About Patronage, basically my thinking was this seems a logical progression for city-state influence:
- Minimum
- Purchasing power
- Slower loss
The problem is #1 has no effect if we're already above it from #2 or #3. I think the concept of having #1 later is we can start expanding to many CSs after previously only having a few, yet usually I find the up-front benefit of #1 more useful. I often invest in one local citystate only to discover another one I hadn't found yet would be more valuable, due to some combination of luxuries, strategics, and which of these resources I can get from other sources.
I think it could still work having #1 later though (for the "major CS investment" stage). It might work out to have it as: Patronage #3, Left side #1, Right side #2. #1 would be weaker again, but it would be on the stronger half of the tree, so people would still have a reason to get it if they go into widespread CS investment. Likewise, the strongest policy would be put on the weaker side of the tree.
Anyone else have some thoughts about this? How do yall typically invest in citystates?
@Seek
It's really interesting you go Tradition first. I'm happy there seems to be feelings from several people Liberty isn't so powerful anymore, too! Hopefully that means these balances are going in the right direction.
@Ahriman
Wow you have a really fantastic point bringing up Fascism's +100% strategic resource availability. I'd never thought of that before! This means we could indeed make late-game resources quite scarce, and the Autocracy tree would be valuable for late-game warmongers for that reason. Maybe we can add an additional effect to it though... I don't want civs without this policy to be at
too much of a disadvantage (especially since warmongers will usually have more territory and thus more resources).
The Autocracy root tree seems quite good, 1/3 less maintenance costs is a decent tradeoff for locking out liberty/freedom.
I agree Militarism is also very good, moreso with the increased upgrade costs. My thought is it'd be well-balanced if units with only 2-3 promotions cost less to rebuild than upgrade once we have Militarism. It seems logical to have a time vs money tradeoff: cheaper to rebuild, but saves time to upgrade. After all, why build academy/armory etc and move new units to the battlefield if it saves time
and costs less to upgrade existing units? There'd be no opportunity cost. This would benefit the AI who isn't good at getting high-xp units.
Since upgrade costs are fixed based on known variables like base cost and

difference between the two units, and production costs are fixed with known modifiers on purchase, we should be able to figure out a good middleground.
Populism might be a little odd, but remember strength of units does drop as they lose health, which reduces their combat odds of success. Slight differences in strength can have a big difference in odds. In addition, weakened units die more easily due to a lower HP pool. It's a sort of risk/reward thing... because although at 9hp we deal more damage, our strength is lower (which reduces damage), success odds are lower, and we have a higher chance of dying. If it were identical to Bushido that trait would be less unique, and the two wouldn't stack. Overall, populism seems rather decent with the risk/reward tradeoff.
All that said, the idea of a free healing promotion actually sounds sorta interesting. Maybe all units could start with Medic? It'd probably feel less clumsy than the wounded-unit-damage mechanic.
Since no one seems to feel 2

Representation would be a problem, I'll change it.
I like the idea of something providing a benefit on national wonders, I think it might feel a little odd in a tree built around supporting fast expansion though.
Going back to Seek's suggestion, you recommended free workers from Republic, I'm guessing for Collective Rule synergy? Do you think the +1:c5production should be moved to Meritocracy's place if it's set up like that? Or maybe just remove the production bonus entirely? It's sort of ICS-friendly.
In summary here's what I'm thinking of:
- Collective Rule: Cities start at 2
.
- Republic: 2 workers appear outside the
.
- Representation: +2
per city.
- Meritocracy: +1
per city.
- Mandate of Heaven:
/turn increased by amount of excess
. (up from 75%)
There was some discussion about this months ago... and I still feel the policy is underwhelming. The argument was it lets happiness buildings double as cultural ones, but the point I made was this isn't quite accurate as it does not improve border expansion, and is not improved by city modifiers like the Broadcast Tower.
- Patronage center: -25%
loss per turn.
- Patronage left: 20 minimum
.
- Patronage right: +25%
from
.
- Populism: Units gain +1 extra health per turn when healing.
- Total War: 30-turn bonus (policies no longer can be saved, so timing it is much more difficult).
A puppet state happiness attribute isn't available. Here's all the unused policy attributes, some of which have obvious effects but others I'm unsure of:
- CultureCost
- TechPrereq
--------
- CulturePerWonder
- CulturePerTechResearched
- ReligionProductionModifier (probably inactive)
- GreatGeneralRateModifier
- DomesticGreatGeneralRateModifier
- FreeExperience
- AllFeatureProduction
- ImprovementCostModifier
- ImprovementUpgradeRateModifier (probably inactive)
- SpecialistProductionModifier
- SpecialistUpgradeModifier (probably inactive)
- MilitaryProductionModifier
- BaseFreeUnits
- BaseFreeMilitaryUnits
- FreeUnitsPopulationPercent
- FreeMilitaryUnitsPopulationPercent
- UnhappinessFromUnitsMod (probably inactive)
- NumExtraBuilders
- PlotGoldCostMod
- GoldPerUnit (different from UnitGoldMaintenanceMod autocracy has)
- GoldPerMilitaryUnit
- UnitSupplyMod
- CityGrowthMod
- HappyPerMilitaryUnit
- MaxConscript (probably inactive)
- UnitSightRangeChange
- RevealAllCapitals
- FreeSpecialist
- ExpInBorderModifier
- MinorQuestFriendshipMod ('minor civs' are the internal name for citystates)
- WeLoveTheKing
Might think the last one would put cities into WLTK for X turns, but it takes text, not a number. I suspect it might have been intended to copy the old "We love the King/President/Consul/etc" customized WLTK day messages from earlier versions of CiV.