Policies

I was thinking about one of VEM's goals being that no policy be an automatic pick. I've noticed that I take the first Commerce policy immediately and regardless of whether I intend to take more, because the payoff in VEM is so huge. Should the free GM be moved back one or more tiers?
 
I was thinking about one of VEM's goals being that no policy be an automatic pick. I've noticed that I take the first Commerce policy immediately and regardless of whether I intend to take more, because the payoff in VEM is so huge. Should the free GM be moved back one or more tiers?

I do exactly the same thing. That huge infusion of gold is incredible. If we move it back though, what would go on the opener? It used to be a golden age, and as long as it was a good length that still seems reasonable.
 
But Free Golden Ages are better latter, so you got the incentive to a) pluck down these two more cities b) or go into the red by just conquering some cities before or alienate someone as the Golden Age gives you time (and money) to get out of the unhappiness. I always disliked the golden age (on the openers) as these are dependent on the ideal time to adopt (a la "if I wait one more turn I get the most hammers for the wonder building").

So, if everybody uses the Great Merchant on a city state and gold, what about just giving a free Customs House? Or a base gold amount to the Capital? Or what about making every luxury (every ressource?) produce one more gold? Just a little bit of brainstorming here...
 
But Free Golden Ages are better latter, so you got the incentive to a) pluck down these two more cities b) or go into the red by just conquering some cities before or alienate someone as the Golden Age gives you time (and money) to get out of the unhappiness. I always disliked the golden age (on the openers) as these are dependent on the ideal time to adopt (a la "if I wait one more turn I get the most hammers for the wonder building").

So, if everybody uses the Great Merchant on a city state and gold, what about just giving a free Customs House? Or a base gold amount to the Capital? Or what about making every luxury (every ressource?) produce one more gold? Just a little bit of brainstorming here...

i personally think the great merchant is still a good opener for commerce (to me it's the best GP, most versitile) but if i had to pick another option (pushing the merchant to a different policy or finisher, say) then i'd go with your every resource (luxury and strategic) produces +1 gold. that's a great idea that is realistic to commercial policies.
 
We could swap the Great Merchant with the Guilds bonus. What could the policy be renamed to... perhaps something alluding to Marco Polo's journey?

if the opener becomes +1 movement non combat and +1gold specialists, and guilds gives a +10% gold boost and Great Merchant, i think that we are actually improving the name of the policy as is.

though, maybe i'm confusing which SP is guilds in the tree...
 
We could swap the Great Merchant with the Guilds bonus. What could the policy be renamed to... perhaps something alluding to Marco Polo's journey?

You could call it Marco Polo's Travels, a la the old Magellan's Journey.

if the opener becomes +1 movement non combat and +1gold specialists, and guilds gives a +10% gold boost and Great Merchant, i think that we are actually improving the name of the policy as is.

though, maybe i'm confusing which SP is guilds in the tree...

I think you might be. The Guilds policy gives +1 movement for non-combat units and -50% cost for roads and railroads.
 
On occasion I pick the wrong tech at the start because I am confused by the tech called "Trapping." Actual Trapping is now in Archery, where it makes sufficient sense. How about calling it "Trade" instead, given how it enables the building of Villages?
 
Sure. Could you write a civilopedia paragraph for it?

"No reason exists today to discount either the presence or potential impact of economics in the pre-historic dawning of humanity."
- Jason Shogren


Trade originated with the start of communication in prehistoric times. It spurred common curiosity, ingenuity, and the learning of languages. As such, trade and the specialization that it engendered has been credited with accelerating the growth of human consciousness and humans’ triumph over Neanderthal Man.

There is evidence of the exchange of obsidian and flint during the Stone Age. Egypt traded for materials used for creating jewelry since 3000 BC. Long-range trade routes first appeared when the Sumerians in Mesopotamia traded with the Harappan civilization of the Indus Valley. The Phoenicians - noted sea traders - traveled across the Mediterranean Sea, and as far north as Britain for sources of tin to manufacture bronze. They established trade colonies the Greeks called emporia.

Trade continued to drive the human tendency to explore long after the demise of the ancient Mediterranean maritime empires. Long-distance trade spread even farther with the Zheng He’s huge fleet, which reached India, Arabia and East Africa before Columbus crossed the ocean.
 
Playing with Korea, I've found myself beelining for Replacement Parts and Flight (back-to-back) then backtracking for the bottom row techs needed for a Science Victory. Both times it struck me as too easy - that there should be another tech slowing me down.
 
I agree with this. In the current version it is far too easy to delay too many military techs too easily.
 
About policies, I liked the original idea of letting all civs use the policies more, but making cultural victories require 6 trees. Since many trees do not allow each other to be active, and very few trees actually help a cultural victory, it is hard to play a cultural game with more than one playstyle.

Is it possible to have more of the policies improve culture?
 
About policies, I liked the original idea of letting all civs use the policies more, but making cultural victories require 6 trees. Since many trees do not allow each other to be active, and very few trees actually help a cultural victory, it is hard to play a cultural game with more than one playstyle.

Is it possible to have more of the policies improve culture?

Those types of policies (for example +25% in freedom) were removed because they were always no-brainers: Either you got it if going for culture victory or you skipped it completely.
 
Those types of policies (for example +25% in freedom) were removed because they were always no-brainers: Either you got it if going for culture victory or you skipped it completely.

I mean give a bonus to culture in some way in addition to another effect. Right now I might have to get all of the policies in the commerce tree even though I have nothing on the coast and I'm playing tall. If perhaps I was allowed to pick policies in eras I haven't unlocked yet, then it wouldnt be as bad...
 
I agree with Zaldrons point. Policies that enhance culture generation itself would be must-haves that you'd want to have ASAP for a culture victory.

The suggestion with choosing policies from advanced trees earlier would be cool, though. I imagine something like:

"Commerce tree -unlocked in the renaissance era or when you unlock three policy trees completely"
"Order tree - unlocked in the Industrial era or when you fill up four policy trees completely."
 
I agree with Zaldrons point. Policies that enhance culture generation itself would be must-haves that you'd want to have ASAP for a culture victory.

The suggestion with choosing policies from advanced trees earlier would be cool, though. I imagine something like:

"Commerce tree -unlocked in the renaissance era or when you unlock three policy trees completely"
"Order tree - unlocked in the Industrial era or when you fill up four policy trees completely."

Having those trees unlocked earlier for culture would be nice!

If all policies increased it by a little bit, or there was a policy near the end of piety that gave culture relative to the # of policies you have, would that be so bad? (the first one is the one I dont think would hurt the game much. The second one would be to help culture victories more than other ones)
 
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