Motivation:
Industrial Policy trees are in a weird place. The previous 6 trees all have really strong character, for me. But then you get to choice #3 and it feels the design goes downhill a bit.
I think some of this can be blamed on the fact these trees come later and so fewer people have cared about it compared to more pressing, early game problems.
In brief, Rationalism is king due to the high value of Science (and Great Scientists), and then Imperialism has a niche for Warmongers (and has some fun effects for them). Industry is left a bit behind; there are some rare use cases, and it does have some strong modifiers for multiple yields, but I think it's generally not considered competitive.
Here I present the changes from my proposal mod that significantly overhaul the trees with a view to creating a lower powerlevel Rationalism and Industry where the trees have a food/sci versus prod/gold flavor sitting on a number of general yield bonuses with varied hooks. There are minor changes to Imperialism.
This does not address one big issue which is about the abundance of Great Scientists for bulbing in the later part of the game.
By being able to Faith purchase GS, Rationalism becomes undisputed king for anyone without To The Glory of God (itself also incredibly powerful).
I think that should be treated separately.
Here the main thing to take aim at is the possible +45% Science modifier you can acquire, which I think is just far too centralizing when ideologies are supposed to be that point where you "pick" a victory condition (or set of conditions) to pursue from a policy point of view.
Of course, it's fine to have some Science beats in the tree, and I have those (I hope in a more engaging way than before?), but the tree is more versatile, now.
Proposal:
Rationalism
Implementation notes:
This is all done by database changes.
You can play it here.
References:
The change to the tree description of Rationalism overrides the change in
The other changes can be found in
and
Industrial Policy trees are in a weird place. The previous 6 trees all have really strong character, for me. But then you get to choice #3 and it feels the design goes downhill a bit.
I think some of this can be blamed on the fact these trees come later and so fewer people have cared about it compared to more pressing, early game problems.
In brief, Rationalism is king due to the high value of Science (and Great Scientists), and then Imperialism has a niche for Warmongers (and has some fun effects for them). Industry is left a bit behind; there are some rare use cases, and it does have some strong modifiers for multiple yields, but I think it's generally not considered competitive.
Here I present the changes from my proposal mod that significantly overhaul the trees with a view to creating a lower powerlevel Rationalism and Industry where the trees have a food/sci versus prod/gold flavor sitting on a number of general yield bonuses with varied hooks. There are minor changes to Imperialism.
This does not address one big issue which is about the abundance of Great Scientists for bulbing in the later part of the game.
By being able to Faith purchase GS, Rationalism becomes undisputed king for anyone without To The Glory of God (itself also incredibly powerful).
I think that should be treated separately.
Here the main thing to take aim at is the possible +45% Science modifier you can acquire, which I think is just far too centralizing when ideologies are supposed to be that point where you "pick" a victory condition (or set of conditions) to pursue from a policy point of view.
Of course, it's fine to have some Science beats in the tree, and I have those (I hope in a more engaging way than before?), but the tree is more versatile, now.
Proposal:
Rationalism
- Change flavor text to
"Rationalism unleashes a wave of new Citizens by providing large Happiness and Food bonuses. Simultaneously boosts the output of the resulting Golden Ages and Specialists, especially Scientists." - Tree Structure is now
- Liberalism
- Mass Education
- Secularism (requires Liberalism)
- Emancipation (requires Liberalism)
- Employment Law (requires Emancipation and Mass Education)
- Opener
+2
Production and +3
Science from all Strategic Resources.+5%
Science in all Cities.- +1 Science and Culture from Scientists
- +33% Great Scientist Rate
- +10% Growth in all Cities
- Scaler
+2%
Science.- +5% Growth in all Cities
- Liberalism (was Scientific Revolution)
Can construct Observatories (+6
Science, +1
Science from nearby Mountains, 2 Scientist Slot).- Anyone can build an Observatory, now.
- 4 Science (down from 6)
- 0 Scientist slots (down from 2)
- 1 Sci per Mountain within 3 tiles
- Anyone can build an Observatory, now.
+2
Science from Jungle and Snow.- +2 Gold and +1 Production from Specialists
- Gains +25% GP Rate during a Golden Age
- Mass Education (was Enlightenment)
- Receive 1 Free Tech
+1
Happiness from Universities.- Gains +3 Food, +2 Culture, and +1 Happiness from Public Schools
- Gains +100% Production towards Public Schools
- Secularism (was Free Thought)
- -5 Religious Unrest
+25% Instant Yields from Great Scientists.Earn Great Scientists +33% faster.- +10% Science during a Golden Age
- +3 Production and Gold from Academies
A bonus to Great Scientists before you bulb them
- Emancipation (was Rights of Man)
-1 Unhappiness from all Needs in all Cities.+2
Production and
Gold from Villages.+10%
Science during
Golden Ages.- Gains: Receive Instant Culture and GAP boost equal to 5 times the number of citizens in the empire, scaling with era
it's like the old free policy/free golden age policies but more measured - +1 Happiness from Zoo, Hotel, Museum
- 10% Food during a Golden Age
- Employment Law (was Empiricism)
+1
Food for every Citizen and +25%
Growth in all Cities.+3%
Science in a City for every Great Work present (up to 20%).- -1 Food cost of Specialists (SpecialistFoodChange)
I used to keep this but opinion has become negative on this sort of flat food - +1 Production per 2 Citizens
Nerfed from old 1:1 - 50% of Happiness converted to Culture
- Finisher
- (Purchase GS with Faith)
- (12 Security in all Cities)
- +25% Yields from GS Bulb
Implementation notes:
This is all done by database changes.
You can play it here.
References:
The change to the tree description of Rationalism overrides the change in
Motivation:
Some of the policy tree descriptions are quite minimal and don't really provide enough detail to discern functions of their trees. I think a bit of a rewrite could be helpful for new players (while experience players don't need to read them).
This has no gameplay effect.
However, I think this is worth a proposal because the descriptions themselves are a representation of the design goals, and not everyone will agree.
We can workshop a little or you can counterpropose if we reach a point of strong disagreement.
Proposal:
Replace the initial text (before the actual effects) on...
Some of the policy tree descriptions are quite minimal and don't really provide enough detail to discern functions of their trees. I think a bit of a rewrite could be helpful for new players (while experience players don't need to read them).
This has no gameplay effect.
However, I think this is worth a proposal because the descriptions themselves are a representation of the design goals, and not everyone will agree.
We can workshop a little or you can counterpropose if we reach a point of strong disagreement.
Proposal:
Replace the initial text (before the actual effects) on...
- hokath
- Replies: 11
- Forum: Vox Populi Congress
The other changes can be found in
Motivation:
Industrial Policy trees are in a weird place. The previous 6 trees all have really strong character, for me. But then you get to choice #3 and it feels the design goes downhill a bit.
I think some of this can be blamed on the fact these trees come later and so fewer people have cared about it compared to more pressing, early game problems.
In brief, Rationalism is king due to the high value of Science (and Great Scientists), and then Imperialism has a niche for Warmongers (and has some fun effects for them). Industry is left a bit behind; there are some rare use cases, and it...
Industrial Policy trees are in a weird place. The previous 6 trees all have really strong character, for me. But then you get to choice #3 and it feels the design goes downhill a bit.
I think some of this can be blamed on the fact these trees come later and so fewer people have cared about it compared to more pressing, early game problems.
In brief, Rationalism is king due to the high value of Science (and Great Scientists), and then Imperialism has a niche for Warmongers (and has some fun effects for them). Industry is left a bit behind; there are some rare use cases, and it...
- hokath
- Replies: 43
- Forum: Vox Populi Congress
Motivation:
Industrial Policy trees are in a weird place. The previous 6 trees all have really strong character, for me. But then you get to choice #3 and it feels the design goes downhill a bit.
I think some of this can be blamed on the fact these trees come later and so fewer people have cared about it compared to more pressing, early game problems.
In brief, Rationalism is king due to the high value of Science (and Great Scientists), and then Imperialism has a niche for Warmongers (and has some fun effects for them). Industry is left a bit behind; there are some rare use cases, and it...
Industrial Policy trees are in a weird place. The previous 6 trees all have really strong character, for me. But then you get to choice #3 and it feels the design goes downhill a bit.
I think some of this can be blamed on the fact these trees come later and so fewer people have cared about it compared to more pressing, early game problems.
In brief, Rationalism is king due to the high value of Science (and Great Scientists), and then Imperialism has a niche for Warmongers (and has some fun effects for them). Industry is left a bit behind; there are some rare use cases, and it...
- hokath
- Replies: 23
- Forum: Vox Populi Congress
Last edited:



for Rationalism and huge 
(plus some