sendos
Immortal
There has been quite a few of these threads before but I will jump straight to the point. Liberty needs a minor buff whilst honor, exploration and piety need major buffs. Here are my suggestions:
Liberty
The opener and finisher are rather weak policies even though the finisher is rather flexible. I do not recommend replacing the finisher but I recommend adding a few things to it. Here are my ideas:
Opener: +1
and +1 gold per city.
Finisher: free great person of your choice + -33%
penalty reduction.
Honor
This tree has a good opener, but everything else is ordinary. Here are some ideas to improve this tree:
Warrior Code: +50% Great General
spawn rate. Great Generals are maintenance free. +20%
bonus for melee units.
Discipline : +20%
bonus for units with a friendly unit next to it.
Military Tradition: +50% XP rate. All melee units start with +15XP and receive Cover I promotion.
Military Caste: +1
and +3
per city with a garrison. -25% unhappiness from occupied/puppeted cities with a garrison.
Professional Army: Cost of upgrading units is reduced by 33%. 50% faster production of military buildings.
Finisher: Gain
from killing enemy units. All drill and shock promotions provide an additional 5%
bonus (so 20% for I, 40% for II and 60% for III). Gain culture from capturing cities proportional to 5x its culture production.
Piety
This SP tree is somewhat completely hollow. The opener needs more work. the policies themselves need to be more effective and the reformations also need some more work.
Opener: +2
in capitol. Temples and shrines take half as long to build.
Organized religion: +1
and +1
from temples and shrines. +4 culture from grand temple.
Mandate of heaven: -25%
cost for units and buildings. +15%
bonus when empire is happy.
Theocracy: Holy sites provide +3
. +25%
from temples.
Religious tolerance: cities with majority religion gain pantheon bonus of second most popular religion. Cities with no majority religion gain pantheon bonus of all religions influencing that city (if coding for this is actually possible).
Reformation: Bonus belief if you have your own religion. If all religions are founded, you may select which religion to follow and religious influence of that particular religion is increased in your empire (also contains diplo religion bonus).
Reformation list:
- Underground sect: bolsters religious influence when you put a spy in it. If the spy is in a CS that does not follow your religion, the chances of intimidating it are doubled, coups are more successful and they have the effect of a great prophet in spreading religion.
- Jesuit education: may purchase science buildings with
. Public schools and universities produce +2
.
- Sacred sites: +2 tourism and +2
and from buildings purchased with faith.
- To the Glory of God: May purchase all great people with faith. Great person faith cost is reduced by -10%.
- Religious fervour: may purchase units with faith at industrial era and onwards. Fix the exorbitant faith costs (e.g. infantry is worth 2250 faith). Cut them by 50% at least.
Finisher: Free great prophet. Holy sites provide +3 culture. Gain free grand temple at capitol.
Exploration
Exploration tree is highly dependent on the type of map. For example, on pangaea it is near useless but on archipelago it is a decent SP. We either need to take out this situational nature or bolster the existing SP's to make coastal settlements more attractive. I will take the latter approach.
Opener: +1 sight and +1 movement for naval units. Upon revealing a shrouded tile, you gain 3 culture.
Maritime infrastructure: +4 production from coastal cities.
Naval Tradition: +1 happiness and +2 culture from lighthouses, seaports and harbors. Sea resources provide +1 food and +3
(because marine biology).
Merchant Navy: +1 trade route and free cargo ship.
Navigation School: Free Great Admiral. +50% Great Admiral spawn rate. Unlocks naval college (+15XP for naval units. Can only be built on coast).
Treasure fleets: +25% gold from external sea trade routes. +1 happiness per sea trade route in a city.
Finisher: Reveals hidden sites. Production cost for architects is halved by 50%. Great merchants are given the ability to enable WLTKD.
The rest of the SP's are fine. I hope you enjoy these ideas.
P.S. I understand the image/emoticon limit but I wanted to make this thread look a little professional with the use of civ 5 emoticons. I had no intention of spamming them.
EDIT: changes have been made. A lot of good ideas have been posted and I have removed hopefully most the extreme policy changes.
Liberty
The opener and finisher are rather weak policies even though the finisher is rather flexible. I do not recommend replacing the finisher but I recommend adding a few things to it. Here are my ideas:
Opener: +1

Finisher: free great person of your choice + -33%

Honor
This tree has a good opener, but everything else is ordinary. Here are some ideas to improve this tree:
Warrior Code: +50% Great General


Discipline : +20%

Military Tradition: +50% XP rate. All melee units start with +15XP and receive Cover I promotion.
Military Caste: +1


Professional Army: Cost of upgrading units is reduced by 33%. 50% faster production of military buildings.
Finisher: Gain


Piety
This SP tree is somewhat completely hollow. The opener needs more work. the policies themselves need to be more effective and the reformations also need some more work.
Opener: +2

Organized religion: +1


Mandate of heaven: -25%


Theocracy: Holy sites provide +3


Religious tolerance: cities with majority religion gain pantheon bonus of second most popular religion. Cities with no majority religion gain pantheon bonus of all religions influencing that city (if coding for this is actually possible).
Reformation: Bonus belief if you have your own religion. If all religions are founded, you may select which religion to follow and religious influence of that particular religion is increased in your empire (also contains diplo religion bonus).
Reformation list:
- Underground sect: bolsters religious influence when you put a spy in it. If the spy is in a CS that does not follow your religion, the chances of intimidating it are doubled, coups are more successful and they have the effect of a great prophet in spreading religion.
- Jesuit education: may purchase science buildings with


- Sacred sites: +2 tourism and +2

- To the Glory of God: May purchase all great people with faith. Great person faith cost is reduced by -10%.
- Religious fervour: may purchase units with faith at industrial era and onwards. Fix the exorbitant faith costs (e.g. infantry is worth 2250 faith). Cut them by 50% at least.
Finisher: Free great prophet. Holy sites provide +3 culture. Gain free grand temple at capitol.
Exploration
Exploration tree is highly dependent on the type of map. For example, on pangaea it is near useless but on archipelago it is a decent SP. We either need to take out this situational nature or bolster the existing SP's to make coastal settlements more attractive. I will take the latter approach.
Opener: +1 sight and +1 movement for naval units. Upon revealing a shrouded tile, you gain 3 culture.
Maritime infrastructure: +4 production from coastal cities.
Naval Tradition: +1 happiness and +2 culture from lighthouses, seaports and harbors. Sea resources provide +1 food and +3

Merchant Navy: +1 trade route and free cargo ship.
Navigation School: Free Great Admiral. +50% Great Admiral spawn rate. Unlocks naval college (+15XP for naval units. Can only be built on coast).
Treasure fleets: +25% gold from external sea trade routes. +1 happiness per sea trade route in a city.
Finisher: Reveals hidden sites. Production cost for architects is halved by 50%. Great merchants are given the ability to enable WLTKD.
The rest of the SP's are fine. I hope you enjoy these ideas.
P.S. I understand the image/emoticon limit but I wanted to make this thread look a little professional with the use of civ 5 emoticons. I had no intention of spamming them.
EDIT: changes have been made. A lot of good ideas have been posted and I have removed hopefully most the extreme policy changes.