amateurgamer88
Emperor
- Joined
- Aug 24, 2018
- Messages
- 1,612
First draft of the new Ideologies, reworked Ideologies and a minor tweak for Autocracy.
Freedom is now weaker in wars while Order has been buffed for wars. Order, Freedom, Prosperity and Devotion are still subjected to change until the Extra Victories have been finalized. Autocracy has a very minor buff but I've restrained myself from changing it. As of this moment, I'm still using Guerilla for Order but I'm still not convinced about changing it with a tank.
Level 1:
Covert Action
+3%
Science in the capital from every active Spies/Diplomat (up to 30%). Receive one or more additional Spies (based on number of City-States in game).
Peacekeeping Mission
Unit gifts to City-States generate 100
Influence. Other civilizations experience a 25% influence reduction to diplomatic missions performed on your Allied City-States.
Corporate Espionage
Franchises gain -10%
Science and each Franchise gives Capital +1
Science.
Can build Konigsberg.
Konigsberg (Cruiser)
Unlocked at Dynamite
900
Production (same as Cruiser)
50
CS, 58
RCS (2 Range) (up from 40/55)
5
Move (up from 4)
Minelayer
Landing Force (Embarked Unit which start on the same tile as unit with this promotion gain +100%
CS when attacking. Immune to Boarded Effect.)
Stimulus Package
Yields from Processes in all Cities are increased by 15%. All Cities get +50%
Gold for 5 turns.
Wage Labor
Laborers gain +3
Gold and
Production
Research Grants
Receive one free Technology. University gain +3
Science.
Tourism Industry
+2
Gold and
Tourism to Hotel and Great Person Tile Improvements.
Level 2:
Treaty Organization
Gain 3 more
Influence per turn (at Standard speed) with City-States you have a trade route with. +2 delegates (scaling with map size) for the World Congress
Lobbyist
Receive 600
Gold instantly when you pass a proposal, scaling with era.
Globalization
External Trade Routes generates +10
Gold. Each active Trade Route gives +2
Gold and
Production to the Capital.
Shareholder Dividends
Markets, Customs Houses, Banks, and Stock Exchanges generate +5%
Gold each. +2
Gold from Corporate Offices.
Patent Office
Specialists gain +2
Science. Research Lab, Medical Lab, Corporation Offices and Power Plants gain +2
Science and
Gold.
Technocapitalism
When you unlock a Policy, gain 200
Science, scaling with Era. +50
Production in the Capital every time you research a Technology, scaling with Era.
Corporate Tax Cuts
Corporate Offices are maintenance free and each Franchise gives the Capital +2
Production. +2
Gold from Corporate Offices.
Level 3:
Foreign Direct Investment
Can Purchase Votes for the World Congress with
Gold
Income Tax
Convert 15% of total
Production in all Cities (excluding the capital) into
Gold and add that amount to the capital.
Private Enterprise
+5
Science and
Production to University, Public Schools, Research Lab, Medical Lab and Corporation Offices. Cities gain +30
Science when they construct a new building, scaling with era and gamespeed.
Level 1:
Religious Art
Great Works gain +1
Faith and
Tourism. Inquisitors are 25% cheaper.
Holy Dove
While at peace, Holy City gains +25%
Faith and
Food.
Worship Services
+2
Happiness in all Cities. 15% of the
Faith Purchase is converted into
Food and
Production.
Religious Media
Holy City gains +2%
Gold and
Tourism for every owned City following your religion. (Capped at 30%)
Faith-Based Organizations
Sanctuary and Town gain +3
Food,
Faith and
Gold.
Religious Studies
University and faith-purchased buildings gain +3
Science and
Faith.
Reincarnation
When you expend a
Great Person, increase the progress of that
Great Person by 10% in the Holy City.
Level 2:
State Religion
Cities that Follow your Majority Religion +3
Science,
Faith,
Production and
Culture.
Holy Sites gain 3
Gold and
Tourism.
Blessing of Dalai Lama
+2
Faith from Corporate Offices. The Tourism modifier for Shared Religion is increased by [10 + (number of franchises)]%
Pilgrimage
A
Golden Age begins. During Golden Age, Holy City gains +50%
Gold,
Faith and
Great Monk Points per turn.
Hachiman Shrine
Archery units gain +50%
RCS and +25 Hit Points. +25%
Production when building Archery Units in all Cities.
Ritual Purification
50
Culture,
Faith and
Tourism generated per converted
Citizen when Removing Heresy.
Purity of Arms
Yield penalties in
Puppeted Cities reduced by 30%. Can build the M22 Locust.
M22 Locust (Light Tank):
Unlocked at Replaceable Parts
1000
(200 less than Light Tank)
55
CS, 57
RCS (2 range) (up from 52/52)
15 Air Strike Defense (up from 5)
6
Moves (up from 5)
Naval Target Penalty
May Not Melee Attack
Can Move After Attacking
Penalty Attacking Cities (33)
Skirmisher Doctrine
No Defensive Terrain Bonuses
Armor Plating I
Armor Plating II
Analects
Academy gains +6
Science and
Production. Holy City gains 3
Happiness and
Great Scientist Points per turn.
Level 3:
Moksha
Gain 1 Relic for every Holy City you control. Every 5 Owned Cities following your religion provides +1
Great Monk Points per turn to the Holy City.
Vaisakhi
Convert 25% of
Food into
Tourism in all Cities. During "We Love the King Day", +25%
Culture and
Tourism and +33%
Great Artist and Great Musician Points.
Heavenly Host
Can purchase Air units with
Faith. Carriers gets "Blessed Airspace" Promotion (Can carry 5 extra air unit. +100 HP. +50
CS when defending).
Level 1:
Avante Garde
The rate at which
Great People are born in increased by 33%.
Unhappiness
Needs from Boredom
reduced by 20%.
Universal Suffrage
A
Golden Age Begins;
Golden Ages last 50% longer.
Cities produce +1
happiness.
Their Finest Hour
All Cities get +1 Air Unit Slot, +33%
CS and +500 HP. Units in Cities heal 25 HP per turn whether or not they take an action.
Can build B17 Bombers.
Universal Healthcare
Receive a free Hospital in every City. +50
Science when a Citizen is born in any City, scaling with Era.
Trade Agreement
Receive two additional
Trade Routes. Pressure tripled to friendly City-States and foreign Cities connected via
Trade Routes.
Refugee Programs
All Cities gain +1
Citizen immediately and +20%
Growth.
Equal Opportunity
Specialists generate +1 of their primary Yield (
/
/
/
/
)
Level 2:
Creative Expression
+3 Tourism
from Great Works. Museums, Broadcast Towers, Opera Houses, and Amphitheaters gain +3
Golden Age Points and
Culture
New Deal
Landmarks and Great Person improvements produce +6 of the appropriate yield, and +2
Tourism.
Capitalism
3
Specialists in each of your cities generate
Happiness instead of creating
Unhappiness. Specialists generate +1
Gold.
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
Culture from Corporate Offices.
Urbanization
Farms, Plantations, Camps and all Unique Improvements produce +4
Food.
Specialists generate +1
Science.
Civil Society
Specialists consume 2
Food less than normal (minimum 1
Food). 50% of
Happiness produced in each City is added to the City's
Science,
Production and
Gold per Turn.
Freedom of Religion
May faith purchase Tenjin Shrine, Fire Temple and Hof in the Holy City. Faith Purchase costs reduced by 50%.
Tenjin Shrine:
4
Science, 3
Production
Universities, Public Schools and Research Labs gain +5
Science and
Culture.
+1 Holy Relic
Fire Temple:
3
Faith, +500 City HP
All Land Units gain the Holy Ash Promotion which gives +1 Movement and this Unit Heals 10 Additional HP per turn.
+1 Holy Relic
Hof:
4
Gold, 3
Food
+2
Faith,
Culture and
Science from animal bonus resources (Bison, Cattle, Deer and Sheep).
+1 Holy Relic
Level 3:
Media Culture
+25%
Tourism and +1
Happiness generated by cities with a Broadcast Tower.
+20%
Culture from Stadiums.
Space Procurement
May invest in Spaceship parts with
gold.
Allows you to build Spaceship Factories in half the usual time.
+10%
Science from Research Labs.
Bodhi
Gain a Holy Relic for every 10 Foreign Cities following your Religion.
Missionary of this Religion erode existing pressure from other religion by 25% by Spreading Religion.
When a City adopts your Religion for the first time, gain 100
Science and
Faith in your Holy City, scaling with the number of Cities following your Religion (bonus caps at 30 Cities).
Level 1:
Guerrilla Warfare
+15% attack bonus and +50% Experience for Military Units in friendly territory. Can build Guerrilla Fighters.
Hero of the People
Great Person rate increases by 25%. A
Great Person of your choice appears near your Capital.
Peace, Land, Bread
Poverty reduced by 25% and Building Maintenance reduced by 25%.
People's Army
Military Units purchased with
Gold receive full XP.
Workers Faculties
Factories increase City
Science and
Production by 10%.
Rapid Industrialization
+3
Production
Gold to Manufactory, Academy and Town.
Double Agents
Receive 2 additional Spies. +75
Science when you complete a City-State Coup or Election Rigging or kill a foreign Spy (+25
for Spy Events), all scaling with Era.
Level 2:
Academy of Sciences
Reduces
Illiteracy Needs by 20% in all cities.
+100%
Production towards Research Labs
Receive 5 free Research Labs immediately.
Research Labs generate +2
Science.
Five Year Plan
+20%
Production towards Buildings in all Cities.
+3
Production on every Mine, Quarry, Lumbermill, and Unique Improvement.
Nationalization
Each Corporate Office counts as 1 Franchise, and Corporate
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
from Corporate Offices.
Party Leadership
+7
Food,
Production,
Science,
Gold, and
Culture per city.
Communism
Farms gain +3
Food and
Production. Manufactory gain +5
Production and
Science.
Mandatory Military Service
Allows for the construction of Recruitment Center in all Cities. -25%
Gold cost of purchasing units.
Recruitment Center:
Unlocked at Replaceable Parts
1600
No Maintenance.
+25 XP for all Units. Increased the Military Unit Supply Cap by 5.
Grants the "Defending Homeland" Promotion (+5 HP when healing in Friendly Territory. +10 Damage to Air Unit when defending against Air Strikes) to Gun and Armor Units.
Resettlement
All cities (but the Capital) loses 1
Citizen immediately.
+33%
Gold and
Production in the Capital.
Level 3:
Iron Curtain
Free Courthouse upon city capture and immediate annexation. Capital City gains 5 of each Yield permanently when you conquer a City for the first time.
Spaceflight Pioneers
Receive one free technology. May finish Spaceship parts with Great Engineers, and expending a Great Person grants 100
Science, scaling with era.
Great Leap Forward
+200%
Food or
production from internal trade routes.
City connections generate +5
Gold and
Production. Yields from Processes in all Cities are increased by 10%.
Military-Industrial Complex
-40%
Gold cost of upgrading units. +3
Science from
Defense Buildings, Citadels, Forts and Unique Improvements.
Air Supremacy
Free Airport upon city capture. +25%
Production when building Aircraft. Can build Zeroes.
Extra Victories
Change existing Ideologies
New Ideologies.
Freedom is now weaker in wars while Order has been buffed for wars. Order, Freedom, Prosperity and Devotion are still subjected to change until the Extra Victories have been finalized. Autocracy has a very minor buff but I've restrained myself from changing it. As of this moment, I'm still using Guerilla for Order but I'm still not convinced about changing it with a tank.
Spoiler New Ideologies :
Spoiler Prosperity :
Level 1:
Covert Action
+3%

Peacekeeping Mission
Unit gifts to City-States generate 100

Corporate Espionage
Franchises gain -10%


Can build Konigsberg.
Spoiler Konigsberg :
Konigsberg (Cruiser)
Unlocked at Dynamite
900

50


5

Minelayer
Landing Force (Embarked Unit which start on the same tile as unit with this promotion gain +100%

Stimulus Package
Yields from Processes in all Cities are increased by 15%. All Cities get +50%

Wage Labor
Laborers gain +3


Research Grants
Receive one free Technology. University gain +3

Tourism Industry
+2


Level 2:
Treaty Organization
Gain 3 more

Lobbyist
Receive 600

Globalization
External Trade Routes generates +10



Shareholder Dividends
Markets, Customs Houses, Banks, and Stock Exchanges generate +5%


Patent Office
Specialists gain +2



Technocapitalism
When you unlock a Policy, gain 200


Corporate Tax Cuts
Corporate Offices are maintenance free and each Franchise gives the Capital +2


Level 3:
Foreign Direct Investment
Can Purchase Votes for the World Congress with

Income Tax
Convert 15% of total


Private Enterprise
+5



Spoiler Devotion :
Level 1:
Religious Art
Great Works gain +1


Holy Dove
While at peace, Holy City gains +25%


Worship Services
+2




Religious Media
Holy City gains +2%


Faith-Based Organizations
Sanctuary and Town gain +3



Religious Studies
University and faith-purchased buildings gain +3


Reincarnation
When you expend a


Level 2:
State Religion
Cities that Follow your Majority Religion +3




Holy Sites gain 3


Blessing of Dalai Lama
+2

Pilgrimage
A




Hachiman Shrine
Archery units gain +50%


Ritual Purification
50




Purity of Arms
Yield penalties in

Spoiler M22 Locust :
M22 Locust (Light Tank):
Unlocked at Replaceable Parts
1000

55


15 Air Strike Defense (up from 5)
6

Naval Target Penalty
May Not Melee Attack
Can Move After Attacking
Penalty Attacking Cities (33)
Skirmisher Doctrine
No Defensive Terrain Bonuses
Armor Plating I
Armor Plating II
Analects
Academy gains +6




Level 3:
Moksha
Gain 1 Relic for every Holy City you control. Every 5 Owned Cities following your religion provides +1

Vaisakhi
Convert 25% of





Heavenly Host
Can purchase Air units with


Spoiler Rework Existing Ideologies :
Spoiler Rework Freedom :
Level 1:
Spoiler Unchanged Tenets :
Avante Garde
The rate at which

Unhappiness


Universal Suffrage
A


Cities produce +1

Their Finest Hour
All Cities get +1 Air Unit Slot, +33%

Can build B17 Bombers.
Universal Healthcare
Receive a free Hospital in every City. +50

Trade Agreement
Receive two additional


Refugee Programs
All Cities gain +1


Equal Opportunity
Specialists generate +1 of their primary Yield (





Level 2:
Spoiler Unchanged Tenets :
Creative Expression
+3 Tourism



New Deal
Landmarks and Great Person improvements produce +6 of the appropriate yield, and +2

Capitalism
3




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

Urbanization
Farms, Plantations, Camps and all Unique Improvements produce +4

Specialists generate +1

Civil Society
Specialists consume 2






Freedom of Religion
May faith purchase Tenjin Shrine, Fire Temple and Hof in the Holy City. Faith Purchase costs reduced by 50%.
Spoiler Tenjin Shrine, Fire Temple and Hof :
Tenjin Shrine:
4


Universities, Public Schools and Research Labs gain +5


+1 Holy Relic
Fire Temple:
3

All Land Units gain the Holy Ash Promotion which gives +1 Movement and this Unit Heals 10 Additional HP per turn.
+1 Holy Relic
Hof:
4


+2



+1 Holy Relic
Level 3:
Spoiler Unchanged Tenets :
Media Culture
+25%


+20%

Space Procurement
May invest in Spaceship parts with

Allows you to build Spaceship Factories in half the usual time.
+10%

Bodhi
Gain a Holy Relic for every 10 Foreign Cities following your Religion.
Missionary of this Religion erode existing pressure from other religion by 25% by Spreading Religion.
When a City adopts your Religion for the first time, gain 100


Spoiler Rework Order :
Level 1:
Spoiler Unchanged Tenets :
Guerrilla Warfare
+15% attack bonus and +50% Experience for Military Units in friendly territory. Can build Guerrilla Fighters.
Hero of the People


Peace, Land, Bread

People's Army
Military Units purchased with

Workers Faculties
Factories increase City


Rapid Industrialization
+3


Double Agents
Receive 2 additional Spies. +75


Level 2:
Spoiler Unchanged Tenets :
Academy of Sciences
Reduces

+100%

Receive 5 free Research Labs immediately.
Research Labs generate +2

Five Year Plan
+20%

+3

Nationalization
Each Corporate Office counts as 1 Franchise, and Corporate

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

Party Leadership
+7





Communism
Farms gain +3




Mandatory Military Service
Allows for the construction of Recruitment Center in all Cities. -25%

Spoiler Recruitment Center :
Recruitment Center:
Unlocked at Replaceable Parts
1600

No Maintenance.
+25 XP for all Units. Increased the Military Unit Supply Cap by 5.
Grants the "Defending Homeland" Promotion (+5 HP when healing in Friendly Territory. +10 Damage to Air Unit when defending against Air Strikes) to Gun and Armor Units.
Resettlement
All cities (but the Capital) loses 1

+33%


Level 3:
Iron Curtain
Free Courthouse upon city capture and immediate annexation. Capital City gains 5 of each Yield permanently when you conquer a City for the first time.
Spaceflight Pioneers
Receive one free technology. May finish Spaceship parts with Great Engineers, and expending a Great Person grants 100

Great Leap Forward
+200%





Spoiler Tweaked Autocracy :
Military-Industrial Complex
-40%



Air Supremacy
Free Airport upon city capture. +25%

Spoiler To-do-list :
Extra Victories
Change existing Ideologies
New Ideologies.
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