Ahriman
Tyrant
Spoilers for mass reply:
Txurce:
It used fortifications no more than any other power of the era.
I think this is the biggest weakness of the current social policy implementation; things are getting changed around all over the place without any serious consideration linking the names to the effects.
We play civ because it is about history. If we lose the ties to history, then the game becomes a lot less fun.
Just like: honor has typically been associated with field combat and not fortifications. Rationalism has been associated with anti-religion. Autocracy has been associated with militarism.
For example: Renaissance and Enlightenment-era Spain was vastly less innovative than the rest of Europe, in part because of its stultifying religious conservatism that made new ideas suspect.
More democratic regimes have generally been more meritocratic and so have made investment in education more worthwhile. In brutal tyrannical regimes where the commoners fear for their life or can be killed at whim, there tends to be very little innovation.
Some government styles favor stability, others favor innovation.
Seek:
Walls:
A garrison bonus makes sense in Honor; Honor is about units. A walls bonus really doesn't.
Mostly Thal
So for example changing archers doesn't automatically change bowmen.
I think a science bonus feels out of flavor in Order.
Anyway, as above I have no particular objection to removing policy cost reduction (though; you haven't removed it, you you have moved it to piety, and we need a decent replacement in Freedom) so the point is moot. And I'm fine for "allow policy saving" to be an option. People can enable that if they like.
Txurce:
Spoiler :
Venice's main defenses at home and abroad were its navy and that its settlements were mostly on islands and so were hard to get to.1. Venice - easily the most important Renaissance republic - used fortifications widely.
It used fortifications no more than any other power of the era.
By city spamming I don't mean ICS, I mean general wide-empire. It used to be the case that more cities reduced your policy gain rate. I think this was a good thing. If a new city only increases policy costs by 10%, then it is very likely that adding new cities can increase your policy gain rate. I don't think that is a good idea.3. You're saying this without any testing. I very much doubt that this policy will make city spamming a successful strategy.
I disagree. It is easier to have 6 size 10 cities than 2 size 30 cities.4. I think this policy will help Tradition/tall approaches at least as much as Liberty/wide ones.
I think the names are very important for flavor bonus.5. As with Tradition, I think you’re getting hung up on a name in a game that is understandably loose with its nomenclature.
I think this is the biggest weakness of the current social policy implementation; things are getting changed around all over the place without any serious consideration linking the names to the effects.
We play civ because it is about history. If we lose the ties to history, then the game becomes a lot less fun.
My perspective is that great people should come mainly from specialists. That is what specialists are for. I think we have moved too far into great people coming from policies, and with so many great people about they start feeling less special.6. I think they're among the most "fun" aspects of SP's.
I was referring to tradition in a flavor sense. Tradition is about building and sustaining institutions - it is basically traditional conservativism (in the 19th century sense, not the modern political sense).7. Players who use Tradition aren't playing a long-term game any more than anyone else - Civ is a long-term game.
Just like: honor has typically been associated with field combat and not fortifications. Rationalism has been associated with anti-religion. Autocracy has been associated with militarism.
Yes, a lot of the policies have been scaled down. I don't think this is a good thing. I really liked the point we had where policies were valuable things and so investing significantly in culture production is valuable for its own sake, not just for a cultural victory. This was a big achievement. Weakening policies again is a big step backwards.8. This is narrow, but a lot of the policies have been scaled down.
Of course it can. Scientific achievement is clearly linked with government style.9. What spurs science and especially creativity cannot be credited to government style.
For example: Renaissance and Enlightenment-era Spain was vastly less innovative than the rest of Europe, in part because of its stultifying religious conservatism that made new ideas suspect.
More democratic regimes have generally been more meritocratic and so have made investment in education more worthwhile. In brutal tyrannical regimes where the commoners fear for their life or can be killed at whim, there tends to be very little innovation.
Some government styles favor stability, others favor innovation.
Seek:
Spoiler :
I understand that "new" refers to post-patch vanilla. But what is post-patch TBC?"New" refers to post-patch.
So why don't we put the food yield bonus back into Landed Elite and think of something else for a Tradition finisher? Maybe gold per X pop in the capital? Some gold income would help, since small empires tend to struggle with gold since they have less pop and so less trade income.I'm not crazy about the new Landed Elite effect,
I don't have a strong objection to removing policy cost reduction (or rather moving it to Piety, the culture tree), I just don't think we should be designing around a game option.The SP cost-reducing policy was quite lame, imo
I'm not sure that this is true anymore. But Order is supposed to be production bonuses for widespread empires, so bonuses per production building still seem reasonable.production buildings are always useful
Walls:
I don't see this as a problem.If the AI builds defense but the human doesn't it's an overall buff to the AI.
How? The patch made defensive buildings much less worth constructing for the human unless you are using Honor. I don't think "construct some specialist circumstances under which the human might want them" is the right way to go here.I think the patch moved in the right direction in this balance
A garrison bonus makes sense in Honor; Honor is about units. A walls bonus really doesn't.
Mostly Thal
Spoiler :
Understood, but it is not the case for strength changes unless you change them manually. UUs have their own XML entries, so changing the core unit will not change the UU. Right?By the way, "and UU replacements" is usually redundant since almost all changes are done to the unit or building class
So for example changing archers doesn't automatically change bowmen.
That seems very narrow and a bit odd to me. I think the space race is modeled in the game through the scientific victory. The space races encourages you to invest resources in science. It doesn't make your manufacturing suddenly boost your research.I see the science bonus as a reference to the Space Race of the mid 20th century.
I think a science bonus feels out of flavor in Order.
The AI doesn't understand how to save policies. I dislike adding mechanics that the AI cannot use at all. I don't think designing the mod around the core game design is problematic (should we weaken the barbarians because they might be too strong if someone turns raging barbarians on?). And I don't think that preventing saving is somehow a bandaid; the fact that we force you to use your free tech from the Great Library or Oxford University immediately isn't somehow a bandaid.What I'm saying here is if we can plan ahead... saving immediate policy benefits for future gains, that's a strategic decision unavailable with the savings ban. I dislike bandaids that reduce player flexibility to hide underlying problems.
Anyway, as above I have no particular objection to removing policy cost reduction (though; you haven't removed it, you you have moved it to piety, and we need a decent replacement in Freedom) so the point is moot. And I'm fine for "allow policy saving" to be an option. People can enable that if they like.