opener a population of 2 when creating every city. (The problem is that if you do this, you will have a progressive cherry picker who takes the balance opener again.)

2. In the case of Venice, where one city is played, the strong effect is slower than other characteristics. In the case of Venice, there is an increase in trade routes, but there is no Aztec civilization to increase population, so it is necessary to grant a slightly more traditional population in order to grant a stronger tradition than now.

3. The problem with tradition is that cities other than the capital have no production capacity, workers are very slow, and output correction is very difficult. Even in the case of progress, each city provides 3 production, 3 science, 3 food, and 3 hammer. Is this balanced?

4. Think of it as if there were 7 cities. Rather, we need improvements that reduce late-game effects and allow players to play more stably in the early stages. In the case of Vanilla, cultural facility buildings and aqueducts were provided to four cities. VP has a critical problem that has excluded even that.

5. Even in the case of Venetian civilization, authority ultimately works better. In fact, Venice is a civilization with a design that is excellent for tradition and diplomacy, but there is something strange about it that makes it very suitable for authority. Do you agree?

6. Also, the capital's science bonus does not scale with the population size based on the era. (Korea is receiving bonuses in scientific power depending on the era. I think at least we should be compensated accordingly.)

7. However, I find tradition too difficult in the beginning. I don't think it means much that the second half is strong. I think there is a need to provide more free buildings, provide cultural facilities, or reduce the time it takes to create religious buildings to emphasize religion. (This is the existing vanilla part.)
 
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TraditionProgressAuthority
Opener
  • +2 Population
  • +2 Food
  • +2 Happiness
  • +5% Growth in all Cities
Consistent bonuses. I'll always start with +2 Population ahead of non-Tradition. The +2 Food can feed 1 Citizen in the Capital for free and I have +2 Happiness to counteract the 2 unhappiness that may occur from having 2 Populations.
  • 20 Science when a Citizen is born in your Capital, 15 Science for every past Citizen born in the Capital
  • 15 Culture for every Technology researched.
An immediate bonus except you'll want to train Settlers immediately out of your Capital. Since settlers deduct a population, the bonus will not reward you for growing the Capital back to the lost population since it only yields out for the highest population peak. Your consistency here is getting Culture for researching Technology which you can only accelerate by building Councils as soon as possible.
  • +25% Combat Strength vs Barbarians.
  • Reveal Barbarian Encampment that you had past vision over.
  • Receive 25 Culture for destroying Barbarian Encampment.
  • Gain Culture equal to 100% of the Killed Unit's Combat Strength.
  • +1 Production in every City.
So what exactly is so immediate about Authority? I have to fight Barbarians immediately and find them but if I clear them out before I have the Authority opener. I get nothing. My consistent immediate bonus here is +1 Production in my Capital.
Scaler
  • +3% Growth in all Cities
  • +1 Science in the Capital
  • 15 Culture when researching a Technology.
Similar to Opener.
  • +1 Production in every City.
Similar to Opener.
First Left ChoiceJustice
  • +1 Production in every City.
  • Cities with a garrison gain +25% Ranged Combat Strength.
  • Royal Guardhouse (+3 Production, +2 Combat Strength, +50 HP, +20% Unit Supply from Population, 1 Engineer Slot)
Translating to +4 Production in the Capital, immediately outproducing the rest already. Do I want more Production? Work that Engineer that Tradition gives me. Do I predict a powerful Wonder rush?
Organization
  • +3 Production in every City.
  • +25% Production toward Workers and Trade Units.
  • +1 Moves for Workers.
This is immediate with the +3 Production but I lose to Tradition Capitals already as a Progress Capital, but I'll need to train workers and a settler if I need to see the bonuses "immediately"
Imperium
  • Gain 20 Food and 20 Culture when your border expands. (doubled when Authority is finished)
  • Receive 40 Science and Culture when you found or conquer a City.
This is nothing immediate. I need to found and expand my border. This policy does not yield for previously settled and expanded borders.
First Right ChoiceSovereignty
  • -20% Culture Cost of Tiles
  • Court Chapel (+3 Faith, +1 Art Slot, 1 Artist slot)
Already I'm going to get a head-start on Faith for non-Tradition civilizations. Progress and Authority need to step up their pantheon belief to exceed my faith production. Oh how convenient, I can work an Artist to grow my Capital's territory more at a greatly reduced cost.
Liberty
  • +3 Gold in every City.
  • A worker appears near the Capital.
  • +25% Tile Improvement Rate.
Yes, I can see the immediate effect of getting a Worker and working on improvements.
Dominance
  • All Melee Units regenerate 15 HP after killing another unit.
  • Gain Science equal to 100% of the Killed Unit's Combat Strength.
  • +10% Unit Supply from Population.
No immediate effect. I need to kill units to see it.
So yes the balance on Tradition is the fact you don't gain an extra Citizen in the Capital as a scaler so you don't autopilot toward working a specialist as soon as possible. The same for Authority and Progress where Authority needs to rely on killing units and Progress needs to rely on working improvements as soon as possible in the early game.

You argue from Empiricism's buff when you are just nerfing it. Empiricism makes all CITIZENS (specialists and non-specialists) consume 1 less food. By making specialists "generate" 1 Food, you are preventing non-specialists from eating 1 less food.
In fact, in the VP patch, there is a policy to reduce expert food by 2 within the "free" policy. In the case of tradition, if you choose "rationalism" as the policy choice and then change the ideology to "freedom," there is a problem that those who adopt the traditional policy do not see the benefits of expert food.

If you remove the rational expert food reduction from the beginning, everyone is fair, so I don't think there's actually a need to include this code. However, the current VP is being robbed of the output that tradition should have gained.


In fact, I think this is a problem that requires overturning the entire traditional policy, but since this would make the code very complicated, I only modified the parts that could be fixed relatively quickly. I wanted to post this and check the author's thoughts.
 
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That looks like a fun abilities to add to tradition : +1 :c5citizen: on capital as scaler. Probably not that strong, but fun nonetheless.
That would be super strong unless you remove the addition of 2 pop with the opener. Honestly sometimes I open tradition but switch to authority if my neighbors are militaristic imperialist. The boost of +2 pop early is great to snatch some wonders
 
In fact, in the VP patch, there is a policy to reduce expert food by 2 within the "free" policy. In the case of tradition, if you choose "rationalism" as the policy choice and then change the ideology to "freedom," there is a problem that those who adopt the traditional policy do not see the benefits of expert food.

If you remove the rational expert food reduction from the beginning, everyone is fair, so I don't think there's actually a need to include this code. However, the current VP is being robbed of the output that tradition should have gained.


In fact, I think this is a problem that requires overturning the entire traditional policy, but since this would make the code very complicated, I only modified the parts that could be fixed relatively quickly. I wanted to post this and check the author's thoughts.
I don't think you realize Specialists consume more food as you progress through the era... so the Rationalism + Freedom effect makes Specialists consume 3 less Food.. when they consume more than that by the time you unlocked it.
 
It is the strongest tree in my book then Authority then Progress. I haven't picked the latter in 2 years maybe
Are you playing on Deity? Tradition is pretty much unplayable for me :( Even if I push for libraries and work all science specialists I often ended up 10-12 techs behind early on and dont have any military bonuses to defend against knights or cannons. Playing authority you get so0 much science and culture from killing and taking cities that I end up in the lead. So for me, authority = lots of productions,units,science and culture, while tradition = no production in cities other than capital, and very hard to grow capital because specialists take too much food; all this while having less units and less science.
Been starting many games to try and find a way to play tradition, but it's not working out so far.
 
Are you playing on Deity? Tradition is pretty much unplayable for me :( Even if I push for libraries and work all science specialists I often ended up 10-12 techs behind early on and dont have any military bonuses to defend against knights or cannons. Playing authority you get so0 much science and culture from killing and taking cities that I end up in the lead. So for me, authority = lots of productions,units,science and culture, while tradition = no production in cities other than capital, and very hard to grow capital because specialists take too much food; all this while having less units and less science.
Been starting many games to try and find a way to play tradition, but it's not working out so far.
yes. I knew from the producer's reaction that he was not aware of the problem. They are not raising any objections to the issues I raised.
 
Are you playing on Deity? Tradition is pretty much unplayable for me :( Even if I push for libraries and work all science specialists I often ended up 10-12 techs behind early on and dont have any military bonuses to defend against knights or cannons. Playing authority you get so0 much science and culture from killing and taking cities that I end up in the lead. So for me, authority = lots of productions,units,science and culture, while tradition = no production in cities other than capital, and very hard to grow capital because specialists take too much food; all this while having less units and less science.
Been starting many games to try and find a way to play tradition, but it's not working out so far.
Remember that the game is balanced for Emperor difficulty. The more units you can fight (which is the case for higher difficulty) and the more you are skilled in warfare, the better Authority is.

Tradition is still the best ancient tree for generating great people, right?
 
and very hard to grow capital because specialists take too much food; all this while having less units and less science.
One finesse piece of tradition is rotating your specialists. For a good portion of the game you will actually only work one row of specialists at a time (aka all scientists, or all merchants) and then rotate as a GP comes online, this gives your city time to grow. Also pulling back on specialists when you have WLTKD. For example early game I will work my artist, but only switch to the engineer once the artist is made (or if I'm building a settler, as growth doesn't matter during that piece and so its a good time to specialist up). I generally always work my great diplomat until I get a few of those just to establish some early embassies. But that's about it, just a few specialists until you get some pop on you.

You have to balance specialists with growth until the capital gets to a nice size, THEN its all specialist all the time.

Last trick, early game its highly useful to send food ITRs all to your capital, this will really pump up its growth. You want to take care of your capital early so your capital will take care of you the rest of the game.
 
Personally, I would like to see Tradition's % growth scaler increased a tad.
 
Remember that the game is balanced for Emperor difficulty. The more units you can fight (which is the case for higher difficulty) and the more you are skilled in warfare, the better Authority is.

Tradition is still the best ancient tree for generating great people, right?
Yes tradition has a sizable advantage in GP generation.
 
Remember that the game is balanced for Emperor difficulty. The more units you can fight (which is the case for higher difficulty) and the more you are skilled in warfare, the better Authority is.

Tradition is still the best ancient tree for generating great people, right?

Yeah just isn't really a solution without removing the units killed from authority. It will just always scale up. It isn't like you can't play tradition on deity, it is just harder.
 
--===================
-- Traidtion
--==================

-- Opener

UPDATE Policies
SET
PlotCultureExponentModifier = 0,
CityGrowthMod = 5,
FreePopulationCapital = 0
WHERE Type = 'POLICY_TRADITION';

INSERT INTO Policy_CapitalYieldPerPopChanges
(PolicyType, YieldType, Yield)
VALUES
('POLICY_TRADITION', 'YIELD_SCIENCE', 50),
('POLICY_TRADITION', 'YIELD_GOLD', 50);

-- Scaler
----------------------
-- Combined Insertions
----------------------
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_TRADITION';

DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_ARISTOCRACY';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_ARISTOCRACY';
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_OLIGARCHY';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_OLIGARCHY';
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_LANDED_ELITE';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_LANDED_ELITE';
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_LEGALISM';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_LEGALISM';
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_MONARCHY';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_MONARCHY';

-- Landed Elite (now Splendor)
UPDATE Policies
SET
NumCitiesFreeCultureBuilding = 4,
GreatPeopleRateModifier = 0,
CityGrowthMod = 3,
PortraitIndex = 56
WHERE Type = 'POLICY_LANDED_ELITE';

INSERT INTO Policy_YieldGPExpend
(PolicyType, YieldType, Yield)
VALUES
('POLICY_LANDED_ELITE', 'YIELD_GOLD', 50);

-- Monarchy (now Majesty)
UPDATE Policies
SET
NumCitiesFreeFoodBuilding = 4,
CapitalUnhappinessMod = 0,
CityGrowthMod = 3,
PortraitIndex = 58
WHERE Type = 'POLICY_MONARCHY';

UPDATE Buildings
SET NoUnhappfromXSpecialists = 0
WHERE Type = 'BUILDING_PALACE_GARDEN';

-- Opener/Finisher
UPDATE Language_en_US
SET Text = '[COLOR_POSITIVE_TEXT]Tradition[ENDCOLOR] focuses on generating Great People and the construction of an impressive Capital.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting Tradition grants:[ENDCOLOR] [NEWLINE][ICON_BULLET]+1 [ICON_CULTURE] Culture, +1 [ICON_RESEARCH] Science, +1 [ICON_GOLD] Gold in the [ICON_CAPITAL] Capital for every 2 [ICON_CITIZEN] Citizens. [NEWLINE][ICON_BULLET]+5% [ICON_FOOD] Growth in all Cities.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Each Tradition policy unlocked grants:[ENDCOLOR] [NEWLINE][ICON_BULLET]+3% [ICON_FOOD] Growth in all Cities, and +1 [ICON_CITIZEN] Population, and -1 [ICON_URBANIZATION] Urbanization in the [ICON_CAPITAL] Capital.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting all Policies in Tradition grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Unlocks building the [COLOR_POSITIVE_TEXT]University of Sankore[ENDCOLOR].[NEWLINE][ICON_BULLET]+1 [ICON_FOOD] Food and [ICON_PRODUCTION] Production from all Great Person Improvements and [ICON_RES_ARTIFACTS] Landmarks.[NEWLINE][ICON_BULLET][COLOR_POSITIVE_TEXT]Throne Room[ENDCOLOR] built in [ICON_CAPITAL] Capital (+10% to all Yields, +1 City tile working range, 1 [ICON_VP_GREATMUSIC] Great Work of Music slot, 1 [ICON_VP_MUSICIAN] Musician Slot).[NEWLINE][ICON_BULLET]Allows for the purchase of [ICON_GREAT_ENGINEER] Great Engineers with [ICON_PEACE] Faith starting in the Industrial Era.'
WHERE Tag = 'TXT_KEY_POLICY_BRANCH_TRADITION_HELP';

-- Landed Elite (now Splendor)
UPDATE Language_en_US
SET Text = '[COLOR_POSITIVE_TEXT]Splendor[ENDCOLOR][NEWLINE][NEWLINE][ICON_BULLET] Free construction of Culutre-Building in the first 4 cities (including the capital)[NEWLINE][ICON_BULLET]Expending a [ICON_GREAT_PEOPLE] Great Person grants 50 [ICON_CULTURE] Culture and [ICON_GOLD] Gold, scaling with Era.[NEWLINE][ICON_BULLET][COLOR_POSITIVE_TEXT]State Treasury[ENDCOLOR] built in [ICON_CAPITAL] Capital (+4 [ICON_GOLD] Gold, +2 [ICON_CULTURE] Culture to every Monuments, Gardens, and Baths; 1 [ICON_VP_MERCHANT] Merchant Slot).'
WHERE Tag = 'TXT_KEY_POLICY_LANDED_ELITE_HELP';


-- Monarchy (now Majesty)
UPDATE Language_en_US
SET Text = '[COLOR_POSITIVE_TEXT]Majesty[ENDCOLOR][NEWLINE][NEWLINE][ICON_BULLET] Free construction of Food-Building in the first 4 cities (including the capital)[NEWLINE][ICON_BULLET]Specialists in [ICON_CAPITAL] Capital consume half the normal amount of [ICON_FOOD] Food.[NEWLINE][ICON_BULLET][COLOR_POSITIVE_TEXT]Palace Garden[ENDCOLOR] built in [ICON_CAPITAL] Capital (+5 [ICON_FOOD] Food, +25% [ICON_GREAT_PEOPLE] Great Person Rate, 1 [ICON_GREAT_WORK] Great Work of Writing slot, 1 [ICON_VP_WRITER] Writer Slot).'
WHERE Tag = 'TXT_KEY_POLICY_MONARCHY_HELP';
Due to the initial population of 2, the population increases a little too quickly, and in order to improve the need for free buildings and the lack of gold in vanilla, I added a feature that allows gold to be earned when using a great person.

In addition, capital science, which corresponds to the existing scaler, was deleted, and in the opener, 2 population, 2 free happiness, and 2 food were removed, and science and gold were adjusted to increase for every 2 citizens of the capital.

In addition, whenever each policy is adopted, misfortune improvement is applied to ensure that the population increases so that it can be used as an expert in the new building, which was its original purpose, so if it is placed somewhere else, misfortune will increase.
 
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