CAYM
Chieftain
- Joined
- Jul 25, 2023
- Messages
- 78
Hello. I have been thoroughly playing the 'vp' game recently and noticed several flaws in the "Tradition" policy. I'd like to suggest some improvements regarding this.
Currently, the "Tradition" policy has multiple issues. Among them, the lack of food production capabilities, the difficulty in selecting the policy in the early game, and inferior early-game benefits compared to other policies are particularly evident.
Suggestions for Improving the "Tradition" Policy:
Currently, the "Tradition" policy has multiple issues. Among them, the lack of food production capabilities, the difficulty in selecting the policy in the early game, and inferior early-game benefits compared to other policies are particularly evident.
Suggestions for Improving the "Tradition" Policy:
- Adjustment of Policy Bonus: The current capital science bonus of +1 seems relatively insignificant. When compared to the bonuses of other policies, it's considerably lacking. Since early food production is vital, there is a need to strengthen this aspect. My suggestion is to remove the +1 science from the capital and instead, provide a policy bonus of +1 to the capital's population and reduce unhappiness caused by "Urbanization." This will aid in the efficient use of unique buildings inherent to "Tradition" and can decrease the unhappiness that arises from rapid population growth. However, a decrease in happiness may hinder city growth when allocating to food tiles due to food shortages. Thus, I believe this approach is balanced.
- Improving Interaction with "Freedom" and "Rationalism": The "Tradition" policy synergizes well with both "Freedom" and "Rationalism". Nevertheless, when interacting with "Rationalism", there's a redundant reduction in food, leading to significant losses. To address this, it's necessary to adjust the interaction method and code of "Rationalism".
--===================
-- Traidtion
--==================
-- Scaler
----------------------
-- Combined Insertions
----------------------
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_ARISTOCRACY';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_ARISTOCRACY';
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_OLIGARCHY';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_OLIGARCHY';
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_LANDED_ELITE';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_LANDED_ELITE';
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_LEGALISM';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_LEGALISM';
DELETE From Policy_CapitalYieldChanges WHERE PolicyType = 'POLICY_MONARCHY';
UPDATE Policies SET FreePopulationCapital = 1, NoUnhappfromXSpecialistsCapital = 1 WHERE Type = 'POLICY_MONARCHY';
-- Opener/Finisher
UPDATE Language_en_US
SET Text = '[COLOR_POSITIVE_TEXT]Tradition[ENDCOLOR] focuses on generating Great People and the construction of an impressive Capital.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting Tradition grants:[ENDCOLOR] [NEWLINE][ICON_BULLET]+2 [ICON_FOOD] Food, [ICON_CITIZEN] Population, and [ICON_HAPPINESS_1] Happiness in the [ICON_CAPITAL] Capital. [NEWLINE][ICON_BULLET]+1 [ICON_CULTURE] Culture in the [ICON_CAPITAL] Capital for every 2 [ICON_CITIZEN] Citizens. [NEWLINE][ICON_BULLET]+5% [ICON_FOOD] Growth in all Cities.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Each Tradition policy unlocked grants:[ENDCOLOR] [NEWLINE][ICON_BULLET]+3% [ICON_FOOD] Growth in all Cities, and +1 [ICON_CITIZEN] Population, and -1 [ICON_URBANIZATION] Urbanization in the [ICON_CAPITAL] Capital.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting all Policies in Tradition grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Unlocks building the [COLOR_POSITIVE_TEXT]University of Sankore[ENDCOLOR]. [NEWLINE][ICON_BULLET]+1 [ICON_FOOD] Food and [ICON_PRODUCTION] Production from all Great Person Improvements and [ICON_RES_ARTIFACTS] Landmarks.[NEWLINE][ICON_BULLET][COLOR_POSITIVE_TEXT]Throne Room[ENDCOLOR] built in [ICON_CAPITAL] Capital (+10% to all Yields, +1 City tile working range, 1 [ICON_VP_GREATMUSIC] Great Work of Music slot, 1 [ICON_VP_MUSICIAN] Musician Slot).[NEWLINE][ICON_BULLET]Allows for the purchase of [ICON_GREAT_ENGINEER] Great Engineers with [ICON_PEACE] Faith starting in the Industrial Era.'
WHERE Tag = 'TXT_KEY_POLICY_BRANCH_TRADITION_HELP';
--===================
-- Rationalism
--===================
-- Scientific Revolution (now Empiricism)
UPDATE Policies
SET
OneShot = 0,
MedianTechPercentChange = 0,
CityGrowthMod = 25,
SpecialistFoodChange = 0,
NonSpecialistFoodChange = 0
WHERE Type = 'POLICY_SCIENTIFIC_REVOLUTION';
INSERT INTO Policy_SpecialistExtraYields
(PolicyType, YieldType, Yield)
VALUES
('POLICY_SCIENTIFIC_REVOLUTION', 'YIELD_FOOD', 1);
UPDATE Language_en_US
SET Text = '[COLOR_POSITIVE_TEXT]Empiricism[ENDCOLOR][NEWLINE][ICON_BULLET]Specialists generate +1 [ICON_FOOD] Food.[NEWLINE][ICON_BULLET]+25% [ICON_FOOD] Growth in all cities.[NEWLINE][ICON_BULLET]+3% [ICON_RESEARCH] Science in a City for every [ICON_GREAT_WORK] Great Work present (up to 20%).'
WHERE Tag = 'TXT_KEY_POLICY_SCIENTIFIC_REVOLUTION_HELP';
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