It gained scientist slots instead, and I do not want to make so many late game buildings cheaper. They are already quick to build.
Maybe we can restore the +1 happiness per religion for Secularism, but also increase the happiness per non-state religion from +1 to +2? This should negate religion unhappiness with Secularism, while providing a net +1 happiness per non-state religion with Syncretism.continuing the discussion regarding Secularism (Scientific Method, medium): no state religion, +10% research in all cities, double scientist slots
As this civic suffered a certain nerf, could it not be maintained at least double production for university? because I think this would fit well into this civic for historical reasons, since secular thinking is something closely linked to university thinking.
Another issue is that before secularism had +1 happiness from non-state religion, which has now been transferred to civic syncretism. Does this mean that civic secularism will have problems with unhappines due to religions? I don't think this would be very good, as secularism preaches a separation of state issues from religion, so I think religion shouldn't be a problem in cities. If not all cities generally have 1 or 2 religions then this would cause +1 or +2 unhapines in all cities.
perhaps a solution would be to give "avoid 1 unhappiness from 1 religion in each city", so if for example in some European CIV that is Catholic (Spain, Portugal, France, Austria) adopted secularism, then the Catholicism religion would not generate unhappiness in the cities . But if there was a certain city with 2 religions (Catholicism+Protestism) then it would generate +1 unhapines. This would help a little to avoid problems with happiness that have been noticed in this new version.
I think that the effects, "avoid 1 unhappiness from 1 religion in each city", and/or "double production for university" civic secularism would be interesting.
Another point I think civic Despotism (or totalitarianism, or state party, or another more "autocratic" civic) would be to add double production for constabulary. because this is a building linked to population control (to generate espionage) and dictatorships always end up doing this. just as civic Despotism was a little nerfed (due to the reduction in production per whipped population) so adding this I think could be interesting to create a little more balance
Much better then Republic, agree. You lose 10-15% of commerce instantly, but in future, with pop grow - you'll not regret.In my recent Vietnam playthrough, I couldn't bring myself to abandon the Isolationism civic.
The +1 food per specialist effect is just too overpowered.
In version 1.17, the Republic civic had a food penalty for several improvements.
Now, it has become much stronger. The vulnerability in trade can also be resolved by creating several distant vassals.
The only weakness is the stability penalty (stability -3 for the Industrial, Global, and Digital eras).
But rather than abandoning Isolationism because of this penalty, it would be much more efficient to find ways to maintain stability while keeping Isolationism.
Yes, the time has come to raise the red flag.
"Aufstehen! Das ist die Internationale!"
Just throwing some ideas, but I feel like it would be flavorful if Isolationism had some kind of diplomatic consequence. After all, by restricting international trade routes you're also harming non-isolationist civs a bit. They have a right to be annoyed. So a diplomatic penalty could work, although I worry that it wouldn't be very fun.Much better then Republic, agree. You lose 10-15% of commerce instantly, but in future, with pop grow - you'll not regret.
Look like we need nerf it, after years of asking to gear up Isolationism
Maybe leave food bonus only for certain type of specialist? Statesman? And 1 free specialist per city
like what to do when you really need Open Borders with an AI civ but they're isolationist
This would hurt a lot. Personally I liked specialist rush.Maybe -1 primary yield per specialist?