Policies

Later policies used to be more powerful than early ones when Civ 5 released, but that's not the case anymore. Many early policies now scale well to late game.
 
An idea for the Nationalism tree: modify one existing policy to allow changing the city focus of puppet cities (default, food, production, etc). This policy shouldn't allow changing worked tiles or specialists slots. I think this change would reflect the nature of Nationalism goverments: tight control over goverment employees (city governors in this case). Also, IMO, this would add uniqueness to the Nationalism tree making it more interesting.
 
An idea for the Nationalism tree: modify one existing policy to allow changing the city focus of puppet cities (default, food, production, etc). This policy shouldn't allow changing worked tiles or specialists slots. I think this change would reflect the nature of Nationalism goverments: tight control over goverment employees (city governors in this case). Also, IMO, this would add uniqueness to the Nationalism tree making it more interesting.

There's already a nationalism policy that *significantly* buffs courthouses, making annexing under nationalism pretty much a no-brainer.

The point of puppets is that you don't have that direct control over them.
 
For sovereignty in enlightenment, it's +2g per science building. Any reservations to sprinkling some culture into this branch by adding, say +1c per science building as well (and maybe reducing to +1g)? I understand that's Piety's job, but maybe each branch should have a policy that gives culture for focusing on the qualities in that branch. Haven't put much thought into this though.
 
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