Policies

I could do XP per era like I did food per era for maritimes. Something like:

00.0 xp/era - Prince
02.5 xp/era - King
05.0 xp/era - Emperor
07.5 xp/era - Immortal
10.0 xp/era - Deity

So the units of a Medieval AI on Emperor difficulty would start out with the equivalent of a free barracks' worth of experience.

I like it, its worth a try seeing as its so easy to code, lol
 
There's a code "event" when units are created, so it's easy to link whatever we want to this. I could do something like:

00.0 xp/era - Prince
02.5 xp/era - King
05.0 xp/era - Emperor
07.5 xp/era - Immortal
10.0 xp/era - Deity

So the Medieval units of an Emperor AI would start with the equivalent of a free barracks' worth of experience.

I don't think a flat bonus per era is the right way to go, its too little early on and too much in the late-game. Modern is the 6th era, I don't think we should be giving +45 free experience on immortal.
I would instead use something like A + B*era, rather than just X*era.

Maybe:
Prince: A=0, B= 0
King: A= 5, B= 2
Emperor: A= 10, B= 2
Immortal: A= 10, B= 3
Deity: A= 15, B= 4
 
The formula itself will be easy to fine-tune, though simplest to do with continuous intervals like:

00 + 0/era - Prince
05 + 1/era - King
10 + 2/era - Emperor
15 + 3/era - Immortal
20 + 4/era - Deity
 
The formula itself will be easy to fine-tune, though simplest to do with continuous intervals like:

00 + 0/era - Prince
05 + 1/era - King
10 + 2/era - Emperor
15 + 3/era - Immortal
20 + 4/era - Deity

That would be ok. It would basically have no impact on anything below Immortal, but thats not a bad thing.
 
Games do get to the Medieval era rather quickly, and by that point an Emperor AI would get a free promotion everywhere for new units, even without a barracks. ;)
 
I really like this solution. It has the advantages of being very transparent to the player - they can mouse over units and see promotions and the combat makes sense. It also really addresses the fundamental problem of players having highly promoted units and the AI always using fresh troops. The AI will still pick some bonuses that aren't very good but I know I find it much more difficult attacking AIs that happen to have some military buildings and have 2 promotions on their swarm of dudes - this will make things much more challenging in combat.

If you want to do more along these lines though you could beef up military buildings. If armory and military academy gave more XP the AI would have even better units (they do build these buildings fairly regularly) but the player who upgrades their army throughout the ages benefits less.
 
Hi
I've got no idea if this is a result of Thal's mod, an incompatibility with other mods I'm running at the same time or just vanilla, but I have a problem with selecting the Free Great Person upon selecting the Meriorcracy policy.

When I click the Select Free Great Person person nothing what so ever happens...

Has anyone else experienced this?

\Skodkim
 
Hi
I've got no idea if this is a result of Thal's mod, an incompatibility with other mods I'm running at the same time or just vanilla, but I have a problem with selecting the Free Great Person upon selecting the Meriorcracy policy.

When I click the Select Free Great Person person nothing what so ever happens...

Has anyone else experienced this?

\Skodkim

I just had a very similar issue when completing the oracle. The notifications to select a free policy didn't work when clicked on, but I was able to manually open the policy tree and select my policy, and the notification dismissed properly.
 
I just had a very similar issue when completing the oracle. The notifications to select a free policy didn't work when clicked on, but I was able to manually open the policy tree and select my policy, and the notification dismissed properly.

Regarding the policy bug, here's my current list of active mods:

Blue Mosque (v 2)
City-State Diplomacy Mod 2.9
Civ V Unofficial Patch and Thals Balance (v 5)
CivWillard (v 1)
Cultural Capitals (v 8)
Custom Notifications (v 3)
DiploCornerAddin (standard) (v 1)
Emigration (v 2)
End Declaration of Friendship (v 1)
Enhanced Golden Age (v 4)
Food Economy - Tradable Bonus Resources (v 2)
InfoAddict (v 10)
Ishtar Gate Wonder (v 2)
Medical Corps (v 5)
Moai Statues Wonder (v 2)
Panama Canal Wonder (v 1)
Platonic Academy Wonder (v 1)
Solomon Temple Wonder (v 3)
The Parthenon Wonder (v 2)
The Seven Ancient Wonders (v 5)
The Sphinx Wonder (v 2)
Three Gorges Dam Wonder (v 1)
Tower of Babel Wonder (v 2)
TreeGrowth (v 4)
UserEvents (v 1)
XiDragon's Reveal Map Button (v 1)

Will see if I can narrow it down when I have the time.

\Skodkim
 
I had this bug, and I'm only running Combined+infoaddict, so that might be where the incompatibility lies. It also seems to make it where I have problems selecting units in the military panel, it just picks a random unit no matter what I click on, and only ever selects that unit.
 
Update: The military panel thing seems to be a base game issue, so nevermind. Still though, I get the mentioned bug with only this and infoaddict, so it's either core to this, something with the base game since the patch, or a compatability issue with infoaddict. I've only had in once in several games, though. Also a simple save and reload cleared it.
 
My thoughts about the policies in v5.4 :

Tradition :
All the policies are interesting.

Liberty :
I find Republic not worth taking.
Meritocracy I'm not sure, +.5 happiness/city is not that useful but there's the free great people.

Honor :
Never took it, as I usually don't go to war (anyway IA is so bad that I don't need it and barbarians are a threat only for scout and workers).

Piety :
It's the best tree for me, a must have.

Patronage :
A tree for CS, who does its work I think.

Commerce :
I find the tree maybe a little weak. Although I never played with a lost of coastal cities, which could make the +3 hammer and bonus to naval units really good. And never got to the point when I could build railroads, which could change things I suppose.

Rationalism :
The big problem is how good Piety is and the fact you can't stock policies for later use (to have full piety to full rationalism in one time).
I find Free Thought useless, I've never build one village as mines and farms are much more useful.

Freedom :
All the policies are interesting.

Autocracy :
Big problem is that you need to lose freedom and liberty trees to have it. But I suppose it could be good for war.

Order :
Maybe increase the +15% for building to +20 or +25% ?
Socialism : -10% for buildings upkeep seems too low for me, but I never got to the modern area.
Planed Economy : -33% seems a bit low, but maybe it's because I never had more than 6 cities.
 
Here's my take on the current policies:

1) Tradition/Liberty: I think this trees are just about perfect. I think your change to land elite was a good compromise with the patch. I thought that +2 food/+15% food was too good. 15%/+1 science from specialists feels a lot better.

I actually enjoy the synergy that tradition and liberty have now. i commonly will go both trees for different benefits.

2) Piety: Piety feels solid right now. I've been using it for both cultural and noncultural victories now.

3) Commerce: I think this is the weakest tree right now. Most of the benefits just don't feel that useful or particularly powerful.

The most powerful benefit (+3 prod in coastal cities) competes with the very mediocre +1 naval sight/move.

Even the commerce bonuses don't compete that well with trees that give golden ages, because GAs can generate so much money.

4) Freedom: I consider this one of the best trees right now. There are a lot of goodies in this tree.

5) Autocracy: My vote for 2nd worst tree, mainly because I can't use it with liberty. Autocracy and Liberty have synergized mechanics, yet the fact they don't work together is terribly frustrating....especially since I basically have to decide at the beginning of eh game I want to go autocracy.

With piety and rationalism, at least rationalism comes about soon enough that I have some context on whether piety or rationalism would be better for me.

6) Order: Order seems okay right now. Its not great, but its not too bad for late game picks.

I know you beefed up United Front, but I actually consider that a bit strong. I am basically requiring all AIs to work twice as hard to keep up with me on city states. Combine with that patronage and you basically get a lock on alliances.

The rest of order's first row is pretty bland. However it gets much better when you go deep into the tree.
 
3) Commerce: I think this is the weakest tree right now. Most of the benefits just don't feel that useful or particularly powerful.

The most powerful benefit (+3 prod in coastal cities) competes with the very mediocre +1 naval sight/move.

Even the commerce bonuses don't compete that well with trees that give golden ages, because GAs can generate so much money.

Naval Tradition indeed is very mediocre, promotions/xp to naval units won't add much, especially with the weak naval AI. Why not a 25% :c5production: boost on naval units and buildings and +1 :c5production: on sea resources?

Trade unions is already less usefull for the Iroquios and the Inca :(, as both have less ((rail)roads or reduction in) base costs.
Why not a bonus % in trade routes, tiles producing 4+:c5gold: produce 1:c5gold: more.

5) Autocracy: My vote for 2nd worst tree, mainly because I can't use it with liberty. Autocracy and Liberty have synergized mechanics, yet the fact they don't work together is terribly frustrating....especially since I basically have to decide at the beginning of eh game I want to go autocracy.

Agree, Liberty and Autocracy should not be mutually exclusive. The names liberty and freedom also resemble each other to much.
And liberty has not been something from the old ages. Maybe an aesthetic name change; tree name Representation and Representation becomes Liberty.

On a sidenote: Is it possible to add 2 (or more) trees into the Social Policy screen?
 
Naval Tradition indeed is very mediocre, promotions/xp to naval units won't add much, especially with the weak naval AI. Why not a 25% :c5production: boost on naval units and buildings and +1 :c5production: on sea resources?

I like that idea. Heck even the +1 prod to sea resources would be very useful.


Here's a thought, would it be overpowered to make the deep policy of commerce a reduction of all roads and railroads by 1 gold? In other words, roads become free and railroads cost one.

That way a person of high commerce can build roads wherever he wants (although I guess I don't know if you can actually build roads late game or if they have to be railroads)

Here are just a couple of other brainstorming ideas for commerce:

1) Luxuries provide +X gold.
2) Research agreements provide X% more research (if you are using Thal's new RA idea)
3) Gold deals provide you X% more gold.
4) Naval Ships gain +X% more attack and/or defense
5) Penalty for attacking off of embarkation is reduced by X%. Or perhaps move penalty for embarking is removed.
6) Trade Routes provide X culture for every Y amount of commerce they generate
7) Capitalism: Gain X% of your current treasury value as a bonus to gold each turn. (more gold you save, more gold you gain!)
8) Villages provide +1 gold.
9) Gain +X gold bonus from pillaging/capturing cities.
10) Blockading ships steal X gold per turn.
11) Merchant Navy: Your naval ships can go through foreign sea territory, even if you don't have open borders. (I believe the city state diplomacy mod has a promotion that can do just that)
 
I think the developer's concept for autocracy was basically a way to have the civic-switching from earlier versions of Civilization:

  1. Player fills out Liberty early on.
  2. Liberty loses usefulness in the late game.
  3. Player switches to Autocracy, giving 6 free policies and instantly filling out the whole tree (at the cost of 1 turn of anarchy).
  4. The massive bonus to military power lets the player quickly conquer all remaining Capitals.
It sort of makes sense. In the late game if we want to make a push for the capitals, minor bonuses to city yields and settler/workers aren't very helpful.
 
Wait wait, what? I honestly never tried switching to a civic that would disable an old one because I didn't want to lose the investment, but you're saying you actually get the points back to spend again?
 
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