Txurce
Deity
They're not happier, they just don't complain about being unhappy because they will be shot in the head.
In all seriousness, I agree!
They're not happier, they just don't complain about being unhappy because they will be shot in the head.
I do like the idea of autocracy lowering of turns in resistance for a city, seems a very reasonable thing to put in a policy.
I focused almost entirely on gold as my means of production that game, so I did not benefit much from the 25% military unit production, but I still think that that is too much for a tree opener. In autocracy, the opener is also extremely powerful (get range 4 battleships with 2 attacks per turn, +75% vs land units and 25% vs cities and you will know what I mean).
I found Fascism unnecessary because at no point in my game were strategic resources an issue, even with a large fleet of battleships, and numerous modern armor and mobile artillery competing for oil.
Better effects for the above policies might be:
Honor opener: two free units. This would help enable an early game rush or defending against one, or for civs that can form early strategies around barb hunting such as Germany, Aztecs, or Songhai. This would also be consistent with the other early social policies that give one time benefits.
Militarism: I still like the idea of reducing resistance time. I feel that resistance times are a bit too long in TBC, since Thal changed population reduction upon city conquest to just 1 or 2, which basically doubled resistance times.
I think two free units with Honor is much too big an advantage for a rush... be it the AI or the human player. I do see the game play value of reduced resistance time, but wouldn't consider asking for it, given how powerful the military branches are.
More problematic for me was the synergy between Honor and Autocracy. The gold pouring in from Spoils of War allowed me to buy opera houses, museums and broadcast towers in all my cities. Combined with the culture gusher from every captured city, after 300 turns this left me with seven branches filled, and forced to cancel Rationalism for Piety (then back). To put it differently, I would have won a Culture game with a large empire in about 300 turns without even trying!
Two warriors would still be less than the free settler or free monuments from the other trees in terms of. Even if it gave a warrior and an archer it would still be less. This policy would improve with as you research better units, but so does aristocracy. Holding off on taking honor to get, say swordsmen instead of warriors, would be akin to holding off on aristocracy to get temples. It may be to big an advantage for AIs who already start with a ton of units, but I don't think it would overpower humans in the same way.
Two warriors would still be less than the free settler or free monuments from the other trees in terms of. Even if it gave a warrior and an archer it would still be less. This policy would improve with as you research better units, but so does aristocracy. Holding off on taking honor to get, say swordsmen instead of warriors, would be akin to holding off on aristocracy to get temples. It may be to big an advantage for AIs who already start with a ton of units, but I don't think it would overpower humans in the same way.
I think Spoils of War should be designed to help warmongerers from falling completely behind in culture. The equation for culture is 50*era^2. I think era^2 may be the problem, since it allows warmongerers to run away in culture at the end of the game using this policy (in the middle ages (era 3), this is 450 culture. At this point, most cities won't be able to produce more than 6-9 culture from monument, temple and unit garrison, so this is 50-75 turns worth of culture from a single city, which seems a bit much to me; in modern era (era 6) this is 1800 culture). Either making it just 50*era or removing the era dependance altogether may solve this problem, so that in later eras this doesn't allow warmongerers to run away in culture.
I agree that SoW does need a nerf at this point, and the exponent does seem to be the main factor. If the exponent were 1.5 instead of 2 it might be enough to do the trick: the (rounded) values would be 50, 140, 260, 400, 560, 735, 925 instead of 50, 200, 450, 800, 1250, 1800, 2450. These numbers seem reasonable to me; certainly worth going for, but not as OP. I'll experiment with this change in my next dom game.
Something to point out is I significantly increased late policy costs in beta 13.
Other than that, I realized SoW balance issues are mainly due to the fact I forgot a modifier for game speed.
I've been debating whether to use a population or era modifier. Cities are naturally larger in the late game so a culture-from-pop effect would inherently increase. The downside is population increase logarithmically while culture costs increase exponentially, so it can potentially give too much culture in the early game.
I sat down to do some analysis of police state and realized the tooltip had an error. It does not reduce unhappiness by 50%, it reduces unhappiness from population by 50%...there's no effective way to balance police state with the current setup. I haven't figured out any good solutions to this problem.
Removing effects like theXP from Autocracy is only possible if we can think of something to replace it with. Any building or promotion effect is easy to do, by creating a policy that gives promotions to units (like Populism), or buildings to cities. Most non-building, non-promotion options have already been exhausted.
I'm now playing a game with b14, and have noticed that I'm not as awash in gold or, especially, culture.Something to point out is I significantly increased late policy costs in beta 13.![]()
Also, I think any perk that you feel you have to take every game is probably overpowered, and it seems to me that the initial goodies you get from Honor are much too much to pass on. I think granting Happiness through the Honor chain is a mistake, as this path should be for warmongering and if you are warmongering then you ought to find it tougher to keep your happiness rate up.....
By the way, happiness is much too easy to come by overall. When my approval rate stands at 95% and I rank last among all civilizations, that doesn't seem quite right.
I agree that some of the warmongering traits spill a bit too much onto happiness and culture. But ranking last in happiness at 95% has nothing to do with that - it's all about much-needed AI bonuses at the higher levels.
I see in b19 that the happiness perk has at least been moved from the intial offering of Honor and that's a good thing. (Though it ought to be removed altogether)
That's not listed for b19.