Policies

I don't know if this is currently possible or not, but I think all policy trees should be open from the start, and that the various tiers in each tree should require the tech eras to unlock. This way, the later policy trees (Order and Autocracy in particular) would be more attainable. As it is now, I don't ever see myself finishing those 2 trees, which I find unfortunate.

An easier solution is to play without the policy-saving ban, so we can save a few policies for Autocracy or Order. I've never liked that ban from the day it was added. It was a bandaid to a few exploits that no longer exist in the game. It has no remaining benefit, and limits our strategies.

The ban can be disabled in the advanced game setup. :)
 
An easier solution is to play without the policy-saving ban, so we can save a few policies for Autocracy or Order. I've never liked that ban from the day it was added. It was a bandaid to a few exploits that no longer exist in the game. It has no remaining benefit, and limits our strategies.

The ban can be disabled in the advanced game setup. :)

This is somewhat unrelated, but I'm not convinced that the order/autocracy policies are powerful enough to warrant holding back previous policies that would be providing an immediate benefit, potentially for many turns.
 
That's why I feel the ban serves no purpose anymore. It was put in place because:

  • Early policies were incredibly weak at Civ 5's release.
  • The original policy cost reduction effect of Free Speech could be exploited.
Both of these problems are solved so there's no reason for the bandaid. It'd be nice strategy to be able to save 2-3 policies when we're about to jump an era, to go straight into some tree we want. Or not be forced into getting policies or trees we don't want just because we're a few turns from the next era.
 
Just curious, but do you play with policy saving on? Do you find it more fun with saving? Does the AI save at all?
 
@Gamewizard
I play without the ban, yes. I prefer this part of the game the way it originally was. I don't know about the AI since we can't look at their code or policies.

@GoodRevrnd
I agree, but Rationalism's top tier policies are so powerful I don't think I'd ever consider not finishing the tree (if I started it). Unless the tree itself is underpowered I don't see a need to boost the finisher. And having some trees with powerful finishers, others with powerful top tier policies, adds variety to the game.
 
I know this isn't really best place to say, but I really want to say how much I love this mod! Only played a little bit and it is really cool =)
And to not go too off topic, I really like it because of the change in policies. I always loved games with indepth economical and political features. I wish CiV could go even more indepth, but I guess it is the simpler version of Civ =(
But that is why we have mods I guess =D But yes great job and I look forward to seeing more updates to social policies ^^

EDIT: Oh, just one thing. When my mouse hovers over a tile, the little box with information does not popup, is this intentional or a bug? Cos that box war really useful =(
 
This is the topic for policies so it's on-topic to discuss them here. :thumbsup:

For renamed policies like Guilds or Patents, you can go to the F1 civilopedia, and read up on the historical background I researched for each one. In addition to the actual gameplay I try to make sure the effects are historically associated with the policy in a logical way.

Press escape to open the menu and go to Game Options. Set the mouse hover delay to 0 seconds. :)
 
The change made to Angkor Watt is nice however I would prefer an 'over time benefit' over 'one-time boost'.
 
If the 25% numbers for the Kremlin are too low I can boost it to 33%, or whatever other changes you can think of. :)

In general I think it makes sense to have some sort of citystate influence bonus with Angkor Wat, and a border expansion bonus of some kind from the Kremlin. It's the overall concept that's important so I don't mind what the actual methods are.

This conversation is probably best in the World Wonders thread. I like keeping discussions focused so readers don't have to skim unrelated topics when following a discussion. :thumbsup:
 
Hiya Thal. Been playing with your most recent version of the Mod, & I have to say that I feel the effects of Legalism now just feel *way* overpowered-especially as its a tier one policy. I actually thought the way it was previously (population based) made much more sense. Just a thought.

Aussie.
 
It does depend on the strategy. The gold value of it is now always equal to a size-10 capital... which is somewhat better in the earliest turns, but worse later on. I do agree it's an overall buff, but I'm not sure it's more powerful than policies like the free Settler from the liberty tree.
 
The Honor tree is very strong, but the finisher (+1 happiness for each puppet state and and defensive building seems weak). As a conqueror, I would rather have more happiness for the puppets and less for defensive buildings I will largely never build. This sort of happiness bonus belongs more with Tradition or Liberty, in my opinion.
 
Every playstyle has a happiness bonus as its finisher. :)

It's also stronger than before. Previously we had only the upgrade, defense-happiness, and kill-gold effects. The puppet bonus is new direct buff with no counterbalancing nerfs to the others. The tree was also indirectly buffed with the swap, since the gold effect is useful before the happiness one, and that's the order they're available in now. We only have to finish the tree for the happiness effect now if we really need it.
 
I do want useful bonuses to defense buildings in every playstyle... and populace who feels safer is generally happier too. Defense buildings are also free to maintain, unlike xp buildings, so there's no long-term downside.
 
I do want useful bonuses to defense buildings in every playstyle... and populace who feels safer is generally happier too. Defense buildings are also free to maintain, unlike xp buildings, so there's no long-term downside.

I think the point is that these bonuses are not particularly "useful" to Honor tree finishers. This may be a case where imposing a universal rule (bonuses to defense buildings in every playstyle) only has universality going for it.

I'm also not sure what the lack of maintenance has to do with the finisher being in relatively unlikely buildings. Honor-tree finishers aren't likely to ever sell their barracks due to maintenance.
 
Back
Top Bottom