Sounds very well rounded. Just one remark: as the free units are not needed as garrisons any more, their supply free status should carry over after upgrades. Otherwise either the units become useless as they are not upgraded, or the supply free status is lost relatively quickly.Playing around a bit more with Authority on the new version. So I still think some adjustments to Authority would be good. Instead of looking a new abilities, I'm seeing what a reshuffling of abilities could look like. Ultimately I think part of Authority's issue is that its military and economic bonuses are spread out....where realistically Authority needs those economic bonuses early to get the party started. The military bonuses can wait as the Authority player switches from barb/CS harrasment into full scale war with another civ.
So here is the idea:
Old: +25% combat bonus versus barbarians, reveal barbarian camps. +1 prod per city. Gain culture when killing units and clearing barbarian camps.
Imperium (now 1st left policy)
Old: A free settler appears near the capital. Cities founded or conquered gain 40 science and culture, scaling with era and population.
New: Cities gain 20 gold and production when expanding borders, era scale. Gain a free settler. Gain 40 science and culture and founding or conquering cities, scaling based on era and population.
Commentary: We generally agree that Authority is meant to be a heavy wide, highly expansionist tree. By consultating its expansion bonuses earlier in the tree, we give Authority a rock solid start. This gets its initial cities and yields going, starting the war engine.
Tribute (new 2nd left policy)
Old: Cities gain 20 gold and production when expanding borders, era scale.
New: Killing a military unit generates science based on the strength of the unit. Gain 25% of tribute from city states as culture.
Commentary: Now the Authority player starts its heavy unit killing and CS tributing, getting its needed science and culture from the effort.
Dominance (1st right policy)
Old: Killing a military unit generates science based on the strength of the unit, and melee units heal for 15 after killing a military unit.
New: The barracks generates +1 happiness and +2 culture. Unit supply from population increases by 10%.
Commentary: We are keeping the flavor intact of using your military might to keep your people in check, its just that is now represented by the "barracks" military building rather than a unit. This lets Authority keeps its units out killing barbs and taking cities.
Militarism (2nd right policy)
Old: Each city with a garrison gives +1 happiness and +2 culture. -15% to Unit Maintenance, -50% to road maintenance.
New: Melee units heal for 15 after killing a military unit. -15% to Unit Maintenance, -50% to road maintenance.
Commentary: With our engine intact, we now start to focus on making the units stronger and better.
Honor (3rd right policy)
Old: +10% CS, free unit every 10 pop, -25% to war weariness.
Commentary: Honor finishes us off, rounding off our military power, adding a few extra units, and increases our longevity for war with WW reductions.
So this version would require minimal (if any) new code, but I think it focuses Authority better. Authority players can now get their engines going quicker. They still have to work hard to maintain the engine, but now they aren't so far behind other players which gives them a chance to stay relevant in the medieval wars to come.
for those who would like to see the new tree unfettered with the old, I put it down in the spoilers: