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One thing about switching policy cards

stealth_nsk

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One thing I've just realized. Once you discover new civic, you could freely switch governments and policy cards this turn. I really hope the changes don't come in affect until the next turn or it will be become one of the most awful form of micromanagement:
- Get policy card for missionaries movement. Move missionaries.
- Switch to policy card for ranged unit attack. Attack with ranged units.
- Switch to policy card for melee unit attack. Attack with melee units.
etc.
 
I am almost certain that gameplay videos show that changes in any yield/bonus only take effect the next turn.

City state bonuses, like extra luxury resources, only appear once the required delegates are assigned, and the turn is finished. (Check out this gameplay series: https://www.youtube.com/watch?v=chiPWBNdO5M , not sure if they get Suzerainty from Zanzibar on video 1,2 or 3)
 
I am almost certain that gameplay videos show that changes in any yield/bonus only take effect the next turn.

City state bonuses, like extra luxury resources, only appear once the required delegates are assigned, and the turn is finished. (Check out this gameplay series: https://www.youtube.com/watch?v=chiPWBNdO5M , not sure if they get Suzerainty from Zanzibar on video 1,2 or 3)

I can confirm that. During an LP i thought there was a bug as gold income didnt change after validating policy changes. but it updated right after he clicked next turn.
 
Even if it were the case, you're suggesting micromanagement on such a level is necessary. I guarantee the game isn't specifically balanced around that requirement. So let the people that want to micro each and every variable do it. If they want.

Micro is only ever a "problem" when its required to win.
 
Is there actually any penalty at all for changing out policies or governments?

The offset was usually a period of anarchy but it looks like that's not a thing this time around, you just have to wait till next turn for the policy change to come into effect
 
Is there actually any penalty at all for changing out policies or governments?

The offset was usually a period of anarchy but it looks like that's not a thing this time around, you just have to wait till next turn for the policy change to come into effect

Changing policies costs gold, except if you just unlocked a new card, then it is free.
Changing a government gives no penalty, but changing back to a former government does. You are encouraged to stay longer with a government though, since you get a Legacy Bonus for each government you choose that increases over time.
 
I dont fear the system as a minmaxer. If switching every turn is too easy then the gold cost should just be increased.

I already know I will have some civics saved at 1 turn of research so that I can switch for free when I want to.

Also yes the bonuses seem to be for the next turn.
 
One thing I've just realized. Once you discover new civic, you could freely switch governments and policy cards this turn. I really hope the changes don't come in affect until the next turn or it will be become one of the most awful form of micromanagement:
- Get policy card for missionaries movement. Move missionaries.
- Switch to policy card for ranged unit attack. Attack with ranged units.
- Switch to policy card for melee unit attack. Attack with melee units.
etc.

pretty sure the designers would have thought of this and decided it wasn't a good idea to be able to keep swapping policy cards on the same turn.
 
I think 1 turn penalty for swapping policies seems too lenient. Even a cost gold does.

It does seem a bit of a hack if when you are under attack you can immediately switch to
Bastions (Defensive Tactics): +6 City defense strength, +5 City ranged attack strength.

Policies should take longer to ramp up an effect or there should be a lockout period or the cost should be quite high with perhaps a cost in both gold and culture. Otherwise it does seem open to exploitations. You shouldn't be forced to work with social policies like a revolving door to optimise gameplay, im certain there will be quite strict restrictions about changing policies rapidly.
 
IMO if you play a card, you shouldn't be able to unplay it for 10 turns. I'd prefer that system to getting to switch with gold or getting a free card change when researching a new policy. I'm fine with changing governments allowing you to unplay your cards for free.

Main concern isn't on the play side but on the evaluating opponents one. If an opponent has played a card, it should be for a long enough time that I don't have to check constantly to see what they've changed it to.
 
I think 1 turn penalty for swapping policies seems too lenient. Even a cost gold does.

It does seem a bit of a hack if when you are under attack you can immediately switch to
Bastions (Defensive Tactics): +6 City defense strength, +5 City ranged attack strength.

Policies should take longer to ramp up an effect or there should be a lockout period or the cost should be quite high with perhaps a cost in both gold and culture. Otherwise it does seem open to exploitations. You shouldn't be forced to work with social policies like a revolving door to optimise gameplay, im certain there will be quite strict restrictions about changing policies rapidly.

Since each turn represents years I don't have a problem with paying gold to switch policies. Here in the U.S. we seem to switch policies every few years after elections. There is also a period of anarchy if you switch to a previous policy, so that will limit switches.
 
Since each turn represents years I don't have a problem with paying gold to switch policies. Here in the U.S. we seem to switch policies every few years after elections. There is also a period of anarchy if you switch to a previous policy, so that will limit switches.

Technological years, not military years. And there's only the anarchy if you switch back to a government you had before, not to policies you had before, I'm fairly sure.
 
Technological years, not military years. And there's only the anarchy if you switch back to a government you had before, not to policies you had before, I'm fairly sure.

Yeah, you're right, my brain isn't functioning very well this morning... :)
 
There is also a period of anarchy if you switch to a previous policy, so that will limit switches.

It has been described in various videos as anarchy when you switch back to a previous government form, not when you switch to a previous policy. It would be pretty punitive to impose anarchy because you reselected a single, previously-used policy card.
 
That's the whole point of the policy system though, is to be dynamic and adjustable on the fly. In reality terms, it's pretty realistic too. Look at the US and WWII. We went from a policy of generally being not involved to full involvement over night.
 
As far as I can tell from the videos, on the turn that you finish researching a Civic, you get a free government/card change, and the effects become active immediately, but once they changes are committed (and it gives you a dialog to confirm), that's it. Any further changes would trigger the gold cost.
 
So am I to understand that, if they last that long, my space age Pharaohs will have wonders popping out every-time they sneeze?

Presumably yes, but I don't know the rate at which this percentage grows. Also, since Autocracy is one of the first sets of governments to choose from, you only have four slots for policy cards. You would probably gimp yourself too much if you stayed with Autocracy forever, considering later governments offer six or eight slots. So even if the bonus were to grow at a relatively high rate, you would miss out on a lot other bonuses via additional policies.
 
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