This is not a balance idea, nor purely a power-up idea, though lord knows Commerce Policy Tree needs it. This is the basis for a conceptual framework to make naval activity more interesting.
As it is, Merchant Navy only adds +3 hammers to coastal cities. Given that Coastal Cities give up a lot of production tiles because they get a lot of sea tiles and it costs a policy to do this, it only looks impressive, but it's really underwhelming on the whole. On top of that, it's a naval policy that boosts a land tile. Booo.
Replacement Policy:
Merchant Empire:
Sea Tiles produce +3 Gold
Yeah, NOW we're talking. Between this policy and Lighthouse, each coastal tile will produce 2 food and 4 gold which makes it about equivalent to Economics/Rationalism-booster Trade Posts.
It makes coastal cities a lucrative location for mid to late game game gold production, at the cost of flexibility - they'll always be mediocre production cities in general, they'll suck at the start, you're locked into Merchant Empire, and you'll still need to scrounge up some food to grow the city.
Most importantly, they make it worthwhile to have and defend sea tiles. Suddenly that odd Barbarian Caravel blockading your capital isn't just costing you an odd luxury you don't really need and the odd coin; it's costing you tons of gold in lost revenue!
Imagine if you were depending on this gold source to power your empire and buy buildings and support your navy. Then England declares war and blockades 3 of your most profitable cities as an opening salvo! Disaster! It cannot be borne. That scoundrel Elizabeth!
As further brainstorms, perhaps a new unit Age of Sail unit - The Privateer could not just blockade a city, but gain its owner Civ gold, based on how much gold it was blockading! Aha! Wouldn't that be exciting? Plundering Isabella's Galleon Trade never sounded so sweet.
As it is, Merchant Navy only adds +3 hammers to coastal cities. Given that Coastal Cities give up a lot of production tiles because they get a lot of sea tiles and it costs a policy to do this, it only looks impressive, but it's really underwhelming on the whole. On top of that, it's a naval policy that boosts a land tile. Booo.
Replacement Policy:
Merchant Empire:
Sea Tiles produce +3 Gold
Yeah, NOW we're talking. Between this policy and Lighthouse, each coastal tile will produce 2 food and 4 gold which makes it about equivalent to Economics/Rationalism-booster Trade Posts.
It makes coastal cities a lucrative location for mid to late game game gold production, at the cost of flexibility - they'll always be mediocre production cities in general, they'll suck at the start, you're locked into Merchant Empire, and you'll still need to scrounge up some food to grow the city.
Most importantly, they make it worthwhile to have and defend sea tiles. Suddenly that odd Barbarian Caravel blockading your capital isn't just costing you an odd luxury you don't really need and the odd coin; it's costing you tons of gold in lost revenue!
Imagine if you were depending on this gold source to power your empire and buy buildings and support your navy. Then England declares war and blockades 3 of your most profitable cities as an opening salvo! Disaster! It cannot be borne. That scoundrel Elizabeth!
As further brainstorms, perhaps a new unit Age of Sail unit - The Privateer could not just blockade a city, but gain its owner Civ gold, based on how much gold it was blockading! Aha! Wouldn't that be exciting? Plundering Isabella's Galleon Trade never sounded so sweet.