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.
Industry has these big +15% modifiers to the four yields Prod/Gold/Science/Culture. These are good but I think problematic for a couple reasons: 1) they compete with the +% puppet effect in Imperialism, because modifiers just add so its just superior to that bonus, 2) it places most of the power of the tree into these early policies which are at least as powerful (and in many cases more powerful) than ideological tenets, meaning you can come back and start unlocking Industry which is something the AI doesn't do (it's like advanced border blob!). It's ok to have strong bonuses in the Industrial but they really need to require investment into the majority of the tree.
There is also the opener with +2 Trade Routes, this is the worst offender of this sort of thing because even in the Industrial you can dip in to snatch this extremely powerful effect which is equivalent to an ideological tenet. It needs to be embedded in the tree much more.
Finally, I absolutely HATE some of the names. What do you mean we do Mercantilism into Protectionism (an essay on the difference and how it led to the wars of the 20th century on my desk by Monday, please) and then come back and take Free Trade?!
"The question is not whether economics is a Science, but whether science is an Economics."
Note to people who already read this before. Now the building buffs are at +2/+2, but there are 1 fewer buildings. So it tops out at +8/+8 instead of +5/+5. A large buff overall.
Proposal:
Industry
Implementation notes:
This is all done by database changes.
You can play it here.
The art is currently replaced by importing it with the same name as the existing policy tree, thereby overwriting it.
References:
The other industrial tree changes are
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.
Industry has these big +15% modifiers to the four yields Prod/Gold/Science/Culture. These are good but I think problematic for a couple reasons: 1) they compete with the +% puppet effect in Imperialism, because modifiers just add so its just superior to that bonus, 2) it places most of the power of the tree into these early policies which are at least as powerful (and in many cases more powerful) than ideological tenets, meaning you can come back and start unlocking Industry which is something the AI doesn't do (it's like advanced border blob!). It's ok to have strong bonuses in the Industrial but they really need to require investment into the majority of the tree.
There is also the opener with +2 Trade Routes, this is the worst offender of this sort of thing because even in the Industrial you can dip in to snatch this extremely powerful effect which is equivalent to an ideological tenet. It needs to be embedded in the tree much more.
Finally, I absolutely HATE some of the names. What do you mean we do Mercantilism into Protectionism (an essay on the difference and how it led to the wars of the 20th century on my desk by Monday, please) and then come back and take Free Trade?!
"The question is not whether economics is a Science, but whether science is an Economics."
Note to people who already read this before. Now the building buffs are at +2/+2, but there are 1 fewer buildings. So it tops out at +8/+8 instead of +5/+5. A large buff overall.
Proposal:
Industry
- Splash art changed to "Industry" with the man in the top hat standing by the train, rather than the "Commerce" ships
- Tree Structure is now
- Division of Labor
- Subsidies
- Entrepreneurship (requires Division of Labor)
Note due to graphical glitch in CiV, cannot put Entrepreneurship on second row! Ask me how I know... - Mercantilism (requires Subsidies)
- Gold Standard (requires Mercantilism and Division of Labor)
- Opener
+2 Trade Routes.- -10% (from -5%) Gold needed for purchases.
Same total but more power moved to opener - +50% Great Merchant rate
- +100% Coaling Station Production boost
You need this early or you won't use it!
- Scaler
- -4% (from 5%) Gold needed for purchases.
- Division of Labor
+100%
Production towards Coaling Stations.+3%
Production and
Gold from Forges, Windmills, Workshops, Factories, and Coaling Stations.- +2 Culture and +2 Production from Workshops, Windmills, Factories, and Coaling Stations.
We will have a Culture side and a Science side to the tree - +5
Gold from International Trade Routes.
- Subsidies (was Free Trade)
• Earn Great Merchants 50% faster.+5
Gold from International Trade Routes.-2 Unhappiness from
Poverty in all Cities.- +1 Happiness from
WorkshopsWindmills
Moved happiness bonus earlier and on a building you might not have yet - Gain -50% Tile maintenance
So with Authority your Railroads could be free! - 15 Science on building construction, scaling with Era
- Entrepreneurship
+1
Happiness from Workshops.+25% Yields when you expend Great Merchants or Great Engineers for their Instant Yield abilities.- +2 Production and +1 Gold from Mine,
QuarryFarm, and Lumbermill
The "spammable" improvements - Gains +3 Food and Culture on every Town
A bonus to Great Merchant other than bulbing them - +2 Gold and +1 Culture on every Village
This is determined as double base yields
- Mercantilism
+3%
Science and
Culture from Markets, Caravansaries, Customs Houses, Banks, and Stock Exchanges.Cities earn +10
Science when they construct Buildings, scaling with Era.- +2 Gold and Science from Customs Houses, Banks, Hotels, and Stock Exchanges
- +2 Trade Routes
- Gold Standard (was Protectionism -- too close to Mercantilism)
- Gold investments in Buildings reduce their
Production cost by an additional 10%. +33% Yields from Internal Trade Routes.
This is in Fealty nowadays+10%
Food and
Science during "We Love the King Day."- 10% Gold and Culture during "We Love the King Day."
this is now mirror alternative to the 10% Food/Science in Rationalism - +25% instant yields from Great Merchants
- Gold investments in Buildings reduce their
- Finisher
- Unlocks building Broadway.
- +3
Happiness per unique owned Luxury Resource. +2
Production and
Gold from Specialists.- +2 Science and +1 Production from Bonus Resources
- Allows for the purchase of Great Merchants with
Faith starting in the Industrial Era.
Implementation notes:
This is all done by database changes.
You can play it here.
The art is currently replaced by importing it with the same name as the existing policy tree, thereby overwriting it.
References:
The other industrial tree changes are
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: 36
- 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:

to a city. You have removed "+5 
and +2%