Imperalism Change Discussion

Stalker0

Baller Magnus
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The topic of Industrial Era trees has come up again. Of the 3 trees, the only one I am a bit disatisfied with is Imperalism. And Its not the balance of the tree per say....when Imperalism is leveraged to its fullest, its quite powerful. But I think the tree has a few flaws we can address.

What is the purpose of this tree?
Always a core important question. I see Imperalsim as having 2 strong niches, and one minor one.

1) Either continue an Authority war play into a total war domination style. Or pivot into a late game power warring faction.
2) Support a wide civ sprawled across various land masses and islands (aka lots of water).

3) Give benefit on big lux/monopoly plays. (more minor than the first two).

What is the issue with the tree?
Ultimately, as a war tree I think Imperalism is fine (aka niche 1). It lets you war powerfully with your GGs/GAs and big navy. Gives you lots of war benefits, as well as benefits for all of the puppets you conquer. In terms of war, the tree is fine, and no changes are needed.

Its really niche 2 and 3 I want to look at:

1) The tree doesn't provide enough support for a more peaceful water expansion (ala through pioneers in the age of sail).
2) The Colonialsm policy is too swingy in power (and therefore creates a massive swing in the power of Imperalism's economy). In some games, it can give you +10% in 3 yields if you play it right. In other, its a small handful of yields barely worth discussing.


Changes to Discuss
Here are some of my thoughts on changes around those areas:

1) Civilizing Mission: Remove the restriction on Puppets/Courthouses

A small change in mechanic that has a big impact in game. For warring civs this does almost nothing, but it represents a big boost to players doing peaceful expansion in the mid to late game....giving them a large production bonus to help new cities "catchup" in infrastructure to older ones. Imperalism allows new cities to develop quicker vs Industry generates big yield bonuses for infrastructure....so its a key difference to decide how you want to play it. This solidies Imperalism as not just a "war tree", but gives it a real purpose for players wanting to go Age of Sail big expansion.

2) Colonalism: Change "+10% to exisiting monoloy, +3 to monopoly" to "Give +5% Science, Culture, and Gold for every monopoly you possess".

Now for this one, the % bonus and which yields I am very open to debate. The crux though is that the bonus moves away from the type of monopoloy you get (which is largely RNG related) and shifts into the amount of monopolies. More monopolies = more bonus, but the bonus is always good and meaty....never crazy, but its consistent.

This gives a very niche bonus for players who get a lot of monopologies, but doesn't overpower some monopoly play and underpower others. This creates a lot more consistency in the Economic benefit of the tree.



(I am not as gung ho on this change, I think it would be good, but its a bit more outside of the core needs).

3) Martial Law: Add "+2 defense for every water tile touching a city"

The idea here is....though Imperalism has a bigger navy than most civs, supply is a very big limitation, and its hard to have a "real navy" everywhere in the world. Island cities are PAINFULLY hard to defend, so much so it can remove otherwise great city options because its simply not possible to hold spots from any passing navy before you come to intercept.

The idea here is to give a bit more defense to island going cities. Your land cities won't see much difference, but an island city gets a nice boost of defense to at least stall out an enemy force to give you navy time to respond. Once again this help augment niche 2 of a large island based civ that is one of the tenents of Imperalism.
 
You can see what I will propose here:

It doesn't really touch too much on these 3 points you raised and could probably be treated separately.
The one I would bring attention to is the Luxury Resource yield boost.
Something I didn't do was move the Happiness from Industry, because I thought it's likely overkill and would be unbalanced to have 0 happiness concerns on warmonger -- big trade-off between the two trees.
 
3) Give benefit on big lux/monopoly plays. (more minor than the first two).
I would actually say this at least currently is a major factor. What monopolies I have is a significant consideration on whether Imperialism is worth going.
 
Many people believe that Great Admirals need a buff. I'd include that in any revamp of imperialism.
I agree.
Couldn't we propose that GA have 2 healing events, like missionaries have 2/3 spreads ? That would be a huge boost, where they could revive your fleet once, and still be available for 15% bonus or for another final healing event.
 
Many people believe that Great Admirals need a buff. I'd include that in any revamp of imperialism.
Do Imperalism GAs need a buff, or do GAs need a buff?

No sense trying to fix a unit that needs help with one niche tree that not everyone will use.
 
Do Imperalism GAs need a buff, or do GAs need a buff?

No sense trying to fix a unit that needs help with one niche tree that not everyone will use.
Well I think the thought is that one of the reasons Imperialism feels weak and especially finishing it feels weak is because GAs are considered probably the weakest type of GP. So if GAs were buffed it does help Imperialism.
 
Well I think the thought is that one of the reasons Imperialism feels weak and especially finishing it feels weak is because GAs are considered probably the weakest type of GP. So if GAs were buffed it does help Imperialism.
Ah I understand. A buff to the GA, which indirectly buffs Imperalism. Yep a fair point
 
I like the current monopoly bonus being tied to the actual monopoly. I will not take that in every domination game, but decide based on the available monopolies. The proposed bonus I would always take, since a domination game gives you many monopolies. That would make policy choices less interesting.
 
I think imperial comes a bit too late for the age of sail / colonialism expansion. By the time I reach there, usually, there isn't much land remaining for settling.
 
The luxury resources from expending great admirals are very underwhelming. They don't count towards monopolies and you could alternatively expend the great admiral to fully heal + give a ton of experience to 14 units (7 naval + 7 embarked). So you're giving up all that healing and experience for like 2 happiness and a couple gold for trading away the extra copies, both of which I have basically never noticed.

It would buff both great admirals and imperialism a lot and be very fitting if an imperialism policy made those resources count towards monopolies. Maybe that would be too RNG-based at the moment (either you get an ultra useful +20% modifier with colonialism or a completely useless tile boost to a tile not on the map) but perhaps there is some way that it could be balanced. Like if colonialism is changed to be a general buff for each monopoly, it could also apply (or apply with half the usual strength) to great admiral resource monopolies.
 
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Yeah I think the fact that great generals give you an amazing tile improvement that literally reshapes the battlefield and can change the course of a war in an instant while great admirals can give you 2 luxuries that don't count towards a monopoly is pretty bogus. Even worse: You actually need more great generals because they're less mobile so you might want a few in an army. Great admirals are mobile with no terrain that slows them down, so one can support a fleet easily. This means you want to cash them in more, but they're even more useless.

If it's not too hard my first thought would be that they could force sphere of influence on city states without allies or who you're allied to, and open doors on any other city states, for 20 turns when you use their luxury ability within a city state's land. This could allow them to be used for economic, diplomatic, and military reasons.

2) Colonalism: Change "+10% to exisiting monoloy, +3 to monopoly" to "Give +5% Science, Culture, and Gold for every monopoly you possess".

Also I love love love love this idea, especially if you added "And for each Voyage of Discovery you've sent a great admiral on" Obviously numbers would need to be much lower. Maybe "Give +2% and 1% Science, Culture, and Gold for every monopoly you possess and for each Voyage of Discovery you've sent a great admiral on respectively."

That said I do worry about this leading to it still having a low floor and stupid good ceiling.
 
I think imperial comes a bit too late for the age of sail / colonialism expansion. By the time I reach there, usually, there isn't much land remaining for settling.
Inthink that’s a good thing actually. Imperalsim isn’t about “I want to go out and water expand”

It’s “ok I had this big water empire time to take advantage of it”
 
1) Civilizing Mission: Remove the restriction on Puppets/Courthouses
I am currently playing with Imperialism, and while I did know Civilizing Mission does not benefit non-conquered cities, this is the first time I wondered why, it would make sense to give the bonus to all cities because as a warmonger you probably already spent/will spend in a near future a hefty amount of turns on building units instead of building infrastracture, especially in capital, which often also builds most wonders and national wonders. For example, currently I am in Modern Age and I still don't have Custom House and other 3-4 buildings from 1-2 eras prior in my capital between all the unit and wonder building. The irony is, Civilizing Mission, when applied to cities of not technologically inferior players, actualy makes conquered cities more developed than your core cities. I conquered Denmark and in 20-30 turns all those puppeted cities switched to working processes (they can't build Factories, Coal Stations and Agribusinesses so 3 less buildings to build, but still), while in my main cities I had to choose between units, buildings and wonders.
2) Colonalism: Change "+10% to exisiting monoloy, +3 to monopoly" to "Give +5% Science, Culture, and Gold for every monopoly you possess".
I understand why, but I also like how personalized and unique for the game and the map it makes taking Imperialism currently. It makes me feel like I am the real lord of tea and chocolate, and changing it to generic bonuses would remove this feeling from all games, making monopolies less personalized and more just a counter. Among 3-5 monopolies there's usually some good ones. Maybe make the +n bonus scale with Era? Or both of them. So +3 Food to Crabs in Renaissance, but +5 in Industrial, +7 in Modern, etc. Or make the bonus always give both flat yields and %, +2 Food on Crabs and +5% Food in all cities. Don't know what to do with the Happiness ones (aren't they just bad for anything past Classical Era?). Also I noticed for some reason there are no +n Production and no +% Faith monopolies.

Colonialism is one of the most exciting policies for me because it is personalized, it also gives you a choice of conquering someone with a better monopoly to have a better bonus, instead of conquering someone else. It also means you can snipe some specific City-States all across the map for a good monopoly bonus, I once got a Whales +20% Science monopoly this way, and I still remember it. And don't forget that it also synergizes in a very fun way with Statecraft's policy which counts CS ally's resources towards monopolies, going Statecraft -> Imperialism is one of the most fun paths for me personally. Even better with Unique City States modmod, which grants CSs many unique luxuries.

It reminds me of how Firaxis made all starts in Civ7 almost equal, removing bad and good ones, which also killed the excitement about starting a new game. I understand that you can reroll the random start immediately vs. restart the game when you plan going Imperialism and surrounding monopolies are bad, but for me current random Colonialism is more fun and exciting than a probably more balanced one. I think this policy can be made more balanced without removing its personalization and variety completely. After all, if some monopolies were just so bad then we would never play a Wine or a Cotton starts. I think the problem is not the yield type, but that +n bonus gives too little in late game compared to +%, that's the source of a huge disbalance, not the different +% types of bonuses.
3) Martial Law: Add "+2 defense for every water tile touching a city"
This one is really good
 
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I agree.
Couldn't we propose that GA have 2 healing events, like missionaries have 2/3 spreads ? That would be a huge boost, where they could revive your fleet once, and still be available for 15% bonus or for another final healing event.
I think at some point in the past they had 2 repairs, so you could repair once and then get luxuries. Alternatively they could repair for like 50 or 60 HP but in a bigger by 1 radius, healing 12 more units (100x7=700 HP buffed to 50x19=950 HP, or 60x19= 1150 HP). I rarely have ships with 10-20 HP, usually AI finishes off ships with 50 or less HP in one turn before you can retreat, so most of the value of the repair is wasted on 40+ HP ships anyway, at least in my experience. Also consider Imperialism's Banzai! promotion, perhaps you want your ships just a little bit damaged for some extra damage (1% per 3 HP I think?) 😅

If it's not too hard my first thought would be that they could force sphere of influence on city states without allies or who you're allied to, and open doors on any other city states, for 20 turns when you use their luxury ability within a city state's land. This could allow them to be used for economic, diplomatic, and military reasons.
I like that very much, some gunboat diplomacy, great representation of era and policy tree. Maybe also require the player to be able to demand 100% tribute to use that ability? This way it's not just a Great defenseless Admiral alone influencing a whole CS. I like how it makes use of World Congress-exclusive mechanics. Though I think there shouldn't be a turn limit, as Sphere of Influence can be removed both through WC and by conquest, this would force other players to react to your actions instead of just waiting. Maybe also spawn 1-2 copies of luxury given to the player for a city state too, so that other players had more incentive to take the city state back from you instead of just forgetting about it. So this way you get most benefits from using Great Admiral, but it also makes this city state more valuable for everyone. AND "distant lands" are not an abstract otherwordly thing anymore :lol: Oh and make this ability locked behind Imperialism finisher of course (come to think of it, maybe not)
give a ton of experience to 14 units
Wait GAs give experience? How did I miss it this whole time
 
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Experience? No I don't believe they do.

Related to this is an old topic:
Colonist found Puppet Cities (same effect as Merchant of Venice)
Would be good for grabbing tiny islands and using the water bonuses and production boost from Imperialism
I also suspect there will be discussion of the Science/Culture penalties (currently 5%), and if increased this could be a good way to keep Colonist relevant and expansion going on larger map sizes.
 
Experience? No I don't believe they do.

Related to this is an old topic:
Colonist found Puppet Cities (same effect as Merchant of Venice)
Would be good for grabbing tiny islands and using the water bonuses and production boost from Imperialism
I also suspect there will be discussion of the Science/Culture penalties (currently 5%), and if increased this could be a good way to keep Colonist relevant and expansion going on larger map sizes.
Really love that idea. Maybe give the player a choice? Maybe not? Make sense for colonists to be a bit drifted apart from their homelands..
 
Colonist found Puppet Cities (same effect as Merchant of Venice)
Would be good for grabbing tiny islands and using the water bonuses and production boost from Imperialism
I am playing with a modmod which allows this, but if we don't want to add this mechanic to everyone, I think Imperialism is a very good spot for it, though as others have mentioned, 3rd policy tree comes a bit too late for colonial expansion, so it would need to be placed in opener I think. Having owned ocean tiles closeby is also crucial for both healing ships and upgrading them, which suits Imperialism the most. And colonist-puppets would synergize with monopolies, as you would be able to settle very bad spots just to grab one Luxury/Strategic Resource tile.

On that note, I think Grand Canal WW from World Congress shouldn't grant a promotion allowing ships to heal outside of friendly territory. All other WC WWs are very mid and I think Grand Canal already has good bonuses without this one. It just simplyfies mid-late-game naval warfare too much, specifically invading other continents, and fighting far away from your territories. Supply should be a valuable promotion pick if you think you'll need it.
 
Related to this is an old topic:
Colonist found Puppet Cities (same effect as Merchant of Venice)
Would be good for grabbing tiny islands and using the water bonuses and production boost from Imperialism
I also suspect there will be discussion of the Science/Culture penalties (currently 5%), and if increased this could be a good way to keep Colonist relevant and expansion going on larger map sizes.
I love that idea too, tho I think puppets need to either have gold maintenance reduced equal to puppet penalty or just have no penalty on gold because they're pretty terrible right now.
 
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