I think the free social policies are supposed to represent legal reform, which were a legacy of Casimir.We have here two currents of suggestions. One for keeping civ 5 Poland theme (advance in policies to get rewards) and other based on real Cassimir legacy (rewards investing and helps getting policies). I'm biased to the latter myself, as an investing bonus certainly changes how you are going to expend your money.
Investing into units is interesting, but IDK what you mean exactly. Currently if you invest in a building in a city, it remains invested forever (as far as I can tell). If your temple gets sold or destroyed by that event, when it reappears in the queue it will still be invested in.Receive XX% of investedGold as instant XYZ yields in the city. Instead of rushbuying, invest into units for a free random promotion. After adopting a Policy, all maintenance is nullified for X turns.
Doesn't ball, has an unique touch. It could just double/add 50% of Gold (and Production?) per turn for X turns instead of removing maintenance, or give some amount of Gold in the capital/per city for adopted Policy. If too weak, values can be upped or the maintenance nullified part can actually make maintenance count as +GPT for those turns.
Finishing a SoPol tree grants a free Social Policy. (much weaker than current but feels more right) + Add something nice to that or it'll be too weak
So are you proposing I get to invest into a unit class, then for the rest of the game that unit class is cheaper to produce? That is interesting. If you just mean I invest into a knight, cut its cost in half, but just for that knight (the next one is full price) it seems like a major disadvantage to me. I guess you can tack a free promotion on but even then IDK if its really worthwhile.
I'm looking at the list of 43 civs, and I see 42 counterexamples to your first sentence (Poland is the only one that isn't). This is what, in my opinion, makes the game fun. I am given a unique set of bonuses, and must figure out to win using those bonuses. I hope this means a distinct strategy because it stops the game from getting boring. I cannot win with the same strategy with every civ (this is the reason I stopped playing vanilla civ5), if you can good for you but I hope I don't ever reach that point because it sounds really boring to me.Ehm, they aren't supposed to change your strategy. I mean how do the current UA change your strategy? How did the old UA change your strategy? You get more policies, and everyone knows policies are good.
This suggestion would make it more fun to progress an era, because you get a fun bonus, and it would make adopting policies more fun, because you get a fun bonus.
I don't necessarily think this would affect the culture snowball at all, assuming all you gain from adopting policies are local yields, they hardly snowball anything. And as you said eventually policies gets so expensive that the early snowball difference is just going to be somewhere around 1 policy or so, which hardly matters.
That being said, I'm not sold on my own suggestion at all, getting flat yields for adopting a policy is extremely hard to scale, as you said.
How about:
Gain culture when advancing into a new era, policies are X% cheaper and whenever you adopt a policy you get an Y turns long WLTKD in all cities?
The first two parts would act together as a sorta watered down version of the old UA, while the last part provides some flavour and makes the whole thing look more fun?
I don't think just getting extra yields for something I cannot really do much to change is fun. I am not aware of any strategy that involves not getting social polices, so you are rewarding me for doing something I always do anyways. You can't hit the next era more times than other civs do, you are very limited in ways to get more social policies. I just cannot really adjust what I do to maximize the impact of my unique benefits. Going onto your later suggestion, WLTKD in all cities for adopting a policy is better than the crime reduction