Policies revision

I can think of omitted ideologies (slavery, emigration), but the Civic branches in the game all check out. What were you feeling iffy about, Rhye?
 
This is just a rough thought and not comprehensive, but I believe the social system bonuses that settlers receive would not apply in Israel.
 
OK so, let me explain.

I am making a overhaul of policies. Which will be "governments and policies". A government switch will cause a stability hit.
In this process, many policies will be cut. I can easily swap around the effects, so I need to know which effects are kinda pointless especially in the mod scenario. For example, a policy that gives a free archeologist, which has been axed from the game.
 
Ok, I've really just started playing the mod, so I'm not yet familiar with all the systems yet. But I can take a look.

Will the governments & policies still be structured like base Civ5 where you add one thing every time you hit a culture threshold, or will they be policies you can shuffle around like Civ4 civics and Civ6 policy cards?
 
OK so, let me explain.

I am making a overhaul of policies. Which will be "governments and policies". A government switch will cause a stability hit.
In this process, many policies will be cut. I can easily swap around the effects, so I need to know which effects are kinda pointless especially in the mod scenario. For example, a policy that gives a free archeologist, which has been axed from the game.
OK, I had a whole treatise about how I fondly remember switching governments from Civ Call to Power but ok, a hybrid system?

You wouldn't have mutually exclusive policy trees? Maybe if you switch, you keep 1 or 2 bonuses as a legacy from your previous government but lose most? How would hybridity factor in to this new Policies screen?
 

Policies in the context of this mod:
  • Tradition, Liberty, Honor, Piety, Patronage: choosing between them at the beginning of the game is always a trade-off defense/culture/expansion/faith/build time/happiness. In a game I made many CS allied and gained a lot from it, Patronage seemed OP with the number of CS that this mod has, but I did sacrifice other policies when I chose Patronage and I did invest in the CS relationship so it was a fortunate consequence of a choice, which is what the game is about.
  • Commerce, Rationalism, Exploration: I never finish them, there's always something better to buy than finishing them
    • commerce: why would I focus on land routes if sea routes are so much more profitable
    • rationalism: Renaissance is a bit late for science buffs in this mod, usually we know the winner by then if we started early
    • exploration: do we need great admirals that much?
  • Aesthetics is the one that suffers the most from the mod I would say, almost useless. Culture seems only useful for border expansion and getting policies, as there is no culture victory (archeologists & museums).
I like that Policies can be requirement for Wonders. It can help you to locate wonders in specific places maybe (I mean push a civ to build a wonder more often than others).

These ones are must get for me:
  • +3 Production in all coastal Cities.
  • Provides a free culture building in your first 4 cities. / the culture cost decrease policies
  • Wonder building bonuses (if you want wonders)
  • +1 Gold Gold and -1 Unhappiness (Civ5) Unhappiness for every 2 Population in the Capital. (for tall games)
  • all liberty tree (for wide games)
  • Adopting Honor gives a +33% combat bonus against Barbarians........ Gain Culture Culture for the empire from each barbarian unit killed.
What can break something in the mod is not a single policy, but more the possibility as a late start to adopt many, many policies at turn 1. This can grant you many bonuses at once and completing a tree can get a gp for example. This could be limited by spreading the initial culture high amount on multiple turns.

If you want to make things exclusive from each other:
  • maybe Tradition from Liberty, that would mean choose to play tall or wide, but you must be able to change later
  • Second choice could be Honor/Piety/Patronage which would mean militaristic or religious or diplomacy.
  • Third choice could be land commerce (money)/rationalism (science)/sea commerce (money)/culture. => maybe change one commerce for a production oriented policy OR a people oriented policy (food+gp+happiness)
But I'm not sure if it should be exclusive. In Civ you can usually do a little of everything, like build a bank, a theatre, and a university in the same city.


Ideologies:
  • Do you want to keep ideologies? It's nice but kinda end of game which is not really the focus of the mod.
  • Maybe simplify it into Democracy+capitalism/Communism/Fascism which is what it stands for?
  • Then switching from one to another would have huge consequences.
 
Regarding the use or lack of usefulness of Great People, I remember in maybe Civ 4 you could sacrifice two Great People of any type to create a Golden Age. Does that make sense for this mod?
 
Thank you for the input. I will post a screenshot to make it clear what has changed.
I am currently testing whether the AI civs are able to handle this.


What I didn't like of civ5 is the accumulation of many insignificant bonuses, without a real choice.
I miss the Civ2 days, where Fundamentalism granted zero unhappiness at the cost of halved science. That was brutall!

Ideologies work the same way, many small bonuses. First of all, if some specific policy is problematic, it shall be trimmed. But for the rest it's an interesting mechanic, as it affects diplomacy
 
Screenshot 2024-10-10 224818.png
 
It looks like the first row would be mutually exclusive.

Would the second row also be mutually exclusive? Would they be unlocked piecemeal by tech research, or would they all be unlocked together at the end of the, say, Classical age?
 
the ones above (rebranded governments) are mutually exclusive.
they also enable 3 policies branches out of 5
specific governments are also mutually exclusive, but switching within the same branch will not cause anarchy
 
I guess this will be an interesting change of pace because, at least at Prince, you get policies in the mod at a rapid pace. If each discipline at first only has 4 steps (unlock, A, B, and C,) then policy accumulation must go much slower. I wonder if at a certain amount of Culture across the board, you could get a great writer / musician / artist, or something like that...
 
Back
Top Bottom