Alright, I am getting the ball started. Its one of the ones we have been dreading!
Lets talk policies. First I want to outline the challenge. This is an area in CEP where we had huge debates, and we went back and forth many times. Ultimately...the final product was not the best in CEP, though I will still say it was a big improvement over vanilla (I get depressed filling out policies in vanilla, I had forgotten how utterly bland and imbalanced they are).
But make no mistake...this is a tough beast to tackle.
So let me start with the first hurdle....the 4 starting trees.
Tradition: Tradition is often called the "Tall" tree...but that is actually not true at all. This is the best tree in the vanilla game for several reasons:
1) A strong capital is strong for everyone. Wide/Tall...doesn't matter. You are going to have a badass capital, and anything that makes it stronger is just plain good.
2) Its finisher is amazing. One, its just awesome. Growth is great and its as much a wide bonus as a tall one. Combined with the free aqueducts (which are not cheap to get early game) its just puts you a growth spurt compared to other policies.
But second...it is very fast to get. The opener's +3 culture, + the free monuments policy mean you fill out this tree much quicker than you do the other ones.
Tradition is the first big problem. It eclipses all early trees. In fact, with the exception of rationalism I think it eclipses ALL other trees.
Liberty: Its not tradition...that's the problem. Liberty has interesting policies, they just aren't as good. Nothing more to say about this on the offset, tradition has to be tackled first.
Honor: At least in SP, the problem with Honor is that humans don't need help with warfare. Bottom line is, the AI is still dumb when it comes to warring. I don't need combat bonuses to compete with them.
Where the AI does compete with me is in yields and infrastructure. That is where I need "help". Why would I go with honor when I have other trees that help me fight the AI in areas I actually need help fighting?
To me, the key to honor is to drop the combat bonus entirely...and turn warfare into an engine of yields and infrastructure. We expand on the concept of getting gold and culture from war. Make pillaging stronger, add in faith. Gives me a bonus to happiness if I've had a kill in the last 5 turns. Steal science from conquered cities. Make it easier to get tribute from CS.
The tree shouldn't make it easier to war...it should make it more desirable!!!
Piety: I think we have to tackle religion and beliefs before we do much here.
One thing I do think is important in tree balancing...every tree needs a happiness component, as a tree without it will have trouble competiting.
Further, considering the difficulty we have had in the past with policy balance, I think we should entertain more radical approaches. A few ideas:
1) Retraining policies. I can swap out some of my policies for later ones, maybe with one turn of anarchy. In other words, we somewhat adopt Civ 4's approach. Policies are not set in stone, but you use different trees for different times and problems your civ faces.
2) Reduce the number of trees. We don't "have" to have 7 trees and 3 ideologies. I would much rather have 5 or even 4 very fun useful trees than 7 trees of which most I barely touch.
3) Create combos. Policy gives me X bonus...and Y bonus if I also have the piety opener.
4) Culture returns. Right now every policy costs "the same". We could apply the same approach that wonders gave...aka a free building to give a "hammer return". Upon choosing a policy, I get a bonus of culture back for example.
5) Change teh number of policies per tree. Nothing says it has to be an opener/5middle/and an end. Maybe one tree is 2-3 policies, its meant to be something run through for a few quick bonuses instead of a major investment.
Lets talk policies. First I want to outline the challenge. This is an area in CEP where we had huge debates, and we went back and forth many times. Ultimately...the final product was not the best in CEP, though I will still say it was a big improvement over vanilla (I get depressed filling out policies in vanilla, I had forgotten how utterly bland and imbalanced they are).
But make no mistake...this is a tough beast to tackle.
So let me start with the first hurdle....the 4 starting trees.
Tradition: Tradition is often called the "Tall" tree...but that is actually not true at all. This is the best tree in the vanilla game for several reasons:
1) A strong capital is strong for everyone. Wide/Tall...doesn't matter. You are going to have a badass capital, and anything that makes it stronger is just plain good.
2) Its finisher is amazing. One, its just awesome. Growth is great and its as much a wide bonus as a tall one. Combined with the free aqueducts (which are not cheap to get early game) its just puts you a growth spurt compared to other policies.
But second...it is very fast to get. The opener's +3 culture, + the free monuments policy mean you fill out this tree much quicker than you do the other ones.
Tradition is the first big problem. It eclipses all early trees. In fact, with the exception of rationalism I think it eclipses ALL other trees.
Liberty: Its not tradition...that's the problem. Liberty has interesting policies, they just aren't as good. Nothing more to say about this on the offset, tradition has to be tackled first.
Honor: At least in SP, the problem with Honor is that humans don't need help with warfare. Bottom line is, the AI is still dumb when it comes to warring. I don't need combat bonuses to compete with them.
Where the AI does compete with me is in yields and infrastructure. That is where I need "help". Why would I go with honor when I have other trees that help me fight the AI in areas I actually need help fighting?
To me, the key to honor is to drop the combat bonus entirely...and turn warfare into an engine of yields and infrastructure. We expand on the concept of getting gold and culture from war. Make pillaging stronger, add in faith. Gives me a bonus to happiness if I've had a kill in the last 5 turns. Steal science from conquered cities. Make it easier to get tribute from CS.
The tree shouldn't make it easier to war...it should make it more desirable!!!
Piety: I think we have to tackle religion and beliefs before we do much here.
One thing I do think is important in tree balancing...every tree needs a happiness component, as a tree without it will have trouble competiting.
Further, considering the difficulty we have had in the past with policy balance, I think we should entertain more radical approaches. A few ideas:
1) Retraining policies. I can swap out some of my policies for later ones, maybe with one turn of anarchy. In other words, we somewhat adopt Civ 4's approach. Policies are not set in stone, but you use different trees for different times and problems your civ faces.
2) Reduce the number of trees. We don't "have" to have 7 trees and 3 ideologies. I would much rather have 5 or even 4 very fun useful trees than 7 trees of which most I barely touch.
3) Create combos. Policy gives me X bonus...and Y bonus if I also have the piety opener.
4) Culture returns. Right now every policy costs "the same". We could apply the same approach that wonders gave...aka a free building to give a "hammer return". Upon choosing a policy, I get a bonus of culture back for example.
5) Change teh number of policies per tree. Nothing says it has to be an opener/5middle/and an end. Maybe one tree is 2-3 policies, its meant to be something run through for a few quick bonuses instead of a major investment.