. My concern is adding a GM to the Commerce tree might take too much focus away from Patronage... still thinking about it.![]()
I really like the changes to Tradition; it makes way more sense to put the great people in tradition than liberty in my opinion.
That said, I worry a little that putting 2 great people in the first tier of Tradition. Play testing will tell whether or not this overpowers Tradition..
Perhaps adding the free GP of your choice from liberty and/or increasing the GPP bonus might be a good improvement here.
So I'm trying out a couple of starter builds just to see how the new tradition tree is working.
Per a debate I'm having with Thal, I'm trying to get culture wins with large unpuppeted empires to see how feasible it is.
Right now I'm going Tradition -> Legalism to get an immediate GA. With the landmark, legalism pays for itself almost instantly, and that's a huge culture bump for the rest of the game.
From there I start liberty, and generally right as I am ready to begin expanding I get the policy for my free settler. I am able to quick build a settler with 50% boost, so I basically can get up to 3 cities in short order.
From there I push towards representation as I get monuments in all 3 cities, and then build my forth.
The timing is actually quite nice, just as get philosophy I can pick up monarchy and bag 4 temples instantly.
Past that point, I jump back and forth between liberty and tradition. Eventually with +2 food from liberty and 15% growth from tradition I can get some quick growing cities.
Right now the timing feels very smooth. As far as the power, we will see, I can say having a landmark off the bat definitely keeps the policies coming.
The problem with changing land costs is how they stack. A 25% policy alone has relatively little effect. But if we're America the policy doubles in effect (0.5 / 0.25), and with Angkor Wat too it increases infinitely (0.25 / 0). The only way to have such a policy in the game is to nerf the others. I want Washington's trait to be strong and have a noticeable effect, which is why I changed it to 50%, and means there can only be one other reduction (Angkor).
Food storage faces a similar issue. The Aqueduct is a 40% reduction and Medlab is 25%, so it's not possible to put more such effects in the game without making them either 1) weak alone or 2) overpowered when combined. This is why I added a new effect to the game for the Pioneer Fort, a surplus modifier, instead of using food storage. Altering income avoids the limit-approaching problem of altering costs. Firaxis also did this with the Hospital.
The best solution is for plot purchase costs modifiers to multiply instead of add, so each 50% reduction makes it 50% → 25% → 12% → 6% → etc. This way all such reductions are powerful both on their own and in combination. This is a fundamental issue with Civ's non-intuitive adding multipliers instead of multiplying multipliers, not something we can change without c++ access.
(Another solution is inverting an addition, something Blizzard does in their games. Basically it's like 0.66 → 0.5 → 0.4 → 0.33, the result of 1/1.5 → 1/2.0 → 1/2.5 → 1/3.0)
Yeah I know, probably a longer answer than you expected, but that's some of the thoughts going on behind the scenes.![]()
I could easily see it on Meritocracy, but three effects on one SP may be too much.![]()
How did you guys get the free GPs from social policies to work?