gunnergoz
Cat Herder
Ahriman said:Theocracy feels boring and unflavorful (why would Theocracy give *gold*?).
Because everyone is required go to church and tithe? Seems logical to me.
Ahriman said:Theocracy feels boring and unflavorful (why would Theocracy give *gold*?).
I kept track for one full conquest-victory game, and Honor's gold loot provides less income than the Commerce opener. It just seems like more because it's "spiky" (lots in short periods of time) and displays onscreen, instead of a passive background effect. Professional Army makes up for this weakness with the upgrade cost reduction.
But regardless, and actually in counter to Ahriman's observation, I feel that professional army is too strong in the early game, especially at higher difficulties.
I agree, and I don't think this is counter to my impressions, the gold it gives early on is relatively more valuable because the marginal value of an extra granary or whatever is higher.In the rare events I lose units, I can easily buy replacements and have plenty gold left as profits. War is hugely profitable
It must be how I play, but I almost feel compelled to take policies in the same order in every game because of how logical it seems. I start with Tradition for the +3 culture, Liberty for the +1 culture (and proximity to free worker and settler) and Honor for the anti-barbarian effect. If I happen to play a map with no barbs, I often skip Honor until someone DW's me, then I have to rush it to get Discipline for the combat boost. I'm a pacific empire builder focusing on culture and wonders, obviously, and seldom DW anyone unless they are interfering with my own expansion. Of late I've been building extra scouts and when they see an enemy settler, I use them to corral him in for many turns, keeping him away from where I want to settle myself. The AI hates it but seldom DW's over it.
I pretty much enjoy the policy tree as it is now because there are ways to lean depending upon inclination of the player and also how the game is trending. I'm more of a generalist and can push for science as well as culture or wonders, not to mention policies. What I seldom go for (hardly ever) is conquest. But I find that the more and quicker I expand to new cities, the more I have to deal with AI's DW'ing me, sometimes 2-3 at a time.
I do like moving the gold loot on dead units couple policies down the Honor tree, though (old spoils of war to prof army). When it was available very early it was very powerful to help you get started, as some AI is likely to rush you anyway (Or if not, fight a city-state for lootz). Now you really need to invest in Honor to get it, and you get it clearly later, so it's far less no-brainer.The loot's power is an illusion intentionally created by a combination of 1) spiky reward 2) onscreen display. One of my general principles in game design is to make everything feel overpowered but actually be balanced.
Mitsho, tlaurila: I'm playing Korea on Emperor with one city so far on a love-fest continent in the game that spurred the comment.
I knew you were playing Korea, because you were doing exactly what I do with them in games that break the right way.
Ha! Yep it's like dropping two difficulty levels.I've never been the first to Med *and* Renn on emperor before (essentially tech leader at t50!) and I've got HG, GL, AW, PT and the NC - couldn't be going better.
Just occurred to me: Is the abundant happiness in Trad's purpose to allow smaller empires an economic boost via selling all luxuries? Was it an intentional decision?
Just occurred to me: Is the abundant happiness in Trad's purpose to allow smaller empires an economic boost via selling all luxuries? Was it an intentional decision?
I suppose it speaks volumes of how must-have the tradition happiness bonuses are to wider empires that then it'd be necessary to increase the effects of the happiness buildings available regardless of policy picks.Also, if we started doing a lot of happiness nerfing, I'd be ok with that only if we increased the base happiness from Colosseum/Theatre/Stadium.
Tech monsters absolutely help wondermongering as you get a head start before anyone else even has the option to build.
Not intentional, I think.Is the abundant happiness in Trad's purpose to allow smaller empires an economic boost via selling all luxuries? Was it an intentional decision?
The Meritocracy boost would make no real sense in Tradition. I would prefer to put the happiness from walls into the slot that currently gives production from walls, and lose the production boost from walls. No tree should have two boosts from the same buildings.One might consider switching the happiness effects of Meritocracy vs Tradition finisher, for example?
Or 1 of each.Wonder bonus could well be culture instead of happiness
It's hard to see how this could meaningfully apply early in the game, when on increasingly frequent occasion a player can rack up an absurd number of Wonders, despite not having had the time to build much (if any) of a tech lead. This is even more so at higher levels, when the AI has a serious hammer and science edge early in the game due to notably higher pop and city improvements.
I would actually agree with you there. The defense buildings effect is an odd way to make those buildings suddenly give something they usually don't, and make it useful to build them somewhere you otherwise wouldn't. The net effect of "Goody / City / Era" I understand and agree on, but why not then just make happiness buildings give more happiness, food buildings give more food and production buildings give more production? There's one of those buildings at same tech level as each of the defense buildings. Making defense buildings suddenly give all of the above is odd. And even more odd is the synergy you get from having all the "walls" policies.[Well, ok, my actual preference is to get rid of the various wall-boosting policy effects, but I know I lost that battle.]