Current Policy Ratings

Stalker0

Baller Magnus
Joined
Dec 31, 2005
Messages
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With the public release, I thought I would give me current grades on the where I think policies rank currently. I've done the long-winded explanations before, so this time I'm just using a simple letter grade.

A - Almost always my first pick in the tree. Strong enough to convince me to take a tree I wouldn't normally, or to finish a tree through bad policies.

B - Solid policy, often an early pick.

C- Ok policy. I'm not really excited about them, but they do their job.

D - Crappy policy. Only if I exhausted other options.

F - Worthless policy. Unless I want to finish a tree for a closer or to get a culture win, I would never take it.

Spoiler :


Liberty
Opener - C
Meritocracy - A
Citizenship - B
Collective Rule - B
Representation - B
Republic - C
Closer - B

Tradition
Opener - B
Ceremonial Rites - C
Monarchy - A
Landed Elite - C
Oligarchy - F
Aristocracy - B
Closer - A

Honor
Opener - A
Military Tradition - C
Military Caste - C
Professional Army - A
Warrior Code - C
Discipline - B
Closer - C

Piety
Opener - B (only if I haven't gotten a pantheon, else its a C)
Inspiration - C
Unity - B
Tolerance - B
Charity - C
Devotion - C
Closer - F

Commerce (my most commonly completed tree in most of my games)
Opener - B
Mercantilism - B
Guilds - C
Protectionism - B
Merchant Navy - A
Patent Law - B
Closer - A

Patronage
Opener - A
Philanthropy - C
Cultural Diplomacy - D
Aesthetics - C
Trade Pact - C
Scholasticism - F
Closer - A

Order
Opener - C
Planned Economy - D
Socialism - C
Labor Unions - C
Communism - A
United Front - B
Closer - NA (this one has always seem bugged to me)

Knowledge
Opener - A
Scientific Revolution - B
Humanism - C
Sovereignty - A
Free Thought - B
Secularism - B
Closer - A

Nationalism
My big issue here is that so many of the happiness policies are city based, and at this point I've maxed my city happiness on my smaller cities.
Opener - C
Police State - B
Militarism - C
Privileged Elite - C
Fascism - N/A (never gotten it)
Conscription - C
Closer - C

Freedom
Opener - D
Free Speech - B
Diplomacy - A
Universal Suffrage - C
Free Trade - D
Immigration - C
Closer - A


My overall rankings

The BEST trees (in no specific order)
Liberty (good for wide, and frankly also decent for tall, never a bad pick)
Commerce (just chocked full of solid policies)
Knowledge (science is always good no matter what you are doing)

The decent trees
Tradition (not as versatile as liberty, but still has a great selection of policies for the most part)
Honor (some stellar polices mixed some average ones but good enough)
Freedom (worst opener in the game but comes back strong)
Order (its between my decent and bad list. Its not very exciting but some of the policies are decent enough).

The bad trees
Piety (generally mediocre, worst closer in the game)
Patronage (a beautiful start and end, with not enough meat in the middle)
Nationalism (too much city happiness that can't be used, competes with the solid freedom tree).
 
I'm not sure that A vs B conflating "best policy" with "first pick" is very helpful (some policies aren't super-strong overall but are worth picking first), but interpreting your rankings as best overall policies, I'd say:

Spoiler :

Liberty
Opener - D
Meritocracy - B
Citizenship - B
Collective Rule - A
Representation - B
Republic - C
Closer - A (mostly because it can give a great prophet, which I use to found a religion very early).

Tradition
Opener - B
Ceremonial Rites - C
Monarchy - B
Landed Elite - B
Oligarchy - C (free maintenance gets quite strong)
Aristocracy - B
Closer - A

Honor
Opener - C
Military Tradition - C
Military Caste - C
Professional Army - A
Warrior Code - D
Discipline - C
Closer - B

Piety
Opener - B (only if I haven't gotten a pantheon, else its a C)
Inspiration - C
Unity - C
Tolerance - B
Charity - C
Devotion - C
Closer - F (comes too late to be very significant)

Commerce (my most commonly completed tree in most of my games)
Opener - B
Mercantilism - B
Guilds - C
Protectionism - B
Merchant Navy - A
Patent Law - B
Closer - B (unless I am Arabia, in which case A)

Patronage
Opener - C
Philanthropy - C
Cultural Diplomacy - D
Aesthetics - C
Trade Pact - C
Scholasticism - F
Closer - A

Order
Opener - C
Planned Economy - D
Socialism - B
Labor Unions - C
Communism - B
United Front - C
Closer - (haven't ever got it)

Knowledge
Opener - B
Scientific Revolution - C
Humanism - C
Sovereignty - A
Free Thought - C
Secularism - B
Closer - A

Nationalism
Opener - B
Police State - B
Militarism - C
Privileged Elite - C
Fascism - D (I need to know more about the formula and how much culture it gives - it gave ~1/4 of a policy for capturing size 20 cities).
Conscription - D
Closer - C

Freedom
Opener - D
Free Speech - B
Democracy - A
Universal Suffrage - C
Free Trade - C
Immigration - C
Closer - A

The BEST trees (in no specific order)
Liberty
Commerce
Knowledge

The decent trees
Tradition
Honor
Freedom
Nationalism

The bad trees
Piety
Patronage
Order
 
Spoiler :
Liberty
Opener - D
Meritocracy - A
Citizenship - B
Collective Rule - B
Representation - B
Republic - C
Closer - B

Tradition
Opener - B
Ceremonial Rites - C
Monarchy - A
Landed Elite - C
Oligarchy - D (B if wide)
Aristocracy - B
Closer - C (I don't understand why this got A ratings, but I don't use many GP)

Honor
Opener - A
Military Tradition - B
Military Caste - C
Professional Army - A
Warrior Code - D
Discipline - B
Closer - A

Piety
Piety has two uses:
1: get a religion without investing in religious buildings
2: build a strong religious building combo with a Pagoda+Cathedral religion

Opener - B (only if I haven't gotten a pantheon, else its a D)
Inspiration - D (cheap religion) or B (combo)
Unity - B
Tolerance - C (cheap religion doesn't really want to build temples/shrines, combo gets so much happy from combo anyway)
Charity - D (cheap religion) or B (combo)
Devotion - B
Closer - F (if only this affected GP...)

Commerce
Opener - A
Mercantilism - D
Guilds - D
Protectionism - A
Merchant Navy - B
Patent Law - A
Closer - A (I usually don't finish the tree though)

Patronage
Opener - B
Philanthropy - C
Cultural Diplomacy - D
Aesthetics - C
Trade Pact - C
Scholasticism - F
Closer - A

Order
Opener - A (buy wonders with faith)
Planned Economy - D
Socialism - B
Labor Unions - A
Communism - B
United Front - B
Closer - B

Knowledge
Opener - B
Scientific Revolution - B
Humanism - C
Sovereignty - A
Free Thought - B
Secularism - B
Closer - ? (Haven't finished a science game in GEV yet)

Nationalism
Haven't actually tried it, will guess!
Opener - C
Police State - C
Militarism - A
Privileged Elite - B
Fascism - F
Conscription - A
Closer - B

Freedom
Barely used this (I got Order instead for my only culture game so far), guessing
Opener - C
Free Speech - B
Democracy - A
Universal Suffrage - B
Free Trade - B
Immigration - ?
Closer - ?

Closing thougts:

Commerce is really strong,
Patronage is really bad (and has to compete with commerce),
Piety needs a better finisher/opener
Nationalism should probably have National happiness somewhere
 
@Stalker0
I agree about Piety, Patronage, and Nationalism. I've been thinking of some broad solutions for each tree.

Patronage
I plan to make this tree simply improve all our citystate interactions, instead of the narrow focus on bribes. It's a straightforward concept, but will require learning some new code, so it's been on a back burner.

Nationalism
I plan to give this tree some national happiness, which fits the name and the wide-empire theme.

Piety
In VEM Piety had a few happiness policies useful for anyone. In G&K Piety focuses almost completely on religion, and religion is optional. It does not meet the "somewhat useful for all" criteria for policy trees anymore. The simple solution is moving some broadly-useful happiness back into the tree like in VEM.
 
I actually like warrior code early: getting an early GG then building a cidatel for that early science and sheilds is useful
 
I actually like warrior code early: getting an early GG then building a cidatel for that early science and sheilds is useful
Agreed, this is how I do it too. But it's only good in the very beginning, I still agree the overall effect is weak and need a slight boost.
 
I'm not good with grades in general ;) I'd say I dislike the heavy focus on production/science/gold for Order/Rationalism/Commerce a bit. I'd just like to single out one policy who seems to be weak and in your views as well (consistently a D), namely Planned Economy (+100% production on production buildings), I'd rank it even lower since it loses value the longer the game goes on. If you've already built all of them, it's useless, it's just not exciting policy to me.
 
I'd say I dislike the heavy focus on production/science/gold for Order/Rationalism/Commerce a bit.
I think these are ok. Commerce is really gold/coastal. Order is (or rather should be; I don't like the current implementation much) production/wide. Rationalism directly supports a scientific victory path.

I'd just like to single out one policy who seems to be weak and in your views as well (consistently a D), namely Planned Economy (+100% production on production buildings), I'd rank it even lower since it loses value the longer the game goes on. If you've already built all of them, it's useless, it's just not exciting policy to me.
I agree with this. I really dislike policies that don't give you anything you couldn't get through regular production. Policies that effectively become completely obsolete are even worse.
A policy that boosts production of production buildings at minimum needs to also boost those buildings.

There is a similar problem in Tradition; the policy that gives free culture buildings isn't the policy that boosts those buildings (the boost is on Monarchy for some reason?).
 
I changed the definitions of the grades a bit to my understanding/liking.

A - Awesome policy. Strong enough to convince me to take a tree I wouldn't normally or to take weak policies to get it.

B - Good policy. Often an early pick, and generally useful.

C - Solid policy. They do their job, if circumstances are fitting. Some could be a bit stronger.

D - Weak policy. Only if I exhausted other options or under very special/rare circumstances. Needs a boost.

F - Worthless policy. Unless I want to finish a tree for a closer or to get a culture win, I would never take it. Needs a total overhaul.

Spoiler :

Liberty
Opener - C- (+3 per city)
Meritocracy - B
Citizenship - B
Collective Rule - C- (There are other ways to get an early settler these days. Only if I must secure an awesome spot now.)
Representation - B+ (can be very powerful later)
Republic - C (Only if the walls are needed now!)
Closer - B

Tradition
Opener - A- (Gives you 3+ early SP very fast, nearly always my first choice)
Ceremonial Rites - B (Strangely it works even cities I am razing after conquest!)
Monarchy - B+
Landed Elite - B (+20 % is powerful the long way)
Oligarchy - B+ (Saves huge amounts of money in peacetimes!)
Aristocracy - C (Early wonders are hard to get on higher diff even with it and later mostly tech maters).
Closer - A+

Honor
Opener - A-C (very map-depending)
Military Tradition - B- (can save you against an early rush)
Military Caste - B
Professional Army - A+
Warrior Code - D
Discipline - C
Closer - B-

I suggest to split Prof. Army. Reintroduce Spoils of War (gold for killing) and put cheap upgrades to the free GG and name it Prof. Army.

Piety
Opener - C (only if I haven't gotten a pantheon, else its a D)
Inspiration - C- (perhaps +3 culture)
Unity - C (Main problem is that most GA are from GP these days).
Tolerance - B
Charity - F (Even with +10% it would only be interesting with very gold-focused playstyle).
Devotion - B
Closer - D (B+, if it works for GP-buying with faith, hope it does/will)

Commerce
Opener - ? (What does it affect? Only city income or everything? Still buggy!)
Mercantilism - C
Guilds - B
Protectionism - B+
Merchant Navy - B/C (very map dependent)
Patent Law - B+
Closer - A

Patronage
Opener - A++ (securing neverending friendship with protection-promise, wasn't aware how absurdly powerful this is. Get this, promise to protect and your influence is rising every turn till friendship, makes every CS who you are not at war with your friend for free for the rest of the game!)
Philanthropy - C
Cultural Diplomacy - C
Aesthetics - C
Trade Pact - ? (no experience with this and the next one)
Scholasticism - ?
Closer - B+

Order
Opener - C
Planned Economy - D- (After two SP in industrial times, factories are build, if wanted)
Socialism - B
Labor Unions - B+
Communism - A
United Front - C-
Closer - ?

Add Plannend Economy to the opener or abandon it.
Add a production-building based happiness-policy instead.

Knowledge
Opener - A- (To buy GS with faith is really good)
Scientific Revolution - A- (Correctly timed you can get free Public schools and +15% science, very powerful)
Humanism - B
Sovereignty - A++ (15% would still be A+, 10 or 12% A. Needs a nerf.)
Free Thought - B
Secularism - B
Closer - A

Nationalism (not much experience here)
Opener - C-
Police State - C-
Militarism - B/C
Privileged Elite - B/C
Fascism - ?
Conscription - B-
Closer - ?

Freedom
Opener - D
Free Speech - B
Democracy - A
Universal Suffrage - B+
Free Trade - C?
Immigration - ? (no experience with this one)
Closer - ? (does exactly what?)


The Best
Knowledge
Tradition

The Solid
Liberty
Honor
Order
Freedom

Undecided
Commerce (Must make some gold-focused games to get a feeling)

The weak or at least non-appealing
Patronage
Piety
Nationalism (never picked)

Too be finsihed/edited later
 
Well, must is a bit a strong word. It's an intriguing idea for the Patronage Finisher, but I guess it fails as long as the option is not balanced (cannot liberate the CS, hampers Diplomatic Victory). You can avoid Austria if you want in your games, you can't if its part of a tree...

Generally speaking, I always am taking some policies from the Commerce tree, and I go all-or-nothing on Patronage. Of all the other trees, I often take a few policies here or there, as intended ;) One straight buff to Piety could be to make it available in the Ancient Era?

EDIT: @Ahriman I assume to make Austria's UA available for every player.
 
One straight buff to Piety could be to make it available in the Ancient Era?
I would oppose this, it would make it too easy to get a really really early religion.

I think the fundamental problem with Piety is that there aren't enough things to spend Faith on, and that the tree doesn't actually boost the effects of religion. I know these are very hard to deal with given what you can code, but I think they're the only ways of getting a religion-oriented tree to be interesting. Just giving more faith or culture isn't that interesting.

Another thing is the weakness of the shrine; I had thought we were going to make it zero maintenance, or 2 faith? 1 faith for 1 gold isn't a very good deal.
[And on a similar note, wasn't Stonehenge going to provide lump-sum faith?]

@Ahriman I assume to make Austria's UA available for every player.
Ok. I agree with you that this is better left as a UA.

I'm very surprised at how popular people seem to think Order is. Could people describe what they like about it? It seems very weak as a late-game tree to me.
Nationalism I find useful just because there are a few policies that give a huge amount of happiness, which allows for a massive empire.
 
Agreed, I generally avoid Order. There's very little happiness and mostly a lot of production (which I won't need most games).

I can get more happiness in a wide empire from cherry picking in the Knowledge tree than Order provides by the late game, so I'm not sure what it is good for. Freedom is vastly better for tall oriented empires, and nationalism (while still somewhat weak), is still better than Order for wide.
 
Spoiler :

Liberty
Opener - C- - Needs an increase to +3 or something else on it.
Meritocracy - B+ - Extra happiness and cultural costs are very nice.
Citizenship - B+ - If I don't get Pyramids, it's an A, if I do, it's a B.
Collective Rule - B+ - Again, Pyramids.
Representation - B - Solid.
Republic - C- I usually only get this if I need walls now.
Closer - A

Tradition
Opener - A+ - I always take this first because happiness starts out reasonably high even for an expansionist play style.
Ceremonial Rites - C - Works okay if I get amphitheaters or opera houses up immediately.
Monarchy - B+
Landed Elite - B Not a bad policy, but probably better for someone who plays taller than I usually do.
Oligarchy - B- Not sure what the hate on this one is. It's almost essential for a wide empire (for stashing units), and useful for defending a tall one as it boosts the cities and provides free XP.
Aristocracy - B- - Weakened on higher difficulties. Tech matters more. Otherwise, good synergy with closer.
Closer - A

Honor
Opener - B Works well with barb hunting and Prof Army.
Military Tradition - B- Boost to 20% helped a lot here.
Military Caste - B+ Works well with oligarchy and wider empires.
Professional Army - A+ Way too powerful. I take this every game.
Warrior Code - D- Give back a citadel bonus and it might be a little more useful.
Discipline - C- Doesn't really matter much versus tech. Needs something else tacked in.
Closer - B

Piety
Opener - C- If I haven't gotten a pantheon somehow, it's a little better. I often have a religion by then however (liberty tree).
Inspiration - C - Okay but mostly just for popping a GA.
Unity - C - Okay, but GAs are mostly from Artists at this point than happiness.
Tolerance - B Only useful policy in this tree.
Charity - F - Completely useless. Wat Phra Kaew is usually better than (usually) +15% gold per city as its +10 gold per city + modifiers.
Devotion - C Okay if my religion's benefits are weaker.
Closer - F - There are beliefs that are more powerful than this.

Overall I often ignore this tree even if I have a religion as I can use a religion's effects both to generate more faith and to provide cultural benefits. Either provide more synergy with religion (increasing beliefs?, reducing costs sooner, etc) or provide more happiness boosts.

Commerce
Opener - B
Mercantilism - A - Would work better if the tree wasn't as coastal and roads less important, but the trade boost is the big one here as it's a large amount of gold later on and marching workers around faster helps micromanagement.
Guilds - C+ - Okay only because I can purchase GMs with faith and get huge gold infusions.
Protectionism - B - With this and Big Ben, rapidly building up new cities is way, way cheaper. With just this, it's still decent.
Merchant Navy - A - Awesome for coastal empire and to boost navy.
Patent Law - B Probably better if I used more villages outside of jungles but still works well with a coastal empire.
Closer - B

Patronage
Opener - C+ - with protection or religion provides free friend benefits. Not bad.
Philanthropy - C+ - Mostly just makes the gold sinks more efficient.
Cultural Diplomacy - D - I can spend gold and finish quests faster than influence will drop. Using protection and spreading religions also helps here.
Aesthetics - C
Trade Pact - D- Not enough production for me to notice most of the time.
Scholasticism - F - Completely useless.
Closer - A - Only good policy in the tree.

I often ignore this tree other than cherry picking a couple even when playing heavy with CS. Commerce provides enough gold to waste on CS.

Order
Opener - C+ Mostly because I can faith buy something else and put up some manufactories or wonder pop.
Planned Economy - F - I have almost no use for this at all by the time it arrives.
Socialism - B+
Labor Unions - C
Communism - B
United Front - C-
Closer - Probably a D- (even if the 10 turn production is fixed).

Knowledge
Opener - B It doesn't appear the +1 science on science buildings is even active however.
Scientific Revolution - C Only because of the university boost. Labs are cheap. Schools aren't that expensive to build either.
Humanism - B+ Most of the benefit comes later than the policy can be taken, but it's very good for wide empires in the late game and even +1 happiness in every city isn't terrible when first taken.
Sovereignty - A - Probably too much of a boost.
Free Thought - B-
Secularism - B+
Closer - A

Nationalism
Opener - B - Faith buys for GG/GA is pretty weak, but if you've been at war the entire game, it does provide some cheaper alternatives to get up some citadels.
Police State - B - Actually makes Police useful.
Militarism - B - Very useful late game with high unit upkeep.
Privileged Elite - C+ - Weird synergy on part of the benefit. Courthouse is okay though.
Fascism - B (Ahriman: gives 20 per pop, 200 per city + 200 per era, so min with a size 20 in the industrial era could be 1400 :c5culture:?)
Conscription - D- Medics do fine.
Closer - C- I typically don't "need" more XP.

Freedom
Opener - D Very weak by the time it comes available.
Free Speech - B-
Democracy - A
Universal Suffrage - B
Free Trade - C-
Immigration - C
Closer - A


Overall

Liberty, Knowledge, Commerce are all very good for wide and offer some decent cherry picks. Tradition and Freedom are mostly good for tall and offer some good cherry picks. Honor is mostly solid and has one very overpowered policy in it.

Piety isn't even that useful for religious empires. Patronage isn't even that useful for diplomatic ones. Order isn't that useful for wide and there are lots of means of production available by the industrial era.
 
Thank you everyone for the detailed analysis and grades. I've got some ideas for how to fix these problems I'll get into after finishing the leaders update. :)

@Ahriman
I feel uneasy with things that cost a yield to give the same yield. Policies that cost culture to give culture are in this boat. If the policy is good enough, I feel I always have to get it first, since it speeds up later policies. If the policy's not good, why have it at all? These are on the extreme left and right sides of the "first or last" scale. It's very difficult to balance effects like this.

I like policies which give early effects, and continue to improve the longer we wait for it. It's easier to avoid the "always first or last" problem.

The culture buildings policy is one example. If we build monuments in our cities before acquiring the policy, we can get 5 free temples, which is much more powerful - especially near clothing resources. If that policy gives fixed culture to those buildings, we lose this advantage. It becomes a policy we always want to get very early, to get other policies more quickly.
 
If we build monuments in our cities before acquiring the policy, we can get 5 free temples
Ampitheaters, I assume? Temples are faith buildings.

The thing is, the Tradition opener typically means that early culture is insanely quick already, such that I usually get most of the tree before I even get a second city, and get the whole tree before I get a third.

So I find the policy incredibly underwhelming.
Even ignoring culture, "Give free building in X cities" also has poor synergy with the Tall theme of Tradition, which does not support rapid expansion, so it could be a very long time before I get 4 cities.
 
Hmm... haven't opened with that in a while. I usually go the honor path. I'll try tradition out some more. :think:

I keep mixing up buildings, mainly because the names of culture and happiness buildings are very strange. I started a thread about it. :)
 
I approve the renaming of culture/happiness buildings. They have been strange since vanilla and the whole temple stuff...

One Question: In the last patch when the Grand Temple was introduced, do we now have the opportunity to have a "increases religious pressure" on a building? Since that is what the Grand Temple does? So could we have a policy that increases religious pressure? (via a invisible dummy building). Seems like that'd be an effect worth it for Piety and you can't really have too much of that, no?
 
I've always hated Oligarcy.

Having units sitting passive around in my cities is just so pointless when its much more fun exploring and killing barbarians.

\Skodkim
 
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