Right now I'm a bit torn on fealty. I feel that overall the tree is good, but its very imbalanced. Several of its policies are very good, but some are pretty weak. That said, I have also liked the idea of doing some tree cherry-picking, and fealty I think is one of the best cherry pickable trees right now...part of why I am torn. But I also think some of the timing is a little bit off. So I'm looking at some rearrangements. Tell me what you all think.
Opener: -25% faith costs. 100% castle/armory bonus
(The main reason for this is that often the buildings are coming out earlier than Fealty 2, so you lose out on this bonus. Also, the monastery is a wonderful benefit, but maybe a little too good for the opener).
Nobility: +1 happy from castle, +2 gold castle/armory. Monasteries.
(Just a swap between Opener and Nobility to improve timing a little bit, and spread the original opener out slightly).
Serfdom: Unchanged
(This is a really solid policy right now, no changes needed).
Burghers: Remove the "1 unhappiness from specialist", this is going to Divine Right
(Ultimately the bonus of this policy is very solid, as its pretty easy to keep WLTKDs going with several civs. So it can stand to lose a slight bonus to balance the books elsewhere).
Organized Religion: +15% Religious Pressure. +1 faith from specialists, and +1 faith from all buildings purchased with faith.
(The religious pressure now becomes a more general bonuses, instead of the highly niche one from before. We are also adding a little bit more faith into the mix. Overall the fealty tree is losing some power since some of its bonuses are happening later now, so we are adding a slight increase to compensate.)
Divine Right: Add the "-1 urbanization" ability from Burghers.
(This is by far the weakest policy of the tree...honestly one of the weakest in the game to me. This helps round it out a bit more).
So nothing dramatic, just a bit of rearrangements with a slight buff to compensate for some bonuses moving later. Thoughts on this one?
Opener: -25% faith costs. 100% castle/armory bonus
(The main reason for this is that often the buildings are coming out earlier than Fealty 2, so you lose out on this bonus. Also, the monastery is a wonderful benefit, but maybe a little too good for the opener).
Nobility: +1 happy from castle, +2 gold castle/armory. Monasteries.
(Just a swap between Opener and Nobility to improve timing a little bit, and spread the original opener out slightly).
Serfdom: Unchanged
(This is a really solid policy right now, no changes needed).
Burghers: Remove the "1 unhappiness from specialist", this is going to Divine Right
(Ultimately the bonus of this policy is very solid, as its pretty easy to keep WLTKDs going with several civs. So it can stand to lose a slight bonus to balance the books elsewhere).
Organized Religion: +15% Religious Pressure. +1 faith from specialists, and +1 faith from all buildings purchased with faith.
(The religious pressure now becomes a more general bonuses, instead of the highly niche one from before. We are also adding a little bit more faith into the mix. Overall the fealty tree is losing some power since some of its bonuses are happening later now, so we are adding a slight increase to compensate.)
Divine Right: Add the "-1 urbanization" ability from Burghers.
(This is by far the weakest policy of the tree...honestly one of the weakest in the game to me. This helps round it out a bit more).
So nothing dramatic, just a bit of rearrangements with a slight buff to compensate for some bonuses moving later. Thoughts on this one?