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.
Imperialism has some really fun stuff in it. Military bonuses including utility like being able to upgrade in other territory and keeping conquered buildings.
I wanted to lean in to some of its economic hooks to buff it slightly.
Specifically I wanted to add more border growth, which I think it on-brand for the tree and creates a synergy for authority economically.
The big change is a buff to the tree by making the puppet yields 10% better, really doubling down on the puppet mechanic (whereas annexing may prefer Industry).
To stop people coming in and just taking 3 points for a massive buff (possible now, especially with some zealous Great Writer use) I've also gated it to policy 4 at the earliest.
Proposal:
Imperialism
References:
The other industrial changes can be found
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.
Imperialism has some really fun stuff in it. Military bonuses including utility like being able to upgrade in other territory and keeping conquered buildings.
I wanted to lean in to some of its economic hooks to buff it slightly.
Specifically I wanted to add more border growth, which I think it on-brand for the tree and creates a synergy for authority economically.
The big change is a buff to the tree by making the puppet yields 10% better, really doubling down on the puppet mechanic (whereas annexing may prefer Industry).
To stop people coming in and just taking 3 points for a massive buff (possible now, especially with some zealous Great Writer use) I've also gated it to policy 4 at the earliest.
Proposal:
Imperialism
- Tree Structure is now
- Civilizing Mission
- Regimental System
- Colonialism
- Exploitation (requires Colonialism)
- Martial Law (requires all three T1)
- Opener
- +1
Movement for Naval Units, Embarked Units, and Great Generals, as well as +1 Sight for Melee, Recon, Naval Melee and Gunpowder Units. - +10%
Production toward Military Units, -10%
Gold required for upgrades.
- +1
- Scaler
- +5%
Production for Military Units, -5%
Gold required for upgrades.
- +5%
- Civilizing Mission
- Retain all buildings from conquered Cities.
- Receive 75
Gold when you conquer a city, scaling with Era and City Population. - +10%
Production toward Buildings, with an additional +10%
Production per Era difference between your current Era and the building's Era in all
Puppeted Cities and Cities with a Courthouse.
- Regimental System
- Earn Great Generals and Great Admirals 33% faster.
- Great Generals and Great Admirals gain the Regimental Traditions Promotion (+10% Leadership Combat Bonus and +1 Tile Radius).
- +2 additional copies of the unique Luxury Resources from expending Great Admirals for their Voyage of Discovery ability.
- Military Units can be upgraded in territory owned by Vassals and friendly City-States.
- Colonialism
- +2
Science and +1
Culture from Barracks, Armories, Bastion Fort, Military Academies,Forts, and Citadels.
I really don't like these policies where they boost buildings you obviously already have by now. You better werk! - Each unique Global Monopoly modifier is increased by an additional 10% if it's percentage-based, or +3 otherwise.
- Now +2 Science, Culture, and Great Admiral Points Citadels and Manufactories
Nice symmetry with each of the 3 main GPTI having a buff in each tree
- +2
- Exploitation
+2
Food and +1
Production from Farms, Camps, and Plantations.- +1
Production and
Science from Coasts, Lakes, and Oceans. - Gains +3 Food, Production, and Border Growth on Luxury Resources
Luxuries are concentrated in the regions, so you get most out of this if you've taken over another civ
BGP creates a synergy with Authority and other Border Expand effects the fits Imperalism's flavor
- Martial Law
- No
Gold Maintenance from Garrisons. - +1
Happiness and +4
Culture for each Garrison. - +2 Culture and Border Growth Points to Forts
- -30% (up from -20%) Yield penalties of
Puppeted Cities.
- No
- Finisher
- Unlocks building the Pentagon.
- All Naval and Air units gain the Banzai! Promotion (become stronger as they take damage).
- Allows for the purchase of Great Admirals with
Faith starting in the Industrial Era.
References:
The other industrial changes can be found
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: 38
- Forum: Passed Proposals
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: 44
- Forum: Passed Proposals
Last edited:
Food and +1
Production from Farms, Camps, and Plantations" a huge bonus, and I don't think it will be that good if Farms are buffed, it's still just more Food. It strangely gives Imperialism a boost to growing cities, which I don't think it needs, especially in puppets which you are supposed to exploit after conquering them, not help them grow. The boost, while thematic, is also strangely conditional, you might just not have any Plantation and Camp resources. That said, I personally don't mind it because I tend to take into consideration what tile improvements and how many forests I have when I'm choosing between Industry and Imperialism. I think the choice between Industry and Imperialism being map-dependent isn't bad and actually kinda fun, but I don't mind it changed either. Bonus on Luxuries seems to be enough to compensate, but all it does is it makes the same bonuses practically 100% consistent. It also encourages you to annex cities with a lot of Luxuries which I think is fun.
means less overlap with rationalism and industry) but worse balancing. Lack of farm and plantation and camp buffs feels bad, but idk why.
+5 BGP on one
citizen, instead of the current +2
Unhappiness, a very common and realistic scenario for warmongers.