Ideas thread for social policies

GabriellesBlade

Chieftain
Joined
Jul 21, 2009
Messages
23
Ok,
Basically i think the social policy thing needs to be redone completely - if your going to force people to 'level up' their society then i think each of the tabs needs to be unique and balanced with respect to the rest of them. All catagories should be available from ancient era so you can choose how your civ is going to be at the start.

So, heres my ideas as for the tabs:
1) Free Religion +2 happy
a. agnostic - 10% research +2 happy
b. atheist - 10% research +2 gold
c. multi-god - +3 happy +3 gold
d. one-god - +20% military in cultural borders.
e. enlightenment - +6 happy
2) tactical - 15% flanking
a. no terrain movement penalty
b. all units -20% damage from ranged attacks
c. double combat experience
d. allow passage across mountains
e. all units +1 movement +1 visibility
3) strategic - military building maintenance -25%
a. production speed of military buildings +25%
b. production speed of military units +25%
c. city fortifications 25% more powerful
d. tiles with defensive buildings +1 hammer +1 food
e. strategic resources for units +2
4) economic - capital +33% gold
a. roads 30% off
b. building maintinance 20% off
c. trade routes +20% yield
d. merchant city specialists +2 gold
e. trading post +1 gold
5) culture - 5% of culture added to happyness
a. +100% culture in wonder cities
b. -50% culture cost of tiles
c. culture building maintenance -25%
d. -25% culture cost of social policies
e. great artist tile improvement also yields 3 happy
6) organization - +10% production
a. -10% building maintenance
b. 10% food storage empire wide
c. 5% empire wide gold
d. workers 50% faster
e. workers treat all tiles as roads
7) philosophy - +10% great people rate
a. nietzsche +15% military in enemy territory
b. pragmatism +20% wonder production
c. idealism 50% happy --> culture
d. existentialism +50% great people rate
e. methodic doubt +10% science
 
All catagories should be available from ancient era so you can choose how your civ is going to be at the start.

Or, the world is not developed enough to access rationalism or patronage before even the simples wheel or trapping has been figured out...you need your society to advance and develop before getting those. Also limited for game balance.

Oh and nice one with the "no terrain movement penalty", how broken do you want these to be?
 
i dont see a problem with no terrain movement penalty - all it does is make units able to move 1 more space in areas where they couldnt before. what would be broken is a social policy that made all tiles get treated as roads for all units.
Its also entirely possible to get this for your troops in the current game - just find ruins and upgrade your scouts.
 
i dont see a problem with no terrain movement penalty - all it does is make units able to move 1 more space in areas where they couldnt before. what would be broken is a social policy that made all tiles get treated as roads for all units.
Its also entirely possible to get this for your troops in the current game - just find ruins and upgrade your scouts.

Just seems silly to me to make a companion cavarly rush through the hills and forest to their capital in one little swoop before the AI can even attack back.
 
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