Policies

Why? What is the design goal you are trying to achieve here?

Just call me a frustrated civ player, Ahriman. I want realism, but civ5 provides only the upward thrust of 'civilization', never the plagues (civ3) or other events (civ4).
Civ5 is the poorer for it, though I couldn't return to civ4 (I've tried that).

I want that upward thrust to be more like 3 steps forward, 1 step back.
  • READ MY SIG!

Yes, I'm dreaming, pie in the sky, and my posts the last couple days in this thread reflect that.

The Sipahi could perhaps gain a little gold regardless of policies, or just live with it. Also, there is still the hope the AI will improve, sometime after the DLL is released.
 
I think that changes for some version of "realism" only that degrade gameplay are not good changes.

I understand your point about the upward thrust of Civ5, but I think a better way to address that would be to create, say, an Events mod that includes a whole ton of random events, scripted by lua. Tinkering with pillage mechanics doesn't seem a very good way of achieving this.
 
Dear Thal,

Thanks so much for putting this mod together. It's been a lot of fun to play with, and I'm sure it will continue to be. It's almost like I got a whole new Civ game. I'm pleased and impressed with this whole project in its scope, and in the number of different contributors that have been brought together.

Also, I think the current version of Furor Teutonicus is amazingly overpowered. I just won a game as Germany on Deity. I did not build a single settler, and the only military units I ever built were a few trebuchets in order to finish off the last 3 civs. I won on Marathon turn 453, but as my empire got bigger I made all sorts of strategic mistakes which slowed things down, and I'm fairly certain that I could have won in turn 320 or so if I'd played more tightly. (This was my first Deity game in any version of Civ 5, so there were lots of mistakes.)

This was with v116, and I've seen the v123 changes, but I don't think they would impact things meaningfully.
 
FYI, this mod has not been tested on marathon speed according to Thal. Only standard pace for small and standard maps, and epic on large maps.
 
Yes, the thing with Germany is that it is very dependent on the game settings: If you have a larger map, more landmass, less number of civs or even Raging Barbarians activated, you have more barbarians which benefits them a lot and may hamper the AI.
 
Of course, if a person thinks a civ is too over-powered, there is always the option of playing as another civ instead. ;)
 
Also, my apologies for being stupid and posting that in the "Policies" thread rather than the "Leaders" thread.

I was confused after spending many hours building an economy off of sending men with clubs into the woods to hit other men with clubs with their clubs, selling those clubs to anonymous buyers, then recruiting the beaten men with clubs who somehow manifest new clubs from somewhere, and writing epic songs about our epic club-related battle.

Being a builder type player, I had never previously discovered that there was a unit cap one could exceed.
 
Culture victory is approximately as difficult as other victory types, and can be accomplished sooner than vanilla's cultural victory. We have cheaper monuments with more powerful temples, opera houses, museums, and broadcast towers. Policies are better and we have more culture income. Costs are lower for most of the game, and only higher for the very last policy (typically acquired for free).


:c5culture: Cumulative Cost to reach Policy #
policycosts.png
 
Culture seems a bit easier than science at the moment (I rarely do Domination, and I disable Diplomatic), but this is only through a couple games. Egypt looked like it was going to give me a run for my money last game, but it turned out to be a breeze with the support of all the Cultural CSs – and, perhaps more relevantly, taking over Thebes.

To be fair, I don't know if I could have mobilized my army in time had only 5 SP trees been required for Utopia... that sixth gave me plenty of time to grab the Sydney Opera House and coast to victory from there.
 
Culture victory is approximately as difficult as other victory types, and can be accomplished sooner than vanilla's cultural victory. We have cheaper monuments with more powerful temples, opera houses, museums, and broadcast towers. Policies are better and we have more culture income. Costs are lower for most of the game, and only higher for the very last policy (typically acquired for free).


:c5culture: Cumulative Cost to reach Policy #
policycosts.png

Hmm yeah but you need 6 of them and I you proparly will end all of them at the late modern era where someone wins a space race
 
The 6 trees of VEM cost about the same as 5 trees in vanilla, because each vem policy individually costs less than vanilla. Check out the policy costs thread in the strategy forum for more thoughts about pursuing culture victories. :)
 
I was wondering if policies that give bonuses proportional to the number of cities owned could be implemented, to provide a bonus to wide empires. Could be also inversely proportional for tall empires. eg it could be a simple production bonus that is greater in each city if the total number of cities is low.
Just a thought that came to me as a 'theme' for policy trees or individual policies.
 
I was wondering if policies that give bonuses proportional to the number of cities owned could be implemented, to provide a bonus to wide empires. Could be also inversely proportional for tall empires. eg it could be a simple production bonus that is greater in each city if the total number of cities is low.
Just a thought that came to me as a 'theme' for policy trees or individual policies.

Such bonuses for wide empires already exist in the form of "+Y bonus to X building". Correspondingly, many of the CS bonuses and many policies in freedom are better aimed towards tall empires.
 
Such bonuses for wide empires already exist in the form of "+Y bonus to X building". Correspondingly, many of the CS bonuses and many policies in freedom are better aimed towards tall empires.

In addition to this, there are policies in both Liberty and Order that grant instant buildings in all cities, while Tradition has a policy which grants a building in only the first four cities.
 
Ah, had somehow forgotten about those, I guess they do effectively do the same thing. :blush:
On another note, I do find myself going for both Liberty and Tradition, as I love the wonder and capital bonuses as well as the free settler and worker. Should I just stick to one?
 
I'd clarify the above and say there are some "shouldn't"s though.

Later SP trees' individual policies are generally more powerful, so you probably shouldn't be filling out two of the Ancient-era SP trees unless your Culture output is quite high relative to your Science pace...
 
Back
Top Bottom