Seek
Deity
- Joined
- Aug 7, 2010
- Messages
- 3,773
If I reduced culture income I'd simply reduce culture costs (this curve). The number of policies we acquire is handled independently from income/expenses... if that makes sense.
I agree with Stalker0's and Busdriver's reasoning: if a choice is only good in one situation, and better than all other choices in that situation, then it's really no choice at all. It's similar to my reason for changing England's unique unit. Elizabeth was only good on Archipelago maps and better than anyone else on those maps. With a Factory UB she's more well-rounded now.
These sort of major changes I take my time with to consider all angles of the topic. I consider options for a long while while playing various games, considering what effect particular changes might have at decision-making points in the game. I'll think over the ideas floating around here, but probably won't make any significant changes in this regard for a long while.
Fair enough

One alternative I just thought of to simply tossing culture policies would be to distribute them throughout the trees equally, much like happiness policies, of which there is one per tree. You've already taken a step in this direction by adding culture generation to Honor; if the same is done to Commerce, Patronage, Order, Rationalism and Autocracy it could have a nice effect of balancing the trees in a culture victory and lead to more variation between playthroughs.
Another thing I've been meaning to mention after reading the "Policy costs increase per city" thread is that lowering the penalty for number of cities could be a good - possibly better? - way to go here. The penalty isn't very fun, and it would serve the central purpose of allowing more cities to be competitive wrt SPs. I haven't seen you mention this as an option before, so maybe it's not feasible?