I have turned the Gradual Research off. I play on "Epic" settings, and I was only developing the railroad around the year 2000.
-Mitigation of Vanilla request-
Also, I would ask that someone make a decent mod to mitigate the Happiness cheating the AI utilizes. I've seen AI's with massive empires and also the happiest citizenry. As they conquer, they gain acess to more luxury goods, sure, but i have my doubts as to the sheer level of happiness being utilized. As it stands, someone said they get a happiness boost of 10 over the player. And at higher difficulties, there is a AIUnhappinessmodifier somewhere that makes them even more advantages in higher difficulties. I went in myself and modified the file, to give a progressively harsher penalty to AI's at lower levels and middling to beneficial modifiers at harder levels. (At prince, i've redone the modifier so that AIunhappiness is 150% of normal. Meaning that for every 2 unhappy people they normally produce, they have 3. This means with 20 empire wide unhappiness (assuming they get that far), they're actually at 30 - at this point they break even with the hardcoded boost I cannot find. Anything smaller and they have an advantage, anything higher and they're at disadvantage. But the AI does well with steam rolling, this minor rubber-band effect is easily mitigated by difficulty level.
Finally, I have some thoughts on Autocracy. I read around that it's not worth taking, and frankly "saving policy points for later" is kind of a let down and delayed gratification. I think that more late game policies should be up for grabs. The likelyhood of people winning through culture is still unlikely unless aimed at, but here's a subtle idea.
Trade-off buildings/wonders/nationalwonders.
The tradeoff building trades something bad for something good. Most building trade off are maintenance. But we have other options. Also - is it possible to restrict some buildings to certain policy holders? It would be nice to see buildables reflect the social policies established throughout a game.
Buildings (destroyable on conquering):
Local Government- ?
![Hammers :hammers: :hammers:](/images/smilies/civ4/hammer.gif)
, requires Liberty or Freedom.
Available at some point of the Industrial era.
+1
![Culture :culture: :culture:](/images/smilies/civ4/culture.gif)
per 3 population of that city
+1 specialist slot of each kind of specialist.
-20%
National Park - ?
![Hammers :hammers: :hammers:](/images/smilies/civ4/hammer.gif)
, requires Tradition or Piety
Available at some point in the industrial era
-25%
![Food :food: :food:](/images/smilies/civ4/food.gif)
+1
![Science :science: :science:](/images/smilies/civ4/science.gif)
per specialist
+1
![Smile :) :)](https://civfanatics-data.community.forum/assets/smilies/smile.gif)
per civilization
+1
![Mad :mad: :mad:](https://civfanatics-data.community.forum/assets/smilies/mad.gif)
produced in each other civilization (they get angry faces)
(this becomes a competition, each park fends off the effects of enemy civilizations' parks, whoever has more gets a happiness boost while others get a unhappyness penalty)
Skunkworks - ?
![Hammers :hammers: :hammers:](/images/smilies/civ4/hammer.gif)
, requires Honor or Rationalism
Available at some point in the industrial era
+25 exp for all units
+1
![Hammers :hammers: :hammers:](/images/smilies/civ4/hammer.gif)
per specialist
-3
![Culture :culture: :culture:](/images/smilies/civ4/culture.gif)
per specialist (except artists)
Labor Union - ?
![Hammers :hammers: :hammers:](/images/smilies/civ4/hammer.gif)
, requires Order or Patronage
Available in the industrial era, Requires Factory
+1
![Smile :) :)](https://civfanatics-data.community.forum/assets/smilies/smile.gif)
per 3 population
+2
![Food :food: :food:](/images/smilies/civ4/food.gif)
per 3 population (rations)
-25%
State Media Center - ?
![Hammers :hammers: :hammers:](/images/smilies/civ4/hammer.gif)
, requires Autocracy or Commerce
Available in the industrial era
+50% to social policy rate (culture for social policy purchases empire wide) (yes these stack)
+10%
![Commerce :commerce: :commerce:](/images/smilies/civ4/commerce.gif)
+1
![Mad :mad: :mad:](https://civfanatics-data.community.forum/assets/smilies/mad.gif)
per 3 population of that city
This would make Autocracy much more appealing as going for it and or commerce could lead to a money-and-means warmongering state. As late game, grabbing state run media could net more and more policies - quickly running down the commerce and autocratic trees. 10 cities with media-centers would give a total of +500% to social policies purchasing. However, this would also mean +1/3
![Mad :mad: :mad:](https://civfanatics-data.community.forum/assets/smilies/mad.gif)
faces of that population. Keeping anger under control would be difficult, except that the autocratic tree helps mitigate some of this and the money saved from the autocratic and commerce trees could be funneled into happiness structures. Also it would make warmongering for resources more likely. Then using that money to buy more troops. This effectively would be the "late game *boom* technique." Where as elected liberal governments would tend towards smaller armies and more cash, and communists would run full on production.
I think that the autocratic policies themselves make sense, however fascism seems misguided. Fascism is the protection of corporate and private interests by the government. It's the extreme right of the economic political spectrum from communisms extreme left state-run enterprise. Perhaps Facism should not focus on "strategic" resources, but instead "luxury" resources as well. Perhaps each unique luxury resource should produce gold or hammers in every city? I dont know. But the link between corporations and the government should be obvious and beneficial under fascism. Perhaps All Merchant specialists should produce +1 hammers. Then spamming merchants would be doubly useful.
Also, and this is just a side note, Factories changed the world. I personally have factories set for +100% production and can make 3 engineers instead of one. They're expensive and take a long time to make, but they made smaller nations able to compete with bigger nations. A small industrialized nation should be able to conquer much of the non industrialized world (The Empire of England for example). I also Raised wealth to 60% eff. to go along with this.
Last Building, for "urbanization" in the modern age.
Grocer:
+1
![Food :food: :food:](/images/smilies/civ4/food.gif)
per citizen
-1
![Commerce :commerce: :commerce:](/images/smilies/civ4/commerce.gif)
per city in the empire (paying for food transport and competition)
EDIT: Another thought is that you could scrap all of the above, and make autocracy investment itself (the point of this post) both likely and desirable. Perhaps have autocracy have a progressive cheapening rate.
In this case I'd do the following:
Autocracy: -33% Unit Maintenence Costs, gain a free social policy.
Militarism: (prerequisite: Autocracy)-50% cost for buying units.
Police State: (prerequisite: Militarism) -50% Unhappiness in Annexed Cities. -1
![Science :science: :science:](/images/smilies/civ4/science.gif)
per 3 population per city
Populism: (prerequisite: Autocracy)+25% damage from damaged military units. -33% Unit Maintence Cost. -1
![Culture :culture: :culture:](/images/smilies/civ4/culture.gif)
per specialist. Gain a free social policy.
Fascism: (prerequisite: Populism) Double number of strategic resources, Merchant specialists produce +1
![Hammers :hammers: :hammers:](/images/smilies/civ4/hammer.gif)
, -33% Unit Maintenance costs (total -99%), -1
![Culture :culture: :culture:](/images/smilies/civ4/culture.gif)
per 3 population per city
World Conquest: (prerequisite: Police State, Fascism) -75%
![Culture :culture: :culture:](/images/smilies/civ4/culture.gif)
empire wide, +33% bonus for all Military Units
With this set up - one can run down the autocracy tree quickly, but at the end, one is bent on domination with nearly no unit maintenance. Getting other policies however becomes less likely with the culture grinding to a halt.