Policies

Congrats on patch 7 beta.
On the site is says that;
  • Free Market: +1 Gold on improved tiles.
  • Protectionism: +1 Happiness for each Luxury resource.

This doesnt seem to reflect the discussing in this thread, free market looks way over powered and protectionism no different.
It this just wording or will the changes be reflected in the non beta?
Free Market should increase the Trade Route income by 10 or 20% instead of tile gold boost. :hmm:
 
In response to my reading of the last two comments, I don't think Protectionism needs to be changed just because everything else was. Also, the gold boost from Free Markets may not be OP, given how late it comes in the game.
 
It would almost certainly have a tremendous effect on gold production, especially keeping in mind that any building modifiers would increase it even further. That's not necessarily a problem though, as gold production that late in the game is often to the point of it out-pacing your ability to spend it anyways.
 
It would almost certainly have a tremendous effect on gold production, especially keeping in mind that any building modifiers would increase it even further. That's not necessarily a problem though, as gold production that late in the game is often to the point of it out-pacing your ability to spend it anyways.

Why would building modifiers increase it even further, if it's "+1g for improved tiles"?
 
I was referring to building modifiers, like the market and the bank, which multiply the output of base tile yields.

Right. You have whatever gold output you have, based on cities, pop, trade routes, improvements, other policies... and then this policy adds an additional 1g per tile.
 
So it just adds a static +1g per tile to your empire-wide gold output, without any actual effect on the tile yields? Pardon my confusion, I haven't had a chance to play this version yet.
 
So it just adds a static +1g per tile to your empire-wide gold output, without any actual effect on the tile yields? Pardon my confusion, I haven't had a chance to play this version yet.

That's my reading of it. I haven't played with it yet, either - there seems to be a bug that doesn't let me put anything into production.
 
With regard to terrain improvements, you should keep in mind that the game gives more value to gems than any other luxury. I'm not sure that there is a need to nerf gems and buff incense. Everything doesn't have to equal out - and sometimes it's more boring when it does.

The reason I did this is Gems got a big buff when I included them on the list of resources for the Mint. I've actually intended to reduce their base gold value ever since then, just kept forgetting about it. With the mod, they're now 2:c5gold: better than vanilla with a mint, instead of 3.

@bigfatjonny
I changed Free Market based on feedback a few posts up, before releasing the beta. I just forgot to update the patch notes. :)
I restricted Free Market to a few improvements (instead of all improved tiles) and buffed Mercantilism and Trade Unions.
Free Market
+1:c5gold: on Villages, Fishing Boats, and Customs Houses.
@Babri
Remember trade routes are just a :c5gold:/:c5citizen:pop effect, and basic population bonuses favor spamming undeveloped cities. This particular effect is also more problematic than :c5science:/:c5citizen: since it's unaffected by building modifiers. The effect is already in the game too (Machu Picchu).

A tile bonus rewards the player for a synergistic strategy combining policies, tile improvements, and buildings in the city.
 
Originally Posted by Thalassicus
Free Market
+1 on Villages, Fishing Boats, and Customs Houses
.

This boils down to a +1 TP buff. That late in the game, it seems pretty weak to me. At best it would make more sense earlier in the tree.
 
In test games I've been able to get the policy without much effort by the end of the Medieval era, which isn't particularly late. It's about when TPs get their river bonus too. This brings them up to 3:c5gold: tiles. Combined with the cost-reduction policies earlier in the tree I think it's probably worth it, though it requires more playtesting to be sure, which is what the beta is for.

Based on feedback, I've been considering possible ways to mix up naval-empire bonuses more with the other policies in the Commerce tree. This iteration is my starting point. :)
 
In test games I've been able to get the policy without much effort by the end of the Medieval era, which isn't particularly late. It's about when TPs get their river bonus too. This brings them up to 3:c5gold: tiles. Combined with the cost-reduction policies earlier in the tree I think it's probably worth it, though it requires more playtesting to be sure, which is what the beta is for.

Based on feedback, I've been considering possible ways to mix up naval-empire bonuses more with the other policies in the Commerce tree. This iteration is my starting point. :)

I was wondering if Commerce could be reached earlier. At that point it seems more reasonable... and the original version more OP. I was about to give it a whirl with v7.0b, but it still has the no-production bug. (Techs can be chosen, improvements purchased, and the units moved.)
 
Patronage and Commerce are both Medieval-era trees. It's just a little visually odd due to their positioning :)

I could swap the axis so each column is roughly one era:


TraditionLibertyPietyHonorPatronageCommerceFreedomRationalismOrder

LibertyTraditionHonorPietyCommercePatronageRationalismFreedomAutocracy
 
Patronage and Commerce are both Medieval-era trees. It's just a little visually odd due to their positioning :)

I could arrange it in a left-to-right manner so each column is roughly one era:

LibertyTraditionHonorPietyPatronageCommerceRationalismFreedomAutocracy

TraditionLibertyPietyHonorCommercePatronageFreedomRationalismOrder

That probably makes more visual sense, although I had a vague memory of Commerce being activated "early." I just haven't looked at it since October or something!
 
I'm not crazy about the new Trade Unions SP - neither bonus seems that great at that point in the game (the GG movement would probably be the most useful thing about it). What about +1:c5production: on luxuries? (I know it overlaps with the changes to Elizabeth's UB, but it could make a good synergy.)

I think a bonus to embarkation speed would be nice to have in the tree somewhere as well.

And I *still* think that Protectionism should be for excess luxuries only:p - again, I think the synergy with (pre v7.0) Arabia could be fun since they're not necessarily apt to go Commerce.
 
Something worth knowing is I'm trying to figure out why diplomats are not purchasable. They can be bought in normal CSD, but for some reason they're not showing up with CiVUP installed. I want diplomats to be equally cost-effective as buildings so it's a viable strategy to spend gold on citystates even in the early game.

How about...

  • Commerce
    • -25%:c5gold: Purchase cost for tiles.
  • Mercantilism
    • -20%:c5gold: Purchase cost for units and buildings.
  • Protectionism
    • +1:c5happy: Happiness for each Luxury resource.
  • Merchant Navy
    • +2:c5production: Production in coastal cities.
    • +1:c5moves: Movement for embarked units.
    • +1:c5moves: Movement and +1 Sight for ships.
  • Trade Unions
    • -50%:c5gold: Maintenance for roads and railroads.
    • +1:c5moves: Movement for Civilian units.
  • Free Market
    • +1:c5gold: Gold on Villages.
    • +2:c5gold: Gold on Fishing Boats and Customs Houses.
I prioritize stuff with (value of change) / (time required to mod it):

  • Protectionism is already rather good by providing up to 15:c5happy:.
  • Arabia's resource trait took hours of work because it's not an effect already available in xml. An excess-resource policy effect like that would similarly need to be created and tested from scratch in Lua.
This is why I focus on effects already available in the xml with a big gameplay impact. There's always lots to do and not enough time to do it! :lol:
 
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