So I ran a game taking a really strong look at Freedom. I've heard some people ragging on it lately so I decided to give it a strong look, and having done so, I agree its got some weaknesses.
So ultimately we use trees to accomplish victory conditions. At this point in the game, we are starting to focus and push for the finish line, and so its really a question of....how does the tree accomplish that?
Justification in Spoilers:
CV
SV
On the surface, Freedom should be a decent SV tree. But realistically when you look at its science output, its pretty abysmal. New Deal is the only science boost until Tier 3, and if we say you have 5 academies that's +30 science (with capital multipliers lets call it and even +50), that's still pretty abysmal compared to Order and Autocracy's options.
Now Freedom's Tier 3 does offer a decent science boost (though its late at tier 3), and the gem is the boost to part production. So i think freedom can compete in the space ship part race, but until then, its science output is not all that great.
Conclusion: Freedom has plenty of power in the final sprint to the finish line but doesn't get a lot of help in the race leading up to that. Its science base is actually pretty poor compared to the other trees.
DV
I actually think DV is Freedom's strongest playstyle. The Tier 3 Treaty Organization is a solid tenant, the influence is nice but honestly the bonus votes are a big deal, they can make or break a hegemony vote. There's not too much else going on here but I can say the same for the other trees. I think where Freedom struggles is on the maintaining of CS in the face of autocratic players going around sniping them, which has become a common tactic in high difficulty play.
Conclusion: The most solid part of Freedom's arsenal, its really the military weakness of freedom that hurts you here.
Military
The move of the +50% supply bonus from pop from Freedom to Autocracy was a major loss, and one I don't think was warranted. I have never played Autocracy and needed more supply, it always find a way to work out. But for Tall freedom games sometimes I really really do need that supply. That said, Military Draft is still a decent overall warfare tenant.
As far as Their Finest Hour, I mentioned before that while the B17 is "nice" it is not transformative like Order's Guerilla or Autocracy's Zero. Those units redefine how you conduct warfare, the B17 just "bombs stuff". I would still like to give the B17 more uniqueness.
My Suggested Change Summary
My Suggested Change Summary
Here is my change list for discussion, below in a separate thread I go through all my rationales.
So ultimately we use trees to accomplish victory conditions. At this point in the game, we are starting to focus and push for the finish line, and so its really a question of....how does the tree accomplish that?
Justification in Spoilers:
Spoiler :
CV
- Creative Expression is a decent Tier 1 tenant to start the CV path, and cranks up the culture to help speed through the tree, potentially give up to 12 culture per city. The +2 tourism is dwarfed by cultural revolution in Order, but its a Tier 1 vs Tier 2 tenant, so thats more time to let the earlier bonus do its work. This seems fine.
- In theory Avant Guarde should be good with this, letting us get musicians and great writers faster. But I honestly question how good it is, Order's Free GP is definitely stronger than this tenant, and of course its bonus weakness the longer you wait to take it, but if you take this first you weaken Creative Expression.
- Media Culture is the capstone here, with the theoretical advantage that the +25% tourism is permanent and every working, while Autocracy and Order's tenants are less consistent. But I would argue that both of the other trees technically have 2 "multipliers". Autocracy has Cult of Personality, but honestly Air Supremacy is a pretty solid tourism tenant as well, you often get airports much quicker and much more plentifully than any other tree, so that is free tourism you are not getting otherwise. Further, order can get the ball rolling strong at tier 2, where freedom has to wait until Tier 3.
SV
On the surface, Freedom should be a decent SV tree. But realistically when you look at its science output, its pretty abysmal. New Deal is the only science boost until Tier 3, and if we say you have 5 academies that's +30 science (with capital multipliers lets call it and even +50), that's still pretty abysmal compared to Order and Autocracy's options.
Now Freedom's Tier 3 does offer a decent science boost (though its late at tier 3), and the gem is the boost to part production. So i think freedom can compete in the space ship part race, but until then, its science output is not all that great.
Conclusion: Freedom has plenty of power in the final sprint to the finish line but doesn't get a lot of help in the race leading up to that. Its science base is actually pretty poor compared to the other trees.
DV
I actually think DV is Freedom's strongest playstyle. The Tier 3 Treaty Organization is a solid tenant, the influence is nice but honestly the bonus votes are a big deal, they can make or break a hegemony vote. There's not too much else going on here but I can say the same for the other trees. I think where Freedom struggles is on the maintaining of CS in the face of autocratic players going around sniping them, which has become a common tactic in high difficulty play.
Conclusion: The most solid part of Freedom's arsenal, its really the military weakness of freedom that hurts you here.
Military
The move of the +50% supply bonus from pop from Freedom to Autocracy was a major loss, and one I don't think was warranted. I have never played Autocracy and needed more supply, it always find a way to work out. But for Tall freedom games sometimes I really really do need that supply. That said, Military Draft is still a decent overall warfare tenant.
As far as Their Finest Hour, I mentioned before that while the B17 is "nice" it is not transformative like Order's Guerilla or Autocracy's Zero. Those units redefine how you conduct warfare, the B17 just "bombs stuff". I would still like to give the B17 more uniqueness.
My Suggested Change Summary
- Civil Society (T1): Removed (merged with Urbanization).
- Universal Suffrage moved from T2 to T1
- Urbanization (T1): Farms, Camps, Plantations, and Unique Improvements gain +4 . Specialists require 2 less (minimum 1)
- New Deal (T2): Landmarks and GPTI gain +6 to the appropriate yield, and +2 tourism.
- Their Finest Hour (T2): Cities gain +33% CS and 1 additional air slot. Can use B17 bombers.
- Transnationalism (T2): Every owned Town counts as a Franchise. Each turn, increase the chance that a corporation will appear in a foreign city to 15% (normally 5%). Global Franchise maximum increases by 25%. +2 from corporation offices.
- Self-Determination (new T2): Liberating cities gives 15 XP to all units, 50 Influence with all City-States, and 40, scaling by era and city population. The liberated city gains an Arsenal, 6 Partisan units, and is healed to full.
Spoiler :
My Suggested Change Summary
Here is my change list for discussion, below in a separate thread I go through all my rationales.
- Avante Garde (T1): Boredom needs reduced by 20%. All specialists generate +1
- Civil Society (T1): Removed. Universal Suffrage moved from T2 to T1
- Urbanization (T1): Farms, Camps, Plantations, Villages, and Unique Improvements gain +4 and +2 .
- Arsenal of Democracy (T2): Unit gifts to a CS give you gold equal to half the unit's purchase cost. When you liberate a CS, the CS is healed to full and immediately gains all defensive buildings. You gain triple the normal influence bonus, and all of your units gain +15 XP.
- New Deal (T2): Landmarks and GPTI gain +7 to the appropriate yield, and +4 tourism.
- Their Finest Hour (T2): +33% City Strength to all cities and allied CS. Can use B17 bombers (still needs a unit upgrade just not sure what yet)
- Transnationalism (T2): Immediately gain franchises in 3 random cities once your Corporation is obtained. (the rest the same) 15% random chance, +25% franchise max, +2 culture from corp offices.
- Alliance for Progress (Brand New T2): Gain 10 influence with all known CS when you expend a GP. 10% of and Tourism in a city is converted into
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