Right now I actually do think Fealty is in a pretty OK place, but one thing I don't like about it is how unexciting Divine Right is. It's a Culture policy right next to Serfdom, which is a different, more fun Culture policy with a leaf after it too. It makes choosing between them pretty lame since you'll pretty much always take Serfdom first, and it makes the middle part of the tree feel very samey. Therefore I want to basically move all of the culture together onto Serfdom, and make Divine Right into a new policy focused on food and defense, other concepts of the Fealty tree.
Also, I want to emphasize non-specialist play with Fealty, both by intensifying the culture dependency on that and by changing the bonus on Organized Religion slightly.
For reference, right now we have:
Divine Right
25% of
Happiness produced in each City is added to the City's
Culture per Turn. -2
Unhappiness from
Boredom in all Cities.
Serfdom
Pastures generate +2
Production and +1
Gold. +1
Culture in Cities for every 4 non-Specialist
Citizens. +33% Yields from Internal
Trade Routes.
Organized Religion
+50% Pressure in all nearby Cities without your majority Religion, and +1
Faith from Specialists.
I want to change these into:
Siege Provisions
15% of
Food is carried over after a new
Citizen is born. +50% Yields from Internal
Trade Routes. +100 HP in every City.
Serfdom
Pastures generate +1
Production and
Gold. +1
Culture in Cities for every 2 non-Specialist
Citizens.
Organized Religion
+50% Pressure in all nearby Cities without your majority Religion, and +1
Faith in Cities for every three Followers of your majority Religion.
Overall, the culture will be about the same; if we imagined before that an empire had about as much happiness as non-specialist citizens, both policies used to produce equal culture, and now Serfdom does double that. Serfdom in compensation loses one of its Pasture production and the whole trade route bonus (which goes on the other policy.)
We lose the Boredom reduction entirely too, but in compensation for that (and the lost Pasture hammer) get an extra Granary effect (with an aqueduct this is equivalent to +27% Growth), +100 HP in each city, as well as a slightly stronger trade route bonus. The Faith on Organized Religion moves away from Specialists to be different from the two other middle Policy Trees, and will produce about the same amount of faith (probably more if your cities are more cleanly your religion, probably less if they're barely hanging on.)
This change aims to make Fealty better at things it's supposed to be good at, and to make all of its policies feel more different from each other.
Also, I want to emphasize non-specialist play with Fealty, both by intensifying the culture dependency on that and by changing the bonus on Organized Religion slightly.
For reference, right now we have:
Divine Right
25% of




Serfdom
Pastures generate +2





Organized Religion
+50% Pressure in all nearby Cities without your majority Religion, and +1

I want to change these into:
Siege Provisions
15% of



Serfdom
Pastures generate +1




Organized Religion
+50% Pressure in all nearby Cities without your majority Religion, and +1

Overall, the culture will be about the same; if we imagined before that an empire had about as much happiness as non-specialist citizens, both policies used to produce equal culture, and now Serfdom does double that. Serfdom in compensation loses one of its Pasture production and the whole trade route bonus (which goes on the other policy.)
We lose the Boredom reduction entirely too, but in compensation for that (and the lost Pasture hammer) get an extra Granary effect (with an aqueduct this is equivalent to +27% Growth), +100 HP in each city, as well as a slightly stronger trade route bonus. The Faith on Organized Religion moves away from Specialists to be different from the two other middle Policy Trees, and will produce about the same amount of faith (probably more if your cities are more cleanly your religion, probably less if they're barely hanging on.)
This change aims to make Fealty better at things it's supposed to be good at, and to make all of its policies feel more different from each other.