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Conquest v0.9 (... I think)
Conquest v0.9 (... I think)
Opener: Bonus +33% vs. Barbarians, encampment notifications and culture for barbarian units killed and for each conquered city.
--I still like the escalating bonus idea, but that this feels like a solid opener.
Imperialism: No Isolation unhappiness. A Free Settler appears in the capital.
--I like it.
Feudalism: Garrisons in occupied cities reduce that city's unhappiness from occupation by 30%, garrisoned puppeted cities gain +20% to all yields. Requires Imperialism. (Numbers can be tweaked - but I think it's safe to just apply it to all yields. You don't control the city after all)
--To me, we as a community need to make a decision on a key aspect to determine how a policy like this will work.
Should puppets be a "temporary" hurdle to overcome until you annex the city, or should it be an expected long term part of gameplay?
That said, overall this remains my least favorite, I think there is tweaking to be done here.
Looting: Gain gold for each unit killed. Killing enemy units heals the victorious unit by 20.
--I like it. People seem to like the heal bonus, which is combined with a nice warring bonus.
Military Caste: Units gain +10% combat strength when adjacent to a friendly unit. A free ranged unit spawns with new settled cities. Requires Looting.
--I'm still a big fan of the +XP to barracks, armory idea over just a straight combat bonus. For a nonwarrior like me, the most exciting part of the original honor tree is the +50% XP...just because getting tier 3 and beyond promotions is exciting an interesting. So I would like to see some version of that maintained.
That would also help the AI more than this policy, as humans are better at tactical bonuses whereas the RAW XP bonus would be very useful in AI hands.
Warrior Code: A free General appears outside your capital. Population reduction from city capture is reduced to 25% and unrest is reduced by 25%. Requires Military Caste.
--This one is shaping up well.
Finisher: Cities increase the culture cost of policies by 25% less than normal. Whenever you conquer a civilization's capital, start a Golden Age. Great Generals can be purchased with faith at the Industrial Era.
--I wasn't married to the each city provides GA points, I can go either way. This finisher seems decent right now.
--I still like the escalating bonus idea, but that this feels like a solid opener.
Imperialism: No Isolation unhappiness. A Free Settler appears in the capital.
--I like it.
Feudalism: Garrisons in occupied cities reduce that city's unhappiness from occupation by 30%, garrisoned puppeted cities gain +20% to all yields. Requires Imperialism. (Numbers can be tweaked - but I think it's safe to just apply it to all yields. You don't control the city after all)
--To me, we as a community need to make a decision on a key aspect to determine how a policy like this will work.
Should puppets be a "temporary" hurdle to overcome until you annex the city, or should it be an expected long term part of gameplay?
That said, overall this remains my least favorite, I think there is tweaking to be done here.
Looting: Gain gold for each unit killed. Killing enemy units heals the victorious unit by 20.
--I like it. People seem to like the heal bonus, which is combined with a nice warring bonus.
Military Caste: Units gain +10% combat strength when adjacent to a friendly unit. A free ranged unit spawns with new settled cities. Requires Looting.
--I'm still a big fan of the +XP to barracks, armory idea over just a straight combat bonus. For a nonwarrior like me, the most exciting part of the original honor tree is the +50% XP...just because getting tier 3 and beyond promotions is exciting an interesting. So I would like to see some version of that maintained.
That would also help the AI more than this policy, as humans are better at tactical bonuses whereas the RAW XP bonus would be very useful in AI hands.
Warrior Code: A free General appears outside your capital. Population reduction from city capture is reduced to 25% and unrest is reduced by 25%. Requires Military Caste.
--This one is shaping up well.
Finisher: Cities increase the culture cost of policies by 25% less than normal. Whenever you conquer a civilization's capital, start a Golden Age. Great Generals can be purchased with faith at the Industrial Era.
--I wasn't married to the each city provides GA points, I can go either way. This finisher seems decent right now.