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 Policy openers as follows (before and after)
Here is a visual example of Fealty before and after to get an idea of how it looks in the game. Please excuse change to Fealty opener, that's me forgetting to turn off Religious Victory and not part of this proposal.
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 Policy openers as follows (before and after)
- Tradition focuses on generating
Great People and the construction of an impressive
Capital.
Tradition concentrates in the early game on
to grow a core set of Cities with improved yields from Buildings and an impressive
Capital. Supports and rewards generating
Great People throughout the game. - Progress is best for civilizations which desire robust infrastructure and scientific advancement.
Progress plans in the early game to found a sprawl of self-sufficient Cities with free starting yields and faster
rate of tile Improvement. Constructing Buildings and birthing
Citizens supports the economy throughout the game. - Authority will greatly benefit warlike and expansionist civilizations.
Authority in the early game supports and weaponizes a standing
Military. Gains significant yields throughout the game from expanding
Borders and killing Units in
War. - Fealty enhances your ability to defend and leverage your Majority Religion.
Fealty enhances the ability to leverage a
Majority Religion, benefit from
Citizens working a wide expanse of
tiles, and bolsters your Cities with
Defense and Internal
Trade Routes. - Statecraft improves your ability to benefit from Trade Routes, City-States,
Spies, and the World Congress
Statecraft funds the increase of
Influence with
City-States, with a view to take control of the
World Congress. Not only are Diplomatic Units and Quests enhanced, but also
Trade Routes and
Spies. - Artistry allows you to maximize the potential of Great Works and
Golden Ages.
Artistry generates extra yields from
Great Works,
Golden Ages, and
Wonders. It accelerates the generation of cultural
Great People and unlocks new ways to trigger Historic Events, maximizing the projection of
Cultural Influence. - Industry provides bonuses to empires focused on
Gold and
Production.
Industry augments City yields by boosting common Improvements, Buildings, and Resources. It uniquely increases the value of
Investments and Purchases, and offers several benefits to
Great Merchants. - Imperialism enhances your ability to spread your empire through military power, particularly naval (and later air) supremacy.
Imperialism extracts additional yields, especially from
Puppet Cities. Militarily, it provides
/
discounts for obtaining the newest Units, and enhances
Sight,
Movement, and
Combat Strength, particularly of
Admirals and their navies. - Rationalism focuses on maximizing
Growth and
Science output.
Rationalism turbo charges your Science, adding a number of modifiers, including from owning
Great Works and enjoying
Golden Ages. Later, it unleashes a wave of new
Citizens by providing large
Happiness and
Food bonuses.
Here is a visual example of Fealty before and after to get an idea of how it looks in the game. Please excuse change to Fealty opener, that's me forgetting to turn off Religious Victory and not part of this proposal.
Spoiler :
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