pineappledan
Deity
I had an idea for how civ 7 should handle policies.
I really didn't like how culture was handled in civ 6, with the separate tech tree. It felt like a lot of culture was invested in things that gave no value, or impermanent value. The culture cards and governments unlocked by the tree only have value if you use them, they were all of variable quality, and you can't use more than a handful at once. It didn't feel much like a progression, because you would only use a small handful of the things that the cultural tree unlocked at a time, and the rest became trash.
I think a reversion back to the civ 5 system would be an improvement. That system gave you a list of policy trees and adopting each new policy was a permanent boost to your empire. Capping off the policy trees was 3 ideologies, which were more powerful forms of policies that gave specific end-game victory-centric boosts. Some things I would change:
I really didn't like how culture was handled in civ 6, with the separate tech tree. It felt like a lot of culture was invested in things that gave no value, or impermanent value. The culture cards and governments unlocked by the tree only have value if you use them, they were all of variable quality, and you can't use more than a handful at once. It didn't feel much like a progression, because you would only use a small handful of the things that the cultural tree unlocked at a time, and the rest became trash.
I think a reversion back to the civ 5 system would be an improvement. That system gave you a list of policy trees and adopting each new policy was a permanent boost to your empire. Capping off the policy trees was 3 ideologies, which were more powerful forms of policies that gave specific end-game victory-centric boosts. Some things I would change:
- You have to unlock each opening policy for each government type to get the next tree open.
- Openers don’t do anything other than give +1 governor slot and unlock the next tree.
- You have to open every tree individually to get to later branches instead of them unlocking in groups of 3.
- Each policy tree has 8 policies in a progression tree. Ideologies have 11 slots for 15 potential policies, arranged in a pyramid.
- You can abolish old policies, liquidating them for a 50% discount on the cost of your next policy.
- Instead of requiring X factories in your empire, Unlocking ideology requires at least 8 policies adopted from 1 of the last 4 policy trees.
- Adopting an ideology locks your policies
- You can mix-and-match policies from different trees, but the ideologies are mutually exclusive.
- Once you pick an ideology, you are locked into only that tree unless a revolution occurs, forcing you to adopt another civ's ideology
- Each ideology contains a tenet that unlocks a unique unit
- Honor (Chiefdom) -> Boosts to early buildings and improvements. Emphasis on /
- Devotion (Theocracy) -> Bonuses towards religion and the Capital. Emphasis on /
- Authority (Empire) -> Military and trade bonuses between cities. Emphasis on /
- Pride (Republic) -> Bonuses for infrastructure and Great people. Emphasis on /
- Fealty (Hereditary monarchy) -> Military, defense, and Religion bonuses. Emphasis on /
- Courtesy (Elective monarchy) -> Bonuses for city-state diplomacy and espionage. Emphasis on /
- Order (Dictatorship) -> Bonuses for land military and empire management, but minimal yields. Emphasis on /
- Reason (Constitutionalism) -> Great People, and Cultural progression. Emphasis on /
- Discovery (Colonialism) -> Bonuses for Naval units and trade. Emphasis on /
- Unity (Federalism) -> Heavy emphasis on Golden ages and some city-state bonuses. Emphasis on /
- Strength (Fascism) - Geared for Domination and Religious victory - unlocks Ju87 Stuka (Bomber)
- Tradition (Conservatism) - Geared for Cultural and Religious victory - unlocks Yamato Class (Battleship)
- Freedom (Liberalism) - Geared for Economic and Science victory - unlocks Tribal Class (destroyer)
- Equality (Socialism) - Geared for Cultural and Economic victory - unlocks P51 Mustang (fighter)
- Justice (Communism) - Geared for Domination and Science victory - unlocks T34 (tank)
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