AG's Ideology Mod

I forgot about the extra victory condition. However, I think it still needs an extra boost. 5 citizens is all well and good, but well that is an extra 5 unhappiness in many cases, as a city with just base infrastructure of building and no improved tiles.

Maybe spawn a worker upon settlement and a tile improvement boost. Not as strong as Autocracy's Iron Fist, but good for quickly getting luxuries online.

Finally, while I know PineappleDan doesn't think there should be any happiness involved, I think at least part of the tree needs something. Maybe the removal of urbanisation, for merchant specialists (if that is possible), or just attached to a few gold buildings.

I think that, at this stage of the game, the player should have enough gold to buy new workers. I think that one possible solution to this and the happiness you mentioned, might just give something like +3 :c5happy: to each City. It will make expanding less painful for your happiness while not exactly fixing everything unless you do improve your tiles and such.

It doesn't have to be an actual boost to the monopoly bonus, maybe just an extra gold bonus for every monopoly held, either as a flat bonus, or attached to each resource tile. Maybe a base rate, as well as an extra boost to trade route gold for resources of the city, that you hold a monopoly in.

I'll think about this. I just don't want one tenet to have too many bonuses making it just broken. I'll fit something if I do find a spot to do so.
 
New Tier 3 Diplomatic Idea

Spoiler :

Campaign Contribution

Can purchase a "Donor" unit with gold. The gold cost is absurdly high like 10,000 (or what we discuss it to be). Donor can place down an improvement that functions like the embassy (1 improvement for each CS and 1 vote per improvement).
 
So, if we were going to make a Corporatocracy/Prosperity ideology that aims at an Economic Victory condition, it would really be helpful to define what, exactly, an economic victory would entail. people trying to argue for/against certain tenets can't do it productively if we don't know what the goal is.

I received no push back on my initial proposal for an economic victory condition (Gain >50% of the world's global monopolies and complete a related wonder). So I'm still operating under the assumption that people at least don't hate that as a victory condition. However, I noticed that AG's counterproposal for Prosperity removes all of my proposed tile stealing abilities while not giving them any more military strength. I'm wondering how Prosperity is going to control enough of the map to control all these luxury tiles while it can't conquer with the efficiency of an Autocracy or Order player?

There's similar counterproposals that make me think that I need to annotate my own proposals, how they are meant to synergize and work towards certain victories, or explain my thinking on how the names/traits relate to the abilities.

Spoiler Tier 1 :

Pop Art
25% of :tourism: Tourism in Cities is converted into :c5gold:Gold. +5:c5gold: Gold and +3:c5production: Production to Hotels, Stadiums, and Airports
10% of :c5culture: Culture in Cities is converted into :c5gold: Gold. +3 :c5gold: Gold and :c5culture: Culture to Hotels, Stadiums and Airports.
I wanted to telegraph to the player that this is NOT a cultural victory ideology, but the tourism industry is still big money IRL. Culture could work, but I feel like culture can get a bit out of hand and is already a really useful yield. I wanted to create some way that hotels/stadiums/airports can still contribute to a Prosperity win, and none of those buildings give any :c5culture:Culture.

25%:tourism: tourism conversion is probably too timid, since tourism is a pretty rare yield. Maybe I should have made it 33% or 50%?

Regulatory Capture
Free Stock Exchange in all Cities. +100% quantity of Strategic and Luxury Resources from City-States, and resources from City-States Contribute to Global monopolies (same as Trade Confederacy).
Free Stock Exchange in the :c5capital: Capital. +5 :c5production: Production and :c5gold: to all Stock Exchanges.
This was my attempt at a "Free X in all cities" tenet, which the existing ideologies have (except order, which gets 5 of 2 different buildings). I don't know why AG's proposal reduces it just to the Capital; it's terribly weak in his proposal.

Assuming the Economic victory proposal keeps some sort of monopoly component, you're going to have to give them some way of stealing City-State luxuries, or you're going to have to make it a core aspect of the ideology that you are supposed to conquer City-States. I don't like having to copy a Statecraft policy, but I can't see how this ideology retains both a Diplo and a monopoly focus if it relies so heavily on a previous policy tree to function.

As of writing, the only way an economic victory would be possible is if you went Statecraft first. Their Glass/Porcelain/Jewelery monopolies are vital, and if you don't have trade Confederacy, you either have to control a lot more of the map to overcome the lack of CS support, or you will have to kill every mercantile CS that has spawned.

Lobbyists
5:c5gold: and 5:c5culture: per turn in your :c5capital:Capital for each Delegate you control in the World Congress. Votes gained through Trade Agreements with other Civilizations count towards this total.
Every World Congress Session, gain 150 :c5gold: Gold and :c5science: Science based on the number of Delegates you control, scaling with Era.
I really wanted to create more tenets that feed :c5gold:Gold on a per-turn basis directly into the capital. Space Tourism depends on that as core to its power.
I know the code already exists for what AG proposes in his change, but it's just a copy of Statecraft's finisher and it doesn't synergize with the Tier 3s at all.

Fast-Track Construction
+25%:c5gold: Gold Cost to Building Investment. :c5gold: Gold investments in Buildings reduce their Production cost by an additional 25%. 25:c5gold:Gold when a building is completed, Scaling with Era.
:c5gold: Gold maintenance of buildings increase by 5%. All cities gain +5 :c5production: Production.
I'm not sure what AG is trying to accomplish with the change to my proposal here. It sounds really bad. Like it actually hurts your empire more than it helps. My proposal was to make gold investment more expensive, but to increase the % completion of investment from 50% to 75%. You could combine this with Industry's Division of Labour for 85% completion on investment and net -5%:c5gold:Gold purchases on buildings. Babylon's UA would combine to give them the ability to purchase buildings outright (15%+10%+25% = 50%).
In my proposals, I specifically tried to focus on giving Prosperity lots of :c5gold:Gold generation, but no :c5gold:Purchase reductions, like Autocracy or Order.

Insider Trading
+2 :trade: Trade Routes. Can establish :c5gold:Gold Internal :trade:Trade Routes. +5:c5gold:Gold and :c5food:Food in your :c5capital: Capital for every Active :trade: Trade Route
+5% :c5gold: Gold from Stock Exchanges. +1 :trade: Trade Routes. +5 :c5influence: Influence per turn with City-States you have a TR with.
In case you weren't aware, "Can establish :c5gold:Gold Internal :trade:Trade Routes" already exists in the DLL, it just has to be activated. It seemed like a very pertinent bonus to give Prosperity.

+5 :c5influence: Influence per turn with City-States you have a TR with is the exact same as Freedom's Treaty organization, except it's even stronger (TO only give +4:c5influence: per turn).
I am Absolutely Opposed to just copying another ideology's tier 3 tenet, I think that destroys any pretense of trying to make unique ideologies. I think if the ideologies are going to feel different from each other, the Tier 3s need to be very unique. They're the pinnacle, the true power of the ideology, and that needs to be respected.

Too Big To Fail
+3:c5gold:Gold to Banks, Stock Markets, Academies, Towns, Manufactories and Unique Improvements. Academies, Towns, and Manufactories claim adjacent tiles when built.
+3% :c5gold: Gold from Banks and Stock Exchanges. +2 :c5gold: Gold to all Unique Improvements and Great People Improvements.
My only comment here is that I was specifically trying to prevent overlaps in all 5 ideology proposals and the tiles they boost with their respective ".... and +X to Unique Improvements" tenet. Autocracy already boosts Citadels, Theocracy boosts Holy Sites/Landmarks, and Freedom already has a "yields to all GP tiles" tenet.

Assuming all the other tenets stay as is, that leaves Academies/Manufactories/Embassies/Towns/Villages/Oil Wells as improvements that Prosperity could boost without overlapping with any other ideology.

Soft Power
+30:c5influence: Influence for Diplomatic Mission Actions. All unit Purchase Cooldowns are reduced by 1 (GP/Diplo unit purchases are 4 turns. Military Units have no cooldown).
+90% :c5influence: Influence from Diplomatic Missions. 15% of :c5gold: Gold spent is converted into :c5science: Science
Eh. I just figured +30 was easier to code, since you can do it with a promotion. The double-bank idea is pretty interesting, but I think you could change the yield type so it isn't just a repeat of the Bank's ability.

The -1 purchase cooldown idea I thought was really cool, because it would give the civ a totally unique toy to pump out units faster. I didn't want to copy Autocracy's Military-Industrial Complex tenet, which gives -33%:c5gold:purchase cost to units. It is an extremely strong ability for diplo victories, but I liked how Autocracy's tenet doubles as both a military and diplomatic boost because unit cost ties to both victories very strongly. An ability to reduce purchase cooldowns would require a feature request for changes to the DLL, but I really think I'm onto something with that idea; it's completely unique and has a ton of relevant utility.

Spoiler Tier 2 :

Diplomatic Immunity
+1 Spy and the Chance to Steal Gold is greatly increased. Diplomats in Foreign :c5capital:Capitals provide +1 Vote in the World Congress and can Steal :c5gold:Gold.
+2 Delegates. All Diplomatic units gain +4 :c5moves: Movements on land and while embarked.
Since Freedom's Treaty Organization dumps 3 free delegates in your lap, I wanted to avoid that same straightforward bonus. I think copying another ideology's tier 3 power would really hurt the game overall, and make all the ideologies feel more samey.
This was my only proposed Spy tenet for Prosperity. I have seen a custom civ on the workshop that lets diplomats perform spy actions, so I know it can be done.

The "Diplomats in Foreign :c5capital:Capitals provide +1 Vote in the World Congress" is already possible via a late-game technology, so the ideology can just give a dummy tech to the player. I really liked the idea that Prosperity's spy game was unique, in that it focused on Diplomats, rather than spies

Soldiers of Fortune
Can purchase Private Contractors (unique Mercenary Unit unlocked at Mobile Tactics). -25% :c5gold:Unit Maintenance. Capturing a City provides 500:c5gold:Gold, scaling with Era.
Can purchase Mercenaries. -25% :c5gold: Unit Maintenance. Mercenaries gain "Opportunist" promotion (+33% :c5strength: CS in enemy territory. +1 :c5moves: Movement. Ignore ZoC. +25% :c5strength: CS vs Wounded Units. +100% Flank attack.)
I'm not particularly happy with what I came up with in my own proposal here, but I don't like the idea of simply giving the Authority finisher as a ideology tenet. Why bother? They are too far along for landsknecht and Foreign Legions anyways. Of note, this is the second of AG's proposals which is a copy of another policy tree's finisher, and it leaves Prosperity with no unique unit.

My proposal was to effectively give a 4th level of Mercenary unit, above the mercenary, which lampooned the current state of Private Security Contractors like Academi (formerly known as Blackwater, who did a crap-ton of war crimes in Iraq, and whose founder is the brother of the current US minister of education). I needed a tenet proposal which gave Prosperity a unique unit, because all the existing ideologies have one, and I wanted to keep that consistent (Order/Guerilla, Freedom/B-17, Autocracy/Zero).

Panopticism
+10%:c5gold:Gold and :c5science:Science in all Cities. City :c5unhappy: Unhappiness does not affect City yields ( :c5unhappy:Unhappiness still reduces :c5goldenage:Golden Age Progress, triggers rebellion, and stops settler production).
+10% :c5production: Production and :c5science: Science in all Cities. +1 :c5production: Production for every :c5citizen: Citizen in the city.
Finally, while I know PineappleDan doesn't think there should be any happiness involved, I think at least part of the tree needs something. Maybe the removal of urbanisation, for merchant specialists (if that is possible), or just attached to a few gold buildings.
My original proposal for Panopticism was specifically formulated so that Prosperity had an option to just ignore :c5unhappy:unhappiness until it got extreme. The Panopticon is a utilitarian theory of subjugation through observation. The theory holds that people will behave how "they are supposed to" if they feel they are constantly being watched. This theory was proposed as a way to design prisons, but in our current age of surveillance, where people can track your movements through your devices, and there are security cameras everywhere, it becomes a useful theory to explain social control and the idea of privacy as a right which takes up a lot of modern discourse.

I think any Panopticon-related proposal that doesn't have a :c5happy:/:c5unhappy: happiness component to it is sort of missing the point. If there is some happiness component to the tree, it should appear here.

Indigo Era
Receive a Free Great Merchant and Great Scientist. +100% :c5greatperson: Great Scientist and Great Merchant Rate. 100:c5gold:Gold when you discover a new Technology, Scaling with Era
Receive two Free Great Merchants. +100% :c5greatperson: Great Merchant rate. 50 :c5science: Science when you expend Great People, scaling with Era.
I'm not particularly wedded to this idea. Indigo Era is the idea that success in business has changed in the information era. The need for initial capital investment has been relaxed, such that ideas, even when supported by people with relatively little expertise and money, can still go on to incredible success (eg. Facebook being started by undergrads in their dorm rooms, with no support from investors). A GP bonus is probably safer than what I proposed, which has the same problem as the old Progress opener.

Adventurism
Can Purchase Settler units with :c5gold:Gold. City Tile Acquisition radius Doubled (same as Lebensraum Citadels)
Can Purchase Colonists with :c5gold: Gold. +5 :c5citizen: Citizens to new Cities.
From my preface, I was trying to come up with a way that Prosperity could steal land efficiently, without relying on GPs. Gaining additional :c5citizen: on settle is going to drown that city in :c5unhappy: unhappiness, copies an existing Order tenet, and defeats what I was going for, which was specifically to give Prosperity another tile-stealing tool so they can get monopolies without warring. So I think my intent with this tenet, and with the wider idea of map control without war, was missed.

Big Pharma
Free Medical Lab in your :c5capital:Capital. +100%:c5production: Production towards Medical Labs on Empire. Research Labs and Medical Labs gain 5:c5science:and 5:c5gold:
This is the only tenet that I proposed that wasn't modified by AG in any way. I just thought that was worth noting.

Spoiler Tier 3 tenets :
Before getting into the specific policies, I hope we all agree that tier 3 tenets should have a defined "race to the finish line" feel to them, where they are focused strongly on a single victory condition.
Conglomerates
No limit to the number of Franchises on Empire. +5:c5influence: Influence Every Turn with City-States that have your Corporate Franchise
No limit to the number of Franchises on Empire. Corporate Office gains +3 :c5gold: and :c5science: Science. Franchises receive -15% :c5gold: Gold and :c5science: Science. Can construct the building "Independent Entity" (up to 5 in the Empire) that doubles the Luxury Resources worked by a city.
The tier 3 diplo tenet could just be an effect on city-states that have a franchise of your corporation, like influence per turn and increased quest rewards.
I'm hesitant to add that since the AI normally have a lot of Great Diplomats and these don't necessarily give you enough influence to secure alliances.
My original proposal is exactly what Legen suggests.
I don't know why you smooshed the tier 3 tenets for economic victory (get monopolies) and dipliomatic victory together, but took away the part of the tier 3 tenet that worked towards getting you votes, and replaced it with something that would hurt other civs instead. I think a tier 3 tenet should be focused on you winning, not on holding all the other civs down.

I do think you are underselling 4-5:c5influence: per turn quite a bit. A standard game has 16 city-states, if you have 4:c5influence: per turn that can easily spread to all 16, that is 64:c5influence: every turn without wasting a GDiplomat.

Horizontal Integration
1 Additional copy of all Luxury Resources on Empire. 10:c5gold:Gold and :c5science:Science in the :c5capital:Capital for each Global Monopoly
-insert some diplomatic tier 3 tenet later-
It doesn't have to be an actual boost to the monopoly bonus, maybe just an extra gold bonus for every monopoly held, either as a flat bonus, or attached to each resource tile. Maybe a base rate, as well as an extra boost to trade route gold for resources of the city, that you hold a monopoly in.
Imperialism already directly augments the monopoly's power itself. Here is my proposal on how the civ can simply get a lump amount per turn. Same bonus regardless of monopoly, and fed directly to the capital. Having so many copies of luxuries isn't very useful on its own; it only contributes to the victory condition. Once you have traded your copies to the other civs (who probably aren't trading with you much anyways at this point), they are just sitting there. That's why I don't think a 5 max on empire thing is necessary, because this is just a pure grab for monopoly power to vinish an economic victory condition.

You have no dedicated economic victory tenet anymore because you smooshed my diplo victory and the economic victory tenet proposals into a single tenet. :lol:

Space Tourism
+1%:c5production:Production Towards Spaceship Parts in your :c5capital:Capital for every 25:c5gold: Gold Per Turn generated there.
This tenet is actually really weak for a 3rd-tier tenet unless the rest of the tree supports it. This tenet is built around the idea of centralizing a lot of GPT into the capital, and would rely on the rest of the tree giving fewer instant boosts than AG's proposal currently does. Space Tourism could just as easilly be modified or changed to something else, however, and of course I have no gameplay numbers to back up what would be an adequate level of power for this.


Campaign Contribution
Can purchase a "Donor" unit with gold. The gold cost is absurdly high like 10,000 (or what we discuss it to be). Donor can place down an improvement that functions like the embassy (1 improvement for each CS and 1 vote per improvement).
I like the idea of literally being able to buy votes. It would be much easier to code if you just made it a dummy building in the capital that gives a single WC vote, so donors don't take up precious tile space.

The other problem is the AI would have no clue what to do. It could buy the donor and, with no AI logic, just have it walk around. If you wanted to add this, I propose you just buy a Donor, the donor unit immediately dies or FORCE_MISSIONS to disappear, and the votes are added onto your capital directly. If you make it a unit then the AI has to be able to use the unit which means you're going to have to create instructions for the AI.

My initial idea for the Economic Victory wonder was to make it gold purchase only somehow (100% completion for the building if purchased with gold), but make it like 1,000,000 gold. That would mean Prosperity has 2 big money sinks: 1 for an economic victory, buying the wonder, and 1 for the Donor, buying WC votes.
 
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So Campaign Contribution would be an effective Tier 3 if massaged a little.

The Conglomerates idea for no franchise limit is extraordinarily powerful on its own, but doesn't directly translate into a victory condition if the franchises don't do something on their own.

Horizontal Integration is basically a beeline for Monopoly control, but I think I worded it badly in my initial proposal. I intended it to be a global EIC resource doubler, but my original wording sounds like it just gives 1 of each resource, rather than 1 per resource tile. AG's Independent entities mostly accomplishes the same thing, but with a 6 city limit (icluding EIC). I don't think the added complication of extra buildings is necessary, especially if donors are picked up, because then you would have 2 different T3s that are gold/production sinks with delayed effects.

Lastly, Space Tourism is a bit anemic right now. So how about this?

Tier 3s:
Campaign Contributions
Can purchase Votes for the World Congress with :c5gold:Gold.

Horizontal Integration
All Improved Luxury Resources Provide 1 additional Resource copy . 10:c5gold:Gold and :c5science:Science in the :c5capital:Capital for each Global Monopoly

Private Spaceflight
No limit to the number of Corporate Franchises on Empire. +2%:c5production:Production Towards Spaceship Parts in your :c5capital:Capital for every Corporate Franchise you control.
 
So, if we were going to make a Corporatocracy/Prosperity ideology that aims at an Economic Victory condition, it would really be helpful to define what, exactly, an economic victory would entail. people trying to argue for/against certain tenets can't do it productively if we don't know what the goal is.

I received no push back on my initial proposal for an economic victory condition (Gain >50% of the world's global monopolies and complete a related wonder). So I'm still operating under the assumption that people at least don't hate that as a victory condition. However, I noticed that AG's counterproposal for Prosperity removes all of my proposed tile stealing abilities while not giving them any more military strength. I'm wondering how Prosperity is going to control enough of the map to control all these luxury tiles while it can't conquer with the efficiency of an Autocracy or Order player?

I think the Economic Victory condition is another discussion in itself. We should probably tackle it sooner rather than later. As for removing tile stealing abilities, I want to avoid it was it can potentially turn this Ideology into Domination Victory focused which we are trying to avoid. The ability to steal tiles is very powerful and more so with those going the warmonger route. Let's use one of your proposals as an example. You say the Manufactories can claim adjacent tiles. We can build Manufactories adjacent to Citadels and vice versa. This means that you can capture an enemy Citadel if it's next to your border. How powerful is that? If it seems like the Economic Victory conditions, at least the current ones, requires you to control map through domination, then we may have to rethink those conditions without making it basically Autocracy.


Below are my response to your tier 1 tenet arguments:

Spoiler :

Pop Art

I wanted to telegraph to the player that this is NOT a cultural victory ideology, but the tourism industry is still big money IRL. Culture could work, but I feel like culture can get a bit out of hand and is already a really useful yield. I wanted to create some way that hotels/stadiums/airports can still contribute to a Prosperity win, and none of those buildings give any :c5culture:Culture.

25%:tourism: tourism conversion is probably too timid, since tourism is a pretty rare yield. Maybe I should have made it 33% or 50%?

The reason why I'm hesitant to use :tourism: Tourism is how big of a range it can be. You can either have no or very few Wonders resulting in limited :tourism: Tourism or lots of Wonders and such resulting in tons. At least with :c5culture: Culture, we know that everyone is focusing on it and it's more consistent regarding the average. Therefore, we can better balance as we'll get a more consistent amount of :c5gold: Gold in every game. If it's out of hand, we can always decrease the % to better suit what we wish to accomplish. We also have to remember that Stadiums and Airports come pretty late. For the Tier 1 tenet, we are waiting awfully long before we can get benefits from those buildings. If that's the case, how often do you think people will pick this tenet?

Regulatory Capture

This was my attempt at a "Free X in all cities" tenet, which the existing ideologies have (except order, which gets 5 of 2 different buildings). I don't know why AG's proposal reduces it just to the Capital; it's terribly weak in his proposal.

Assuming the Economic victory proposal keeps some sort of monopoly component, you're going to have to give them some way of stealing City-State luxuries, or you're going to have to make it a core aspect of the ideology that you are supposed to conquer City-States. I don't like having to copy a Statecraft policy, but I can't see how this ideology retains both a Diplo and a monopoly focus if it relies so heavily on a previous policy tree to function.

As of writing, the only way an economic victory would be possible is if you went Statecraft first. Their Glass/Porcelain/Jewelery monopolies are vital, and if you don't have trade Confederacy, you either have to control a lot more of the map to overcome the lack of CS support, or you will have to kill every mercantile CS that has spawned.

This is a Tier 1 tenet that gives the Stock Exchange, a very powerful building as it can provide a ton of gold to a city, in every city. Order has two Tier 2 tenets that give only 5 buildings and this just puts them to shame. It's possible that my proposal can be stronger but it's more in line with a Tier 1.

As for copying a Statecraft policy, my issue is that those going the Economic route will more likely pick Statecraft over Fealty and Artistry. Therefore, the shared trait is wasted in most cases. Regarding the +100% quantity, you have to realize that those are very powerful for tier 1 tenet. Autocracy has a tier 2 for 100% quantity in strategics and 100% Luxury, if we're using your Economic Victory conditions, makes it far too simple to achieve if you just go wide enough.

Lobbyists

I really wanted to create more tenets that feed :c5gold:Gold on a per-turn basis directly into the capital. Space Tourism depends on that as core to its power.
I know the code already exists for what AG proposes in his change, but it's just a copy of Statecraft's finisher and it doesn't synergize with the Tier 3s at all.

I guess my question is how are you making this work? Are you just adding +5 :c5gold: Gold and :c5culture: Culture to the capital itself? That's at least how I see it working with Space Tourism. Even if we drop this to 1 :c5gold: Gold and :c5culture: Culture per delegate, I think it's safe to assume that the player is already focusing on Diplomatic and has 20+ delegates. 20+ :c5gold: Gold and :c5culture: Culture can be extremely powerful, especially when you start taking into account the modifiers that can exist in your capital. Let's not forget that this is a Tier 1 tenet.

Fast-Track Construction

I'm not sure what AG is trying to accomplish with the change to my proposal here. It sounds really bad. Like it actually hurts your empire more than it helps. My proposal was to make gold investment more expensive, but to increase the % completion of investment from 50% to 75%. You could combine this with Industry's Division of Labour for 85% completion on investment and net -5%:c5gold:Gold purchases on buildings. Babylon's UA would combine to give them the ability to purchase buildings outright (15%+10%+25% = 50%).
In my proposals, I specifically tried to focus on giving Prosperity lots of :c5gold:Gold generation, but no :c5gold:Purchase reductions, like Autocracy or Order.

Let's first talk about your proposal. What I dislike about this tenet is a couple of things. How many buildings are you going to build this late in the game? The maintenance is already really high and you are trying to maximize the amount of :c5gold: Gold you earn. Finishing buildings faster might actually cost you more :c5gold: Gold as a result due to how much you are spending and how much sooner you are paying the maintenance. Why do we have a tenet that's promoting people to add more costs while lessening their bank? In addition, we are not catering tenets to specific civs so the fact that Babylon, an already powerful civ, is going to get a huge boost from this just doesn't make sense to me. Therefore, you are building more buildings to lessen you :c5gold: Gold generation while also diminishing your bank for, I don't know, Colonists and diplomatic units.

What was I going for? The idea is this. Maybe the player wants to go for Science Victory and wish to go for Space Tourism. Remember that the tier 3 tenet gives % to :c5production: Production. If higher :c5gold: Gold costs, which this ideology should be able to absorb, means more :c5production: Production in the capital resulting in more :c5production: Production overall through modifiers, then you can build the parts faster in close races since :c5gold: is pretty much worthless in this case. Should the numbers be tweaked? Very likely? Should the idea be changed? Possibly if someone has a better idea.

Insider Trading
In case you weren't aware, "Can establish :c5gold:Gold Internal :trade:Trade Routes" already exists in the DLL, it just has to be activated. It seemed like a very pertinent bonus to give Prosperity.

+5 :c5influence: Influence per turn with City-States you have a TR with is the exact same as Freedom's Treaty organization, except it's even stronger (TO only give +4:c5influence: per turn).
I am Absolutely Opposed to just copying another ideology's tier 3 tenet, I think that destroys any pretense of trying to make unique ideologies. I think if the ideologies are going to feel different from each other, the Tier 3s need to be very unique. They're the pinnacle, the true power of the ideology, and that needs to be respected.

I feel that Trade Routes can be difficult to work with. We are going to make Franchises unlimited. How much :c5gold: Gold will be produced if the player goes Trader Sid's Corporation where you get +4 :c5gold: Gold in office per Franchise per city. Then, you also get +25% additional :c5gold: Gold. Why would anyone turn this down in favor of Internal Trade Routes? To match this, you would need a ridiculous amount of :c5gold: Gold from internal TR and that will be both hard to balance and certainly not Tier 1 tenet material. Meanwhile, yields for every active TR can easily put the :c5gold: Gold produced in capital in ridiculous levels when you take into account the other bonuses to the capital. I think we need to look at the overall picture as well when we take into account how much :c5gold: Gold should be gained through cities and especially the capital.

I hate to be bearer of bad news but the :c5influence: Influence per turn can first be obtained through Statecraft and it's actually a stronger than the Freedom's Treaty Organization. Maybe my suggestion isn't great but Statecraft gives you more :c5influence: Influences than Freedom's level 3 tenet. Maybe this is a problem of Freedom. I'm starting to think that we will have to rework the other Ideologies too...

Too Big To Fail

My only comment here is that I was specifically trying to prevent overlaps in all 5 ideology proposals and the tiles they boost with their respective ".... and +X to Unique Improvements" tenet. Autocracy already boosts Citadels, Theocracy boosts Holy Sites/Landmarks, and Freedom already has a "yields to all GP tiles" tenet.

Assuming all the other tenets stay as is, that leaves Academies/Manufactories/Embassies/Towns/Villages/Oil Wells as improvements that Prosperity could boost without overlapping with any other ideology.

My biggest issue is the claiming adjacent tiles. That's far too powerful for an ideology not geared for domination victory (see my argument above). This is another example where we should look at how much gold is obtained if multiple tenets are taken. I think we are getting carried away with the numbers.

Soft Power

Eh. I just figured +30 was easier to code, since you can do it with a promotion. The double-bank idea is pretty interesting, but I think you could change the yield type so it isn't just a repeat of the Bank's ability.

The -1 purchase cooldown idea I thought was really cool, because it would give the civ a totally unique toy to pump out units faster. I didn't want to copy Autocracy's Military-Industrial Complex tenet, which gives -33%:c5gold:purchase cost to units. It is an extremely strong ability for diplo victories, but I liked how Autocracy's tenet doubles as both a military and diplomatic boost because unit cost ties to both victories very strongly. An ability to reduce purchase cooldowns would require a feature request for changes to the DLL, but I really think I'm onto something with that idea; it's completely unique and has a ton of relevant utility.

I will be exploring the yield type to make this stronger but still tier 1 material. As for the Cooldown, I'm against it due to how much I dislike microing a lot late game. My idea is that you have same amount of microing but you get more out of it. I'm pretty neutral to Military units having no cooldown. As for GP purchases, I honestly don't think there's enough faith eventually to matter too much so I'm pretty meh on that too.
 
A idea. If the civ is all about securing monopolies and corporatism, then maybe it should have access to a unique settler tree style unit. One that lets corporations run their own little fiefdoms.

Corporate Officer - Can be purchased with Gold. Can found Company Towns, cities that claim all unsettled resources within three tiles of the city and start as puppets, and can not be annexed. Receives advance infrastructure like a Colonist, but also all normal building up to a certain tech level, that improve resource tile yields and with one resource that exists in city radius (a lot of overlap, but also buildings like stone works would appear, without first needing the improvement). If Corporations are built, automatically receives your corporate franchise. Sends out extra food or production from internal trade routes, so use these to feed your real cities.

Not sure of coding, but maybe a further effect is, population is limited to number of resources (Luxury, strategic and bonus) within hex radius. So these cities are all about extraction of resources. So enough to work those tiles, but nothing else. And it avoids being a unhappiness sink, as puppets who grow too much.

If the Civ does get a war focus as well, than captured cities could be converted into these special puppets. Any UI or Great Person UI would count towards the pop cap, so they can work those super tiles. But if they have those or natural wonders, it might just be better to straight annex them.

A further effect that could be taken or left, is using these Officers on city states. Not as a city, but a Unique Tile Improvement. If in place it creates a Company Town, tile Improvement. This would grant the resources of the city state, like Portugal's UI and would count towards a monopoly. Once in place, can launch corporate coup through spending of gold, just like a spy launched coup, but doesn't require a spy to work. Still has normal coup cool down. So a gold sink, where you can dump money to purchase city states almost like original civ5.

Tier 3s:
Campaign Contributions
Can purchase Votes for the World Congress with :c5gold:Gold.

Where would you be purchasing votes from, and with what limit? You can already buy votes from civs with diplomats. City states have allies. What would it be tied to? That is why I like the idea of Corporate Coups, as a way to gain influence, by spending gold.
 
Here are my replies for Tier 2:

Spoiler :

Spoiler Tier 2 :
Diplomatic Immunity
Since Freedom's Treaty Organization dumps 3 free delegates in your lap, I wanted to avoid that same straightforward bonus. I think copying another ideology's tier 3 power would really hurt the game overall, and make all the ideologies feel more samey.
This was my only proposed Spy tenet for Prosperity. I have seen a custom civ on the workshop that lets diplomats perform spy actions, so I know it can be done.

The "Diplomats in Foreign :c5capital:Capitals provide +1 Vote in the World Congress" is already possible via a late-game technology, so the ideology can just give a dummy tech to the player. I really liked the idea that Prosperity's spy game was unique, in that it focused on Diplomats, rather than spies

I can understand that you want to make the ideologies very unique in their own way. However, making something unique doesn't necessarily make it better. With your Diplomats suggestion, it's a very weak ability in my opinion. I almost never go Diplomats now that Spies can level up through rigging elections. Buying votes are also ridiculously expensive and at times illogical with what AI are willing to support. Relying on Diplomats who are oftentimes weaker than Spies is forcing the players to play less optimally. Spies are better so many ways and let's not forget that there are National Wonders that encourage spies and very little for Diplomats. Unless Diplomats and Spies get a major rework where they both are viable in different situations, I just cannot support a focus on the weaker of the two.

Then, we have the steal gold. I personally think that this ideology should provide more than sufficient gold where it's more important to safeguard your own gold than trying to steal gold from others. While I agree that my suggestion is more samey, it still works with players who want to use diplomatic units more who can travel faster to distant territory. Encouraging more uses of Diplomats who have been heavily overshadowed by Spies just isn't the way to go.

Soldiers of Fortune
I'm not particularly happy with what I came up with in my own proposal here, but I don't like the idea of simply giving the Authority finisher as a ideology tenet. Why bother? They are too far along for landsknecht and Foreign Legions anyways. Of note, this is the second of AG's proposals which is a copy of another policy tree's finisher, and it leaves Prosperity with no unique unit.

My proposal was to effectively give a 4th level of Mercenary unit, above the mercenary, which lampooned the current state of Private Security Contractors like Academi (formerly known as Blackwater, who did a crap-ton of war crimes in Iraq, and whose founder is the brother of the current US minister of education). I needed a tenet proposal which gave Prosperity a unique unit, because all the existing ideologies have one, and I wanted to keep that consistent (Order/Guerilla, Freedom/B-17, Autocracy/Zero).

Part of the problem is that you just said unique Mercenary Unit. What role do they provide? What are their pros? It's really hard for me to support an unique unit when I have practically nothing to go on. Yes, you can attack me for copying another unit but at least it's concrete what my units will do differently from their originals. How about provide stats and promotions so we have something to discuss instead of

Can purchase Private Contractors (unique Mercenary Unit unlocked at Mobile Tactics).

Then, let's talk about gain :c5gold: Gold from capturing cities. You claim that I'm copying things but isn't this taken from a policy into Imperialism? Why are we adding this in if Domination Victory isn't one of those routes you go for with this ideology? Some of these bonuses are honest really mixed messages. I can understand if the unique unit gains more gold from pillaging but taking cities belongs to Autocracy.

Panopticism
My original proposal for Panopticism was specifically formulated so that Prosperity had an option to just ignore :c5unhappy:unhappiness until it got extreme. The Panopticon is a utilitarian theory of subjugation through observation. The theory holds that people will behave how "they are supposed to" if they feel they are constantly being watched. This theory was proposed as a way to design prisons, but in our current age of surveillance, where people can track your movements through your devices, and there are security cameras everywhere, it becomes a useful theory to explain social control and the idea of privacy as a right which takes up a lot of modern discourse.

I think any Panopticon-related proposal that doesn't have a :c5happy:/:c5unhappy: happiness component to it is sort of missing the point. If there is some happiness component to the tree, it should appear here.

This is one of those ideas that has me confused. Can you explain to me how :c5unhappy: Unhappiness affect city yields? I know they slow down growth if the city is more unhappy but I don't recall them changing other yields unless your empire is very unhappy. I honestly can't give proper feedback unless you explain to me the relationship of unhappiness and yields.

Indigo Era
I'm not particularly wedded to this idea. Indigo Era is the idea that success in business has changed in the information era. The need for initial capital investment has been relaxed, such that ideas, even when supported by people with relatively little expertise and money, can still go on to incredible success (eg. Facebook being started by undergrads in their dorm rooms, with no support from investors). A GP bonus is probably safer than what I proposed, which has the same problem as the old Progress opener.

No comment.

Adventurism
From my preface, I was trying to come up with a way that Prosperity could steal land efficiently, without relying on GPs. Gaining additional :c5citizen: on settle is going to drown that city in :c5unhappy: unhappiness, copies an existing Order tenet, and defeats what I was going for, which was specifically to give Prosperity another tile-stealing tool so they can get monopolies without warring. So I think my intent with this tenet, and with the wider idea of map control without war, was missed.

If I recall correctly, the tiles gained by Pioneers and Colonists are a bit random, much like the Shoshone UA. If the radius is doubled, how does it work when it was never a nice radius to begin with? If Pioneers and Colonists can take tiles three tiles away from the city, does it steal an extra three tiles due to this effect? This is why I'm really hesitant to introduce more tile stealing tools because there's a lot of things we must pre-define or things can get messy. Therefore, we are more or less stuck with the only tool for wider play without war being settling those islands. Let's also remember that stealing tiles are either tools of America or warmongers because they can really take advantage of those. We are infringing on those if we try to give an Ideology with little focus on Domination victory such tools that can be further abused, more so by humans than AI.

Big Pharma
This is the only tenet that I proposed that wasn't modified by AG in any way. I just thought that was worth noting.

Actually, my suggestion was:

Big Pharma
Receive 5 free Medical Lab. +100%:c5production: Production towards Medical Labs on Empire. Medical Labs gain 5 :c5science: Science and 5 :c5gold: Gold.

It's a tier 2 so I don't mind if five cities getting it (I made a typo and didn't remove the capital in the text). I also don't get why Research Labs get a boost, a bigger boost than what Order provides as well. I think, if we are sticking with this format, let's not make one tenet here noticeably stronger than the other one.
 
A idea. If the civ is all about securing monopolies and corporatism, then maybe it should have access to a unique settler tree style unit. One that lets corporations run their own little fiefdoms.

Corporate Officer - Can be purchased with Gold. Can found Company Towns, cities that claim all unsettled resources within three tiles of the city and start as puppets, and can not be annexed. Receives advance infrastructure like a Colonist, but also all normal building up to a certain tech level, that improve resource tile yields and with one resource that exists in city radius (a lot of overlap, but also buildings like stone works would appear, without first needing the improvement). If Corporations are built, automatically receives your corporate franchise. Sends out extra food or production from internal trade routes, so use these to feed your real cities.

Not sure of coding, but maybe a further effect is, population is limited to number of resources (Luxury, strategic and bonus) within hex radius. So these cities are all about extraction of resources. So enough to work those tiles, but nothing else. And it avoids being a unhappiness sink, as puppets who grow too much.

If the Civ does get a war focus as well, than captured cities could be converted into these special puppets. Any UI or Great Person UI would count towards the pop cap, so they can work those super tiles. But if they have those or natural wonders, it might just be better to straight annex them.

A further effect that could be taken or left, is using these Officers on city states. Not as a city, but a Unique Tile Improvement. If in place it creates a Company Town, tile Improvement. This would grant the resources of the city state, like Portugal's UI and would count towards a monopoly. Once in place, can launch corporate coup through spending of gold, just like a spy launched coup, but doesn't require a spy to work. Still has normal coup cool down. So a gold sink, where you can dump money to purchase city states almost like original civ5.

Where would you be purchasing votes from, and with what limit? You can already buy votes from civs with diplomats. City states have allies. What would it be tied to? That is why I like the idea of Corporate Coups, as a way to gain influence, by spending gold.

The first bit of your suggestion sounds like a better version of the Venetian Great Merchant. That's certainly a possibility since the code already exists and adding more buildings to it shouldn't be a problem (at least I hope not). As for the rest, it can be tough as it requires new code. As for Corporate Coup, that could be a lot of new code that I know I cannot do yet. As for the purchasing votes, we're talking about delegates. For an absurdly high cost, you can buy delegates and, if you use and protect your gold well, you should get some extra delegates but not so many that it becomes too broken.
 
Here are the rest of my replies.


Before getting into the specific policies, I hope we all agree that tier 3 tenets should have a defined "race to the finish line" feel to them, where they are focused strongly on a single victory condition.

I do agree with that. However, we haven't agreed on what Economic Victory should be so we are still working a bit blind right now.

Conglomerates

My original proposal is exactly what Legen suggests.
I don't know why you smooshed the tier 3 tenets for economic victory (get monopolies) and dipliomatic victory together, but took away the part of the tier 3 tenet that worked towards getting you votes, and replaced it with something that would hurt other civs instead. I think a tier 3 tenet should be focused on you winning, not on holding all the other civs down.

I do think you are underselling 4-5:c5influence: per turn quite a bit. A standard game has 16 city-states, if you have 4:c5influence: per turn that can easily spread to all 16, that is 64:c5influence: every turn without wasting a GDiplomat.

I'm afraid you're the one overselling the :c5influence: Influence. I find it hilarious how you are adding all the influence together and claim that this gets you votes. Let's do some math below to help prove my point.

Spoiler :

First, we cannot assume that all the CS will survive into the late game. Some will fall to warmongers which means that you won't have 16 CS to work with. In addition to that, there are some that are landlocked on a different continent so it literally takes awhile to spread there. Therefore, the assumption that you get 64 :c5influence: Influence per turn in total is really optimistic. Note that this number doesn't get you anything either. It looks like a big number but does little to secure alliances as you'll see below.

Next, let's say we are trying to establish a Friends relationship with all the CS. Friend status require 30 Influence so, if we're using 5 :c5influence: Influence per turn, that would be more than 6 turns due to you not getting the full 5 :c5influence: Influence. This is of course assuming that you get to start at 0 :c5influence: Influence which almost never happens later in the game when you get a Tier 3 tenet. There will already be CS competition and some influences will be 1000+ more than you. You might have to start at -60 :c5influence: Influence and even that Friends status can take awhile even at 5 :c5influence: Influence per turn.

Then, we have CS quests that can easily plenty of influence but let's use 120 :c5influence: Influence which I feel is on the low side. To get 120 :c5influence: Influence at 5 :c5influence: Influence per turn, we need 24 turns. That's without the other rewards you can get and some rewards are pretty solid. Quests can be random but, when certain ones can be achievable, you'll find yourself getting two or three done over a reasonable amount of time. Assuming you get 120 :c5influence: Influence per quest for 3 quests, that's 360 :c5influence: Influence which requires 72 turns. How many quests do you think you can complete in 72 turns on Standard?

Finally, we have the Great Diplomat. Let's use a low number of 100 influence gained by Great Diplomat. We mustn't forget that they not only let you gain 100 but also cause all your rivals to lose the same amount. To make math easy, we'll call it a 200 :c5influence: Influence achieved in one instant. While it's true that they only target one CS, you would need 40 turns to achieve the same thing with :c5influence: Influence per turn. However, this can let you get alliance with a CS and ally status gives you 1 to 2 delegates at this stage of the game. Those delegates might be what you need to pass your Sphere of Influences to snowball in delegates. In 40 turns, late game has 2 to 4 WC votes so that can potentially be 2 to 4 Sphere of Influences you are missing out. The result is you miss out on 2 to 8 delegates which makes a difference in how much you snowball. I wouldn't call the Great Diplomat a waste if it starts my snowballing in the WC. If I had Great Diplomats and you are using your 5 :c5influence: Influence per turn, I would've gotten Sphere of Influence over enough City States to snowball before you can get sufficient :c5influence: Influence to challenge me for a CS.


Horizontal Integration

Imperialism already directly augments the monopoly's power itself. Here is my proposal on how the civ can simply get a lump amount per turn. Same bonus regardless of monopoly, and fed directly to the capital. Having so many copies of luxuries isn't very useful on its own; it only contributes to the victory condition. Once you have traded your copies to the other civs (who probably aren't trading with you much anyways at this point), they are just sitting there. That's why I don't think a 5 max on empire thing is necessary, because this is just a pure grab for monopoly power to vinish an economic victory condition.

You have no dedicated economic victory tenet anymore because you smooshed my diplo victory and the economic victory tenet proposals into a single tenet. :lol:

As I stated above, your suggestion doesn't help diplo victory much, let alone make it worthwhile enough to be a tier 3 tenet. You mentioned the Treaty Organization and, honestly, it's worth it because it gives you Delegates in addition to the :c5influence: Influence per turn. If you removed the :c5influence: Influence per turn, it's still a powerful tenet, though probably not sufficient to help Freedom justify its Diplomatic victory goal. Looking at Freedom as a whole, it's pretty weak on Diplomatic Victory as a whole.

Space Tourism

This tenet is actually really weak for a 3rd-tier tenet unless the rest of the tree supports it. This tenet is built around the idea of centralizing a lot of GPT into the capital, and would rely on the rest of the tree giving fewer instant boosts than AG's proposal currently does. Space Tourism could just as easilly be modified or changed to something else, however, and of course I have no gameplay numbers to back up what would be an adequate level of power for this.

I will say that I do enjoy this because it's not extremely powerful (and it shouldn't since the other tier 3 tenets for Science Victory are pretty meh as well. Freedom's Space Procurement speeds up the production with :c5gold: Gold but the race to get enough techs slow it down. Order's Spaceflight Pioneers help with getting the tech faster but Iron Curtain honestly does a better job helping you get those parts faster. I understand that you want this to be very powerful but, compared to its competition, it's okay for now and we can tweak the numbers later.

[/SPOILER]

I like the idea of literally being able to buy votes. It would be much easier to code if you just made it a dummy building in the capital that gives a single WC vote, so donors don't take up precious tile space.

The other problem is the AI would have no clue what to do. It could buy the donor and, with no AI logic, just have it walk around. If you wanted to add this, I propose you just buy a Donor, the donor unit immediately dies or FORCE_MISSIONS to disappear, and the votes are added onto your capital directly. If you make it a unit then the AI has to be able to use the unit which means you're going to have to create instructions for the AI.

My initial idea for the Economic Victory wonder was to make it gold purchase only somehow (100% completion for the building if purchased with gold), but make it like 1,000,000 gold. That would mean Prosperity has 2 big money sinks: 1 for an economic victory, buying the wonder, and 1 for the Donor, buying WC votes.

It's probably easier to just buy votes as you said. I admit that AIs won't know what to do with a Donor. As for :c5gold: Gold purchase for Economic Victory, it's odd in its own way given that you need Police Stations in every single city including Puppets or AI will steal your goal and slow you down. I don't like that design personally.

Tier 3s:
Campaign Contributions
Can purchase Votes for the World Congress with :c5gold:Gold.

Horizontal Integration
All Improved Luxury Resources Provide 1 additional Resource copy . 10:c5gold:Gold and :c5science:Science in the :c5capital:Capital for each Global Monopoly

Private Spaceflight
No limit to the number of Corporate Franchises on Empire. +2%:c5production:Production Towards Spaceship Parts in your :c5capital:Capital for every Corporate Franchise you control.

I'm fine with Campaign Contributions. It's only a matter of tweaking numbers to find a sweet spot.

Let me think about Horizontal Integration. I'm starting to consider a different condition for Economic Victory and will need time to explore some options.

On a Standard map with lots of land, the AI can each get on average 6 cities? 7 AI x 6 cities each +16 CS cities = 48 cities total. +96% :c5production: Production is ridiculously good and that's when you look at the boost to :c5production: Production from late game buildings like the plants, factory, etc.... This is with the Spaceship Factory giving another +50% :c5production: Production to building Spaceship Parts. Maybe lower that to 1% per franchise and see if it's still very strong.

Anyways, that's all of my feedback! None of these were directed at you personally. You have some really creative ideas but some, while fun and unique, are too powerful or not as good as you think it is. After tweaking Pantheons, I learned that there's a fine line between making ideas fun and making them balanced for the game.[/QUOTE]
 
Oo boy, now the fun begins :)
Spoiler :

Pop Art
The reason why I'm hesitant to use :tourism: Tourism is how big of a range it can be. You can either have no or very few Wonders resulting in limited :tourism: Tourism or lots of Wonders and such resulting in tons. At least with :c5culture: Culture, we know that everyone is focusing on it and it's more consistent regarding the average. Therefore, we can better balance as we'll get a more consistent amount of :c5gold: Gold in every game. If it's out of hand, we can always decrease the % to better suit what we wish to accomplish. We also have to remember that Stadiums and Airports come pretty late. For the Tier 1 tenet, we are waiting awfully long before we can get benefits from those buildings. If that's the case, how often do you think people will pick this tenet?
If you don't have a lot of :tourism: then don't pick it. You also don't have to pick it first. Or it could be moved back to tier 2. I prefer the idea of harnessing the otherwise useless :tourism:Tourism yields into something that Prosperity is going to use. If a player had a really strong tourism game then they would go for a CV using another ideology, but this tenet would help funnel those buildings/yields so that they aren't simply lost.
This is a Tier 1 tenet that gives the Stock Exchange, a very powerful building as it can provide a ton of gold to a city, in every city. Order has two Tier 2 tenets that give only 5 buildings and this just puts them to shame. It's possible that my proposal can be stronger but it's more in line with a Tier 1.
Stock exchange would be the only free building that doesn't have any building maintenance, and that's one of the huge bonuses for free buildings, so no I don't think it's unreasonable as a tier 1 tenet. Freedom, for instance, gets Hospitals at tier 2, but those Hospitals also functionally get +8:c5gold:, in each city, because you don't have to pay for them. Of the two, I also think that Hospitals are also the stronger building.

Bringing up order's free buildings as a measure of power isn't very helpful because Order is trash. People's Army is probably the absolute worst ideology tenet in the game. If you're looking to make something that is worse than 5 free military academies then I'm going to disagree.

Regulatory Capture
As for copying a Statecraft policy, my issue is that those going the Economic route will more likely pick Statecraft over Fealty and Artistry. Therefore, the shared trait is wasted in most cases. Regarding the +100% quantity, you have to realize that those are very powerful for tier 1 tenet. Autocracy has a tier 2 for 100% quantity in strategics and 100% Luxury, if we're using your Economic Victory conditions, makes it far too simple to achieve if you just go wide enough.
Then let it be wasted. I just put it there for insurance so that the Ideology is self-contained. If you or the AI goes Fealty and doesn't have resources from city-states, then there's a big hole in your Economic victory viability (once again, assuming there is a monopoly component to EV). I don't see how you can argue this point with a straight face when you are also arguing for just straight-up giving this ideology the Authority Finisher.

Lobbyists
I guess my question is how are you making this work? Are you just adding +5 :c5gold: Gold and :c5culture: Culture to the capital itself? That's at least how I see it working with Space Tourism. Even if we drop this to 1 :c5gold: Gold and :c5culture: Culture per delegate, I think it's safe to assume that the player is already focusing on Diplomatic and has 20+ delegates. 20+ :c5gold: Gold and :c5culture: Culture can be extremely powerful, especially when you start taking into account the modifiers that can exist in your capital. Let's not forget that this is a Tier 1 tenet.
Player:GetVotes() gives you the number of votes a player controls in the WC. Then I would just give the yields in the capital each turn.

No, I don't think that 20*5:c5gold::c5culture: (100:c5gold::c5culture:) per turn in 1 city is overpowered for a tier 1 tenet. There are lots of tenets and regular policies that immediately result in hundreds of yields per turn if you've done the work. Getting >20 votes in the WC requires a lot of investment, this is just one return on investment tenet, and not even a particularly strong one. In fact, the counterproposal you made is even more powerful.

The WC meets every 30 turns in Renaissance, 25 Turns in Industrial, 20 Turns in Modern, etc. You suggested 150:c5gold:/:c5science: instantly when something is passed, scaling with the number of delegates. 5*30 = 150, so your suggestion of 150 per turn is the exact same as mine in Renaissance, but actually gets stronger each era as the votes trigger more frequently. So yours is stronger, but I was trying to model income inequality by funneling tons of yields per turn into the capital. If you disagree with that as a design choice then fine, but we aren't really arguing about power level here.

Fast Track Construction
What was I going for? The idea is this. Maybe the player wants to go for Science Victory and wish to go for Space Tourism. Remember that the tier 3 tenet gives % to :c5production: Production. If higher :c5gold: Gold costs, which this ideology should be able to absorb, means more :c5production: Production in the capital resulting in more :c5production: Production overall through modifiers, then you can build the parts faster in close races since :c5gold: is pretty much worthless in this case. Should the numbers be tweaked? Very likely? Should the idea be changed? Possibly if someone has a better idea.
Alright, well I'll leave this one on the cutting room floor for now. You're terribly worried about making any Tier 1 tenet too good, but you should remember that they have to stack up against Elite Forces, Draft Registration, Avant Garde, etc. There are some very respectably powerful T1 tenets in the other trees, but you seem only focused on the trash tenets like Hero of the People as a benchmark.

For instance, Party Leadership, a T2 Order tenet, gives 5:c5gold::c5food::c5culture::c5production::c5science: in all cities with no downside and, once again, Order is trash.

Insider Trading
I feel that Trade Routes can be difficult to work with. We are going to make Franchises unlimited. How much :c5gold: Gold will be produced if the player goes Trader Sid's Corporation where you get +4 :c5gold: Gold in office per Franchise per city. Then, you also get +25% additional :c5gold: Gold. Why would anyone turn this down in favor of Internal Trade Routes? To match this, you would need a ridiculous amount of :c5gold: Gold from internal TR and that will be both hard to balance and certainly not Tier 1 tenet material. Meanwhile, yields for every active TR can easily put the :c5gold: Gold produced in capital in ridiculous levels when you take into account the other bonuses to the capital. I think we need to look at the overall picture as well when we take into account how much :c5gold: Gold should be gained through cities and especially the capital.
... I'm going to have to try my best to decipher this because you are all over the place. There isn't a coherent through-line here, so I'll try to address this point-by-point:
  • Trader Sid's is basically the main reason I wouldn't make an Economic victory solely focused on just amassing :c5gold:gold, because the EV would instantly become "Whoever gets Trader Sid's Wins", and that is basically decided by your starting location monopoly. I don't know what this has to do with establishing internal :c5gold:TRs, because you can't establish corporate franchises in your own cities by completing internal TRs.
  • 25%:c5gold: yields to all TRs, internal or External. It's identical to Trade Confederacy. The old code for giving TR modifiers just to the capital still exists; we could use that instead.
  • The main benefit to internal TRs is how safe they are. The main reason you would adopt this tenet is because it would make you very flexible. You don't have to establish ITRs if there's better options, but it would be a good, safe gold generation tenet if you have use for it and the code is already there.
  • You seem to be arguing that 5:c5gold:/:c5food: per :trade:TR in the capital is overpowered, and that is just not the case. It's probably 75:c5gold::c5food: from 15 TRs on empire max for most civs, and that's not game-breaking in the least. There is already a 1st level Industry policy that gives 5:c5gold: to all TRs and a pantheon that gives 2:c5gold::c5faith: per :trade:TR on Empire.
I concede that both the % yields to TR and extra yields in the capital on a single tenet is bloated, and that one could be dropped. I would rather keep the yields in the :c5capital:Capital thing because it's more unique and contributes to that yield concentration, wealth disparity design I was consciously trying to build into my policy proposals.

Too Big to Fail
My biggest issue is the claiming adjacent tiles. That's far too powerful for an ideology not geared for domination victory (see my argument above). This is another example where we should look at how much gold is obtained if multiple tenets are taken. I think we are getting carried away with the numbers.
As for removing tile stealing abilities, I want to avoid it was it can potentially turn this Ideology into Domination Victory focused which we are trying to avoid. The ability to steal tiles is very powerful and more so with those going the warmonger route. Let's use one of your proposals as an example. You say the Manufactories can claim adjacent tiles. We can build Manufactories adjacent to Citadels and vice versa. This means that you can capture an enemy Citadel if it's next to your border. How powerful is that? If it seems like the Economic Victory conditions, at least the current ones, requires you to control map through domination, then we may have to rethink those conditions without making it basically Autocracy.
Each GP you are using to steal territory is one that you aren't using to bulb, so there's balance to be struck there. Also keep in mind that border blobbing with GP tiles would probably mean going outside your nearest city's working range a lot of the time, which is very costly to do with GP tiles. This is why I said we need to discuss what an economic victory entails. As I said, it can't just be whoever has the most :c5gold:Gold, because that just means Trader Sid's just guarantees an EV, regardless of any other factor in the game. I think there should be a map control component to it, or some sort of way to outmaneuver civs on a geopolitical basis without necessarily going to war, but war can also be very profitable.

I disagree that stealing land de facto makes you a warmonger civ. I don't think anyone think that America's ability to purchase tiles from other civs makes them overtly a warmonger, and generally people play them Tradition with a CV or SV in mind. Also bear in mind that a land stealing mechanic has to contend with Lebensraum as a point of comparison, which can steal a massive amount of land with a 2 tile radius.

Soft Power
I'm against it due to how much I dislike microing a lot late game. My idea is that you have same amount of microing but you get more out of it. I'm pretty neutral to Military units having no cooldown. As for GP purchases, I honestly don't think there's enough faith eventually to matter too much so I'm pretty meh on that too.
Reducing cooldowns would reduce microing though. It's either the same microing, but with 4 turns instead of 5, or no microing, because you can immediately buy multiple units at a time, same as Mercenaries. This would be especially useful for planes, so you can build a stack in 1 turn instead of moving planes around after buying from multiple cities. I don't expect it would be very useful for GPs, no, but the point was just to be consistent.

Likewise, I'm kind of against adding more than 2 yield converter/scalers. It would get repetitive if Pop Art retains a :tourism:/:c5culture:=>:c5gold: yield converter, and then Soft Power has a :c5gold:=>:c5science: yield converter, and then Space Tourism has a :c5gold:=>:c5production: converter

Diplomatic Immunity
I can understand that you want to make the ideologies very unique in their own way. However, making something unique doesn't necessarily make it better. With your Diplomats suggestion, it's a very weak ability in my opinion. I almost never go Diplomats now that Spies can level up through rigging elections. Buying votes are also ridiculously expensive and at times illogical with what AI are willing to support. Relying on Diplomats who are oftentimes weaker than Spies is forcing the players to play less optimally. Spies are better so many ways and let's not forget that there are National Wonders that encourage spies and very little for Diplomats. Unless Diplomats and Spies get a major rework where they both are viable in different situations, I just cannot support a focus on the weaker of the two.
I think you would need to change the name then. The thing I was going for was how diplomats have sometimes abused diplomatic immunity to, say, sell duty-free tobacco out of the embassy, engage in human trafficking, kill journalists, hack their limbs off and throw them in a dumpster, or conduct espionage. If there's a way to make Diplomats viable then I think this is the ideology to do it.

I think you are undervaluing the ability to get 2 votes per diplomat late game, but maybe in addition to that, they could also generate some :c5gold:Gold or :c5science:Science per turn? That would be easier to code than letting them steal gold anyways. Then Diplomats could be more of a steady supply of yields than the random % chance spy game.

Soldiers of Fortune
What role do they provide? What are their pros? It's really hard for me to support an unique unit when I have practically nothing to go on. Yes, you can attack me for copying another unit but at least it's concrete what my units will do differently from their originals. How about provide stats and promotions so we have something to discuss instead
You claim that I'm copying things but isn't this taken from a policy into Imperialism? Why are we adding this in if Domination Victory isn't one of those routes you go for with this ideology? Some of these bonuses are honest really mixed messages. I can understand if the unique unit gains more gold from pillaging but taking cities belongs to Autocracy.
Alright, at least we are on the same page w.r.t. the idea that ideologies have 1 unique unit, and that it would be desirable, even for an ideology not focused on domination to have one?
I don't think having 1 tenet that rewards city conquest makes for a full-blown domination ideology, but I take your point.

Maybe just this for the Tenet:
Can Purchase Private Contractors. -33% :c5gold:Unit Maintenance.

How about this for the unit?
Private Contractor
Unlocked at Electronics
Can Only be Purchased with :c5gold:Gold
Can Move immediately on Purchase
No purchase cooldown
Does not cost Supply

78:c5strength:
3:c5moves:Moves
DFPs: +25%:c5strength: vs Ranged Attacks and +25 HP
Shock I & Drill I (starts with both for free)
Soldier of Fortune promotion: 5XP from pillaging. :c5gold:Gold from Killing Units or Attacking Cities. +25% Flanking Attack

Panopticism
This is one of those ideas that has me confused. Can you explain to me how :c5unhappy: Unhappiness affect city yields? I know they slow down growth if the city is more unhappy but I don't recall them changing other yields unless your empire is very unhappy. I honestly can't give proper feedback unless you explain to me the relationship of unhappiness and yields.
As I understand the current system, :c5unhappy:unhappy cities suffer -:c5food:/:c5production: maluses. Every +1:c5happy: happiness in a city gives +1%:c5gold:/:c5science: in that city, up to a max of 10:c5happy:. Thus, if you give all cities +10%:c5gold:/:c5science: and they ignore :c5unhappy:unhappiness yield maluses, all cities essentially function as if they are at 10:c5happy: all the time, and you still can double that to 20%:c5gold:/:c5science: if you manage to get your cities to +10:c5happy: despite Prosperity not really helping you to do that.

Adventurism
If I recall correctly, the tiles gained by Pioneers and Colonists are a bit random, much like the Shoshone UA. If the radius is doubled, how does it work when it was never a nice radius to begin with? If Pioneers and Colonists can take tiles three tiles away from the city, does it steal an extra three tiles due to this effect? This is why I'm really hesitant to introduce more tile stealing tools because there's a lot of things we must pre-define or things can get messy. Therefore, we are more or less stuck with the only tool for wider play without war being settling those islands. Let's also remember that stealing tiles are either tools of America or warmongers because they can really take advantage of those. We are infringing on those if we try to give an Ideology with little focus on Domination victory such tools that can be further abused, more so by humans than AI.
@Drakle 's Company towns idea is an interesting one, but there's not really enough free space on the map by the time T2 policies are rolled out. The goal of this policy was directly to give Prosperity some way to steal land without declaring open war and without just copying Lebensraum. Also keep in mind that you can't settle cities adjacent to an existing border, so you can't use them like a Lebensraum GGeneral and steal 2 tiles deep.

My proposal was to make it so settling steals every tile within 2 tile radius from the city, and that would ignore the additional tile claims that Pioneer/colonist makes. It would be in addition to the 4/8 tiles you get from that, but also overlap with it, so the only extra tiles claims you would get from Pioneer or Colonist would be if they claimed something 3 tiles away. That's one of the constraints of coding with lua is it's not talking with the SQL code. Maybe a picture would make that more clear....

If you want to have a conversation about what the economic victory would entail, and if we agree that Prosperity should have tenets that work towards it, then let's talk about how that victory condition works. We are going to go endlessly back-and-forth on tile stealing because we don't know if map control is part of the EV. If it is, then you are going to have to concede that some tile stealing needs to be in the kit, or give Prosperity some way of stealing luxuries outside its control, either via trade (a la Dutch), or some other method.
 
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Oo boy, now the fun begins :)

Maybe you find this fun but I don't find it so. I honestly don't think we can agree on much since we have different modding philosophy and we see the game differently regarding what's balanced. Between work and other personal problems, I don't have the energy to keep this up. I started modding because I wanted to create things and find ways to improve that way. I really hate it when I get caught up arguing with people, especially over games and mods.

I just want to say that I appreciate all the help and suggestions you made. They were very helpful in opening more doors and help me figure out what I want to do with the mod.
 
It's probably easier to just buy votes as you said. I admit that AIs won't know what to do with a Donor. As for :c5gold: Gold purchase for Economic Victory, it's odd in its own way given that you need Police Stations in every single city including Puppets or AI will steal your goal and slow you down. I don't like that design personally.
Depends on how much it costs to buy a vote. Ballpark, I would guess that 3000:c5gold: for a Donor would be a fair place to start. Consider was 3K worth of diplomats could net you, if funneled into a single city-state. That would give you 2 votes in Atomic, and deprive another civ of 2 votes.

Maybe the ideology wonder could be Fort Knox, and it could disable gold stealing on empire?
On a Standard map with lots of land, the AI can each get on average 6 cities? 7 AI x 6 cities each +16 CS cities = 48 cities total. +96% :c5production: Production is ridiculously good and that's when you look at the boost to :c5production: Production from late game buildings like the plants, factory, etc.... This is with the Spaceship Factory giving another +50% :c5production: Production to building Spaceship Parts. Maybe lower that to 1% per franchise and see if it's still very strong.
I wonder how many turns it would take to get that strong a modifier though? You don't have increased spread like Transnationalism, and it's a T3 tenet, so you would adopt it much later.
Maybe you find this fun but I don't find it so. I honestly don't think we can agree on much since we have different modding philosophy and we see the game differently regarding what's balanced. Between work and other personal problems, I don't have the energy to keep this up. I started modding because I wanted to create things and find ways to improve that way. I really hate it when I get caught up arguing with people, especially over games and mods.
*shrugs* I enjoy the community input aspect of modding. You get to talk to people and collaborate. 4UC was just a twinkle in @Hinin's eye for about 18 months before anyone actually started coding it, and that took another 11 months.


Now that I think about it, in a standard game with 8 players, maybe you only want to be able to pick 3 ideologies max anyways? Maybe the first 3 civs to unlock ideology basically set what those ideologies are, and then the 2 that weren't picked get locked out? Otherwise you have a situation where most civs in the game have their own ideology, and between eliminations/vassalages that would take place before Industrial, it's very likely every civ on the map would be able to unlock a unique ideology.

I wonder if there is a way that you could add into the game mode some sort of Max Ideologies = (max_players * 0.25) + 1
 
Depends on how much it costs to buy a vote. Ballpark, I would guess that 3000:c5gold: for a Donor would be a fair place to start. Consider was 3K worth of diplomats could net you, if funneled into a single city-state. That would give you 2 votes in Atomic, and deprive another civ of 2 votes.

Maybe the ideology wonder could be Fort Knox, and it could disable gold stealing on empire?

I wonder how many turns it would take to get that strong a modifier though? You don't have increased spread like Transnationalism, and it's a T3 tenet, so you would adopt it much later.

I think I want to put these on hold first. I want to first make the new victory conditions first. Then, I'll need to rework the existing ideologies because it doesn't make sense that only one ideology makes use of one victory condition. Only then will I return to the balancing of the various ideologies including the new ones.

*shrugs* I enjoy the community input aspect of modding. You get to talk to people and collaborate. 4UC was just a twinkle in @Hinin's eye for about 18 months before anyone actually started coding it, and that took another 11 months.

It's not that I don't enjoy the community input. Part of my problem is that I haven't been modding that long. Therefore, I don't know what's possible and impossible. It's really hard for me to properly give ideas a chance if I don't the experience to know if something can be coded in a reasonable amount of time. Of course, it also hinders my ability to come up with creative ideas as my scope is too limited.

I felt that I need to get my priorities straight and my biggest ones are probably learning lua at the very least and maybe tinker a bit with dll. Like you said, this is a big project and making all the ideologies unique in their own way requires lots of tools, tools I unfortunately severely lack at this moment.

Now that I think about it, in a standard game with 8 players, maybe you only want to be able to pick 3 ideologies max anyways? Maybe the first 3 civs to unlock ideology basically set what those ideologies are, and then the 2 that weren't picked get locked out? Otherwise you have a situation where most civs in the game have their own ideology, and between eliminations/vassalages that would take place before Industrial, it's very likely every civ on the map would be able to unlock a unique ideology.

I wonder if there is a way that you could add into the game mode some sort of Max Ideologies = (max_players * 0.25) + 1

I honestly don't mind everyone with their unique ideologies. I actually dislike all of my games resulting in mostly Freedom vs Order with a rare Autocracy thrown in there somewhere. My hope is that, with the tools given to the ideologies, we'll see some real dynamics where it's truly a struggle to see who rises to the top. That is just my experience though.
 
I honestly don't mind everyone with their unique ideologies. I actually dislike all of my games resulting in mostly Freedom vs Order with a rare Autocracy thrown in there somewhere. My hope is that, with the tools given to the ideologies, we'll see some real dynamics where it's truly a struggle to see who rises to the top. That is just my experience though.
I really hope development goes well for this because I agree, there is a need for more ideologies. Ideological diversity would be nice. I think the best solution for what pineappledan described is to possibly create groupings of similar ideologies within the diplomatic sphere. For instance, an economic ideology could align diplomatically with the Freedom ideology.
 
I really hope development goes well for this because I agree, there is a need for more ideologies. Ideological diversity would be nice. I think the best solution for what pineappledan described is to possibly create groupings of similar ideologies within the diplomatic sphere. For instance, an economic ideology could align diplomatically with the Freedom ideology.

It's under development but I'm currently hitting a roadblock with the new victory conditions. Let's just say the UI isn't cooperating with me at the moment.

Once I get the UI done, I'll be reworking the ideologies to better change their focus. For instance, I always found it odd that Freedom has a tenet that lets you buy full Exp units with gold and gain more supply cap while Autocracy has nothing to increase your supply cap. As for grouping, I think we can give diplomatic bonuses for certain Ideologies. At least, that's the plan but we'll see how long the UI will give me issues along with other modding things.
 
It's under development but I'm currently hitting a roadblock with the new victory conditions. Let's just say the UI isn't cooperating with me at the moment.

Once I get the UI done, I'll be reworking the ideologies to better change their focus. For instance, I always found it odd that Freedom has a tenet that lets you buy full Exp units with gold and gain more supply cap while Autocracy has nothing to increase your supply cap. As for grouping, I think we can give diplomatic bonuses for certain Ideologies. At least, that's the plan but we'll see how long the UI will give me issues along with other modding things.

Autocracy shouldn't need supply cap. Freedom is often tall and small, thus a small supply cap. And somewhat gold focused, and so buying units is useful. While Autocracy should be somewhat wide, and have plenty of supply cap.
 
Autocracy shouldn't need supply cap. Freedom is often tall and small, thus a small supply cap. And somewhat gold focused, and so buying units is useful. While Autocracy should be somewhat wide, and have plenty of supply cap.

That doesn't make sense to me. A focus on military doesn't get a supply boost while a focus on tall does. Shouldn't that be a penalty for being tall and small? If we give tall and small more supply cap, then they suddenly have no real weaknesses as they have less territory to protect while they are more likely to have higher quality (and now more numerous) units. Even if Autocracy doesn't get a supply boost, I also don't like seeing Freedom getting one either. There are already so many things tall play provide and a stronger military shouldn't be among those things.
 
I have reworked the Ideologies a bit so the alpha version of these is now available. I have slightly new focuses for both Freedom and Order so these two ideologies have a more major rework. You will notice that I kept most of the tenets the same but changed some to better equip the ideologies to handle their intended victories like those in Extra Victory Conditions. Freedom has some new tools for Religious Victory while Order has minor tweaks for Economic Victory with more emphasis on Domination as their previous tenets seem to be quite weak for Domination Victories. Autocracy had the least amount of changes as it was quite well designed to begin with. However, it also had some changes, more buffs than nerfs, so we'll see how it goes.

I appreciate any feedback regarding how people feel about these. I will take a short break before I'll change up/tune up Theocracy and work on the fifth Ideology. By break, I mean I'll be working on another project I have in mind. If there are bugs, typos or anything that seems off, feel free to post it here. I check the ideologies to see if they work as intended in very controlled environment but these cannot compare to what actual games might have to offer.

Spoiler New Focus of Ideologies :

Freedom - Cultural Victory, Religious Victory, Science Victory

Order - Science Victory, Domination Victory, Economic Victory

Autocracy - Domination Victory, Diplomatic Victory, Cultural Victory

Theocracy/whatever this will be called - Religious Victory, Domination Victory, Cultural Victory

Corporatism/whatever this will be called - Economic Victory, Science Victory, Diplomatic Victory

Cultural - 3, Religious - 2, Science - 3, Domination - 3, Economic - 2. Diplomatic - 2


Spoiler Reworked Freedom :

Level 1:
Avante Garde

The rate at which :c5greatperson: Great People are born in increased by 33%.
Unhappiness :c5unhappy: Needs from Boredom :c5culture: reduced by 20%.

Civil Society
Specialists consume 2 :c5food: Food less than Normal (Minimum 1 :c5food:).

Covert Action
+3% :c5science: Science in the capital from every active Spies/Diplomat (up to 30%). Spies thrice as likely to capture enemy spies in owned cities.

Creative Expression
+2 Tourism :tourism: from Great Works. Museums, Broadcast Towers, Opera Houses, and Ampitheaters gain +2 :c5goldenage: Golden Age Points and :c5culture: Culture

Draft Registration
:c5strength: Combat Strength of cities increased by 25%. City gain +500 HP. Units in this City heal 25 points per turn whether or not they take an action.

Economic Union
Receive two additional :trade: Trade Routes. +3 :c5gold: Gold to all external Trade Routes.

Religious School Network
+3 :c5faith: Faith to Science buildings (Library, University, Public School and Research Lab). All Missionaries get extra charge(s) to spread.

Level 2:
Arsenal of Democracy

+10% :c5gold: Gold and :c5production: Production in your cities.
Can build B17 Bombers.

Capitalism
3 :c5citizen: Specialists in each of your cities generate :c5happy: Happiness instead of creating :c5unhappy: Unhappiness. Specialists generate +1 :c5gold: Gold.

New Deal
Landmarks and Great Person improvements produce +5 of the appropriate yield.

Church Tax Exemption
Religious buildings gain +3 :c5gold: Gold. Specialists gain +2 :c5faith: Faith.

Transnationalism
Each turn, increases the chance that a Corporate Franchise will appear in a foreign city to 15% (normally 5%). Global franchise maximum increased by 25%.
+2 :c5culture: Culture from Corporate Offices.

Universal Suffrage
A :c5goldenage: Golden Age Begins; :c5goldenage: Golden Ages last 50% longer.
Cities produce +1 :c5happy: happiness.

Freedom of Religion
+10 :c5faith: Faith in all cities.
+3 to all City Yields for every World Religion that has at least one Follower in all cities.
City generates +50% religious pressure.

Level 3:
Media Culture

+25% :tourism: Tourism and +1 :c5happy: Happiness generated by cities with a Broadcast Tower.
Stadiums +20% :c5culture: Culture.

Space Procurement
May invest in Spaceship parts with :c5gold: gold.
Allows you to build Spaceship Factories in half the usual time.
+10% :c5science: Science from Research Labs.

Religious Diversity
Pressure via owned :trade: Trade Routes tripled.
External Trade Routes give +5 :c5gold: Gold. +2 :trade: Trade Routes.


Spoiler Reworked Order :

Level 1:
Communism

:c5gold: Gold cost of purchasing buildings reduced by 25%.
+20% :c5production: production when building Wonders.

Double Agents

Receive three additional Spies. Spies twice as likely to capture enemy spies in owned cities.

Guerrilla Warfare
+15% attack bonus and +50% Experience for Military Units in friendly territory. Can build Guerrilla Fighters.

Hero of the People
Great Generals aura increased by 10% and its radius by 1 Tile. All melee/gun units gain "Great Generals I" promotion (Faster Great General generation from combat).

Peace, Land, Bread
:c5unhappy: Poverty reduced by 20%, :c5food: Growth increased by 20% in all cities, and Building Maintenance reduced by 20%.

People's Army
+10% :c5production: Production towards military units
Public Schools produce +2 :c5happy: Happiness and +5 :c5culture: Culture.

Workers Faculties
Factories increase City :c5science: Science Output by 10%.
+100% :c5production: towards Factories. Receive 5 free Factories.

Level 2:
Academy of Sciences

Reduces :c5unhappy: Illiteracy Needs by 20% in all cities.
+100% :c5production: Production towards Research Labs
Receive 5 free Research Labs immediately.
Research Labs generate +5 :c5science: Science.

Dictatorship of the Proletariat
+5 :c5production: Production, :c5food: Food and :c5gold: Gold from Laborers.

Five Year Plan
:c5production: Production yield conversion for all processes in this city increased by 50%.

Mandatory Military Service
Unit Supply generated by :c5citizen: Population increased by 100%. -33% :c5gold: gold cost of upgrading units.

Nationalization
Each Corporate Office counts as 1 Franchise, and Corporate :trade: Trade Routes bonuses to Cities with Franchises are doubled.
Foreign Franchises no longer benefit your Corporation, you can no longer construct Franchises in foreign Cites, and foreign Corporations can no longer setup Franchises in you Cities.
+2 :c5science: from Corporate Offices.

Party Leadership
+5 :c5food: Food, :c5production: Production, :c5science: Science, :c5gold: Gold, and :c5culture: Culture per city.

Resettlement
New Cities have +3 :c5citizen: population.
All cities gain +2 :c5citizen: Citizens immediately.
No Partisans from razing enemy Cities.

Level 3:
Great Leap Forward

+100% :c5production: Production towards Police Station. Police Station gain +5 :c5science: Science. Receive one free technology.

Iron Curtain

Free Courthouse upon city capture. :c5trade: City connections generate +5 :c5gold: Gold and :c5production: Production. Receive one free technology.

Spaceflight Pioneers
+200% :c5food: Food or :c5production: production from internal trade routes. May finish Spaceship parts with Great Engineers, and expending a Great Person grants 100 :c5science: Science, scaling with era.



Spoiler Reworked Autocracy :


Level 1;
Elite Forces

Newly created Military Units receive +30 Experience. Military Units gain 50% more Experience from combat in Foreign territory.

Futurism
Tourism :tourism: bonus from Historic Events increased by 20%. +2 :c5culture: Culture from Great Works. Earn 50 Tourism :tourism: when you conquer a city for the first time, scaling with Era and city size.

Iron Fist
Vassals can no longer rebel or be liberated by other Civilizations.

Lebensraum
Receive :c5culture: Culture and :c5goldenage: Golden Age points when your borders expand.
Citadel tile-acquisition radius doubled.

Military-Industrial Complex
-33% :c5gold: gold cost of purchasing units. +3 :c5science: science from :c5strength: Defense Buildings, Citadels, and Unique Improvements.

New World Order
Reduces :c5unhappy: Distress in all cities by 20%.
Constabularies, Forts and Citadels provide +3 :c5culture: culture and +5 :c5production: production.

United Front
Unit gifts to City-States generate 100 :c5influence: Influence.
While at war, :c5influence: Influence with allied City-States does not decay, and Militaristic City-State unit gift rates quadrupled.

Level 2:

Commerce Raiders
+10% :c5production: production from Seaports.
+1 Oil and Coal for every City-State Alliance.
Submarines and Melee Naval Units gain the Prize Rules Promotion.
Prize Rules (Receive :c5gold: Gold when you defeat an Enemy Unit. +20% :c5strength: CS vs Units at or below 50% HP)

Lightning Warfare
+3 :c5moves: Movement for Great Generals.
Gun units gain +15% attack and ignore enemy Zone of Control;
Armour units gain +15% attack and +1 :c5moves: Movement.

Martial Spirit
+25% attack bonus for 50 turns, scaling with Gamespeed. Additional +25% attack bonus to all units for rest of the game. War Weariness rate reduced by 25%.

Police State
+3 local :c5happy: Happiness from every Courthouse, and +1 :c5happy: Happiness from Police Stations.
Build Courthouses in half the usual time.

Syndicalism
Corporate Franchises count double in the cities of civilizations you are at least Popular with. Does not count against Global Franchise maximum.

Third Alternative
Quantity of Strategic Resources produced is increased by 100%.
Reduce Unit :c5gold: Gold Maintenance Costs by 25%.

Total War
+25% :c5production: production when building military units, Warscore increases 25% more quickly, and it is 50% easier to bully City-States.

Level 3:

Air Supremacy

Receive a free Airport in every city.
+25% :c5production: production when building air units.
Can build Zeros.

Cult of Personality
+50% Tourism :tourism: to civilizations fighting a common enemy.
50% of your highest Warscore counts as a :tourism: Tourism Modifier with all other civilizations.

Tyranny
Can bully friendly City-States.
Doing so decreases the :c5influence: Influence of all other Civs with that City-State by 25%, and increases your :c5influence: Influence by 25%. Military Units Purchased with :c5gold: Receive full XP (instead of Half).
 

Attachments

Freedom seems a little too geared towards economic victory, with stuff like Economic Union, Church Tax Exemption, etc.

You've taken out all the :tourism:Tourism from Order, but I don't see any legitimate focus on an :c5gold:economic victory. Changing order to that victory is a heavy lift, because Order had the least amount of :c5gold:gold generation between all 3 of the original ideologies. Great Leap Forward, or at least that lvl 3 slot, should be your economic victory closer, but It's not focused on any victory, and it's not very strong either. I don't see how anything in the Order kit presented here would allow them to control monopolies or amass gold any better tham, say Freedom.

Of the two you have chosen as economic victory ideologies, I think you have made the right choice, but I think more needs to be done to alter Order to fit that role. Corporatism can focus on centralized wealth generation and plutocracy (on-empire/capital gold yields), while order can mainly focus on :c5gold:maintenance and cost reductions with some worker and per-city :c5gold:bonuses. Order is also the overtly militaristic Economic victory ideology, so it can control the map through regular conquest, but there needs to be an explicit bonus that converts military gains into economic gains, or you will have failed to communicate that victory condition's focus to the player.

Church tax exemption seems unerpowered to me. a religious civ that used both its followers for religious buildings can manage to get 4 religious buildings in all cities and 5 in the capital. That's still only 12:c5gold:8:c5faith: per city. I would make it 2:c5gold:/2:c5faith:/2:c5production: or something; it's just not enough boost for a lvl 2 in comparison to something like party leadership.

You took out 5-year plan and Urbanization, but left military industrial complex, so Autocracy is the only guy with a UTI boost, and it was already the strongest one :blush:

+100:c5influence: for a unit gift is way too much. You can buy a unit cheaper than a diplomat with a 1 turn cooldown, and gift it for about the same amount of influence. This is way too abuseable, even with the supply cap limiter on gifts. I wouldn't go past +50:c5influence:

Just speaking of names:
  • I would have replaced urbanization with Green Revolution or something anyways.
  • you can replace 5-year plan, but keep the name and use it somewhere else. That's the single most Communism thing ever, and is too good to give up.
  • Military-Industrial Complex sounds to me like a Corporatist tenet. You need to change MIC to something else anyways if you're removing all the UTIs
 
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Some ideas to get Order more economical:

(Old) People's Army
+10% :c5production: Production towards military units
Public Schools produce +2 :c5happy: Happiness and +5 :c5culture: Culture.

(New) People's Army
Can construct Commissariats
Spoiler Commissariat :
art by Janboruta
145

requires People's Army and Industrialization Tech
1000:c5production:
no :c5gold:maintenance

10:c5food:/:c5production:/:c5gold:
2:c5happy: Happiness and -5% from all :c5unhappy:Needs and Empire modifiers in this City
10XP and 10%:c5production:Production towards military units in this City

The idea would be that Order has lots of bonuses to :c5production: and building construction, so why not give them an extra building to construct? You have to make it very powerful to offset the delay and late game. The Commissariat's happiness bonuses functionally makes it a public works project, but with 1 extra :c5happy:happiness and a bunch of other bonuses.

Great Leap Forward (Old)
+100% :c5production: Production towards Police Station. Police Station gain +5 :c5science: Science. Receive one free technology.

Thousand Little Things (New)
1 copy of all Luxury Resources on the map. +2:c5gold:Gold for all Luxury and Bonus Resources on Empire.

Thousand Little Things (1000 Kleine Dinge) was the name of a 1958 East German policy to create a consumer culture and manufacture consumer goods in the DDR. I like this better than Great Leap Forward as a policy, because the Great Leap Forward was a disastrous bloodbath. My idea is that Corporatism would give you more copies of resources you already control while order just gives you a little bit of everything.
This also feeds into Order's isolation/de-emphasis on international trade, because giving you 1 copy of every resource on the map functionally removes your need to trade with anyone. It also gives you a potentially massive :c5happy:happiness spike on empire, in contrast with my Corporatocracy de-emphasis on happiness.
 
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