This thread is devoted to discussing the current balance of laws. We are going to look at both the two options for each law, as well as their overall balance (aka is either of my choices a "good option"). For ease, I am going to use a simple rating system.
A - There is good balance between the laws, they both have use.
C - The balance is ok, I tend to favor one over the other, but I do use both on occasion.
F - One law is dramatically better than the other, or both laws are so weak I often won't pick either one.
Epics / Exploration (F) - Epics is a far superior pick 95% of the time, Exploration is just too niche of a benefit.
Slavery / Freedom (A) - After many tweaks to both of these, I think they are in a decent place. I think slavery is almost mandatory on high difficulties for a while, however, its one of the few pairs I actually consider switching later in the game as Freedom's power ramps up.
Centralization / Vassalage (F) - I think Central is the better pick, but frankly I often don't pick either, its not a great benefit either way.
Tyranny / Constitution (A) - Another one that has been well tuned over time, while I think Tyranny is still the better money option in most cases, sometimes having those decrees can be really really useful.
Colonies / Serfdom (A/F) - It really depends on my playthroughs. Sometimes buying tiles can be quite nice, and if your doing a persia pasture play than serfdom can be useful enough. But there are many playthroughs were I don't care about either of them, I wish their bonuses were more generally relevant.
Monotheism / Polytheism (A) - This is one where I also consider switching on occasion. Mono can be strong when you get it when you need orders, and your workers are already tied up. Longterm I think Poly is the stronger play, but they both have good uses in the right scenario.
Divine Rule / Legal Code (A) - Legal code generates a ton of civics once your laws ramp up. Divine rule in combination with polytheism is the best unhappiness reducer in the game. The choice is really about what style your playing.
Tolerance / Orthodoxy (A) - Both are great in their own way.
Professional Army / Volunteers (C) - PA is generally superior here, the treasury bonus is solid, and the upkeep is actually a lot less than volunteers. The pop consumption is pretty harsh on volunteers, it has its uses, but generally PA gives me the better bonuses.
Philosophy / Engineering (A) - I love both of these.
Iconography / Calligraphy (F) - Icon requires a LOT of cathedrals to really be worth it, otherwise its a pretty mediocre bonus for that high upkeep. Calligraphy can have use with high specialist play, but there are many games I forget this pair exists.
Pilgrimage / Holy War (C) - Pilgrimage is only decent if you have a large amount of groves, but in that situation it can gives quite a bit of science. Holy War in general though is the superior pick, the ability to money rush out units can be a major strength in the late game.
Elites / Guilds (F) - Elities blows guilds out of the water, the ability save your orders is incredibly powerful. The fact your probably throwing on another 8-10 orders is just icing on the cake. Guilds just doesn't compete imo, at this point in the game I generally have curbed my discontent with other means.
Autarky / Trade League (A) - Really cool late game laws, I love them both.
Coin Debasement / Monetary Reform (A) - Both of these have great combos. CD combined with Elites can end all money issues. MR combined with something like Holy War can allow you a massive uptick in production with minimal downside (the discontent drop is fine but its not the reason you take it).
A - There is good balance between the laws, they both have use.
C - The balance is ok, I tend to favor one over the other, but I do use both on occasion.
F - One law is dramatically better than the other, or both laws are so weak I often won't pick either one.
Epics / Exploration (F) - Epics is a far superior pick 95% of the time, Exploration is just too niche of a benefit.
Slavery / Freedom (A) - After many tweaks to both of these, I think they are in a decent place. I think slavery is almost mandatory on high difficulties for a while, however, its one of the few pairs I actually consider switching later in the game as Freedom's power ramps up.
Centralization / Vassalage (F) - I think Central is the better pick, but frankly I often don't pick either, its not a great benefit either way.
Tyranny / Constitution (A) - Another one that has been well tuned over time, while I think Tyranny is still the better money option in most cases, sometimes having those decrees can be really really useful.
Colonies / Serfdom (A/F) - It really depends on my playthroughs. Sometimes buying tiles can be quite nice, and if your doing a persia pasture play than serfdom can be useful enough. But there are many playthroughs were I don't care about either of them, I wish their bonuses were more generally relevant.
Monotheism / Polytheism (A) - This is one where I also consider switching on occasion. Mono can be strong when you get it when you need orders, and your workers are already tied up. Longterm I think Poly is the stronger play, but they both have good uses in the right scenario.
Divine Rule / Legal Code (A) - Legal code generates a ton of civics once your laws ramp up. Divine rule in combination with polytheism is the best unhappiness reducer in the game. The choice is really about what style your playing.
Tolerance / Orthodoxy (A) - Both are great in their own way.
Professional Army / Volunteers (C) - PA is generally superior here, the treasury bonus is solid, and the upkeep is actually a lot less than volunteers. The pop consumption is pretty harsh on volunteers, it has its uses, but generally PA gives me the better bonuses.
Philosophy / Engineering (A) - I love both of these.
Iconography / Calligraphy (F) - Icon requires a LOT of cathedrals to really be worth it, otherwise its a pretty mediocre bonus for that high upkeep. Calligraphy can have use with high specialist play, but there are many games I forget this pair exists.
Pilgrimage / Holy War (C) - Pilgrimage is only decent if you have a large amount of groves, but in that situation it can gives quite a bit of science. Holy War in general though is the superior pick, the ability to money rush out units can be a major strength in the late game.
Elites / Guilds (F) - Elities blows guilds out of the water, the ability save your orders is incredibly powerful. The fact your probably throwing on another 8-10 orders is just icing on the cake. Guilds just doesn't compete imo, at this point in the game I generally have curbed my discontent with other means.
Autarky / Trade League (A) - Really cool late game laws, I love them both.
Coin Debasement / Monetary Reform (A) - Both of these have great combos. CD combined with Elites can end all money issues. MR combined with something like Holy War can allow you a massive uptick in production with minimal downside (the discontent drop is fine but its not the reason you take it).