Voting Instructions
Players, please cast your votes in the poll above. Vote "Yea" if you'd be okay if this proposal was implemented. Vote "Nay" if you'd be okay if this proposal wasn't implemented. You can vote for both options.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 1, Proposal 41
Proposer: @josh4
Sponsor(s): @josh4
Previous Discussion Thread: https://forums.civfanatics.com/thre...g-units-instead-of-for-gaining-cities.679886/
Proposal Details
Proposal:
Rationale:
Players, please cast your votes in the poll above. Vote "Yea" if you'd be okay if this proposal was implemented. Vote "Nay" if you'd be okay if this proposal wasn't implemented. You can vote for both options.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 1, Proposal 41
Proposer: @josh4
Sponsor(s): @josh4
Previous Discussion Thread: https://forums.civfanatics.com/thre...g-units-instead-of-for-gaining-cities.679886/
Proposal Details
Proposal:
Remove science from Imperium policy (free settler and culture from gaining cities remains).
Add science for producing military units, naval and land, 20% of production on Discipline policy.
Rationale:
The first problem is currently Authority AIs are not competitive because of their low science and may actually become the easiest to conquer in the mid-game cause of their outdated units. Situations when an authority AI conquers nothing are common. The second problem is the current structure of Authority policy tree: gaining yields for success, is inherently better for a player who will always outplay AIs in war micromanagement and is a simple win-more mechanic. Proposed change will address both as it will give Authority AIs a lot more science cause they have a bonus military cap and they lose and recreate more units than the player. It will not give a lot of buff for authority human players cause play to lose a units and retrain them for science is not viable as you need to build actual buildings which give you production, culture, specialists, etc., and as human ways of winning war is to keep units alive and get them as high promoted as possible, throwing them away is never a better option. It is also a more realistic, while culture for conquering or settling new lands is understandable as propaganda success and source of national legends and history and mythos, science is more realistically gained by engineering and designing trials and errors of military production, from the Roman naval boarding devices, to German and Soviet tanks which battlefield and logistic limitations informed new designs.