Thalassicus
Bytes and Nibblers
Updated July 19th 2011
Hopefully this thread will clear up any confusion about how policies work. The game's information is somewhat misleading about the cost of adding new cities to our empire. It's important to distinguish between these:
Playstyles
Here's the advantages the 3 Civ archetypes have in VEM. Policy generation is balanced between all these playstyles, and each of the 3 early policy trees have ways of earning culture. Click for details.
Reading the Tables
Each table in the thread contains this information:
- Founding a City -
Culture Victory
Here's a decent mid-game situation when going for a culture victory:
Click here for details on tall vs wide culture victories.
Conquest Victory
Here's my typical situation in a conquest game:
- Occupying a Puppet -
Now let's consider the same scenario described in founding a city, but this time use it to determine the effect of occupation. Puppets generate 25% less culture, so puppet → occupied is less income change than founding a city. However this only applies if the puppet governor has actually built cultural buildings already. Here are the overall effects on policy rate:
Something important to point out is if the puppet hasn't built cultural buildings and has no garrison, it's the same as not having a city at all. Conquered cities lose all cultural buildings and puppets are forced onto a gold focus, so they lag behind in building other types of buildings.
If you can't occupy for a while and the governor builds a temple, policy generation will indeed be 3-5% faster if we leave the cities as puppets. Puppets generate less science, however, so we're better at research if we occupy. It's a tradeoff between (occupation) and (puppets).
Here's the combined effect of occupation:
- Technical Details -
You can play around with the table by downloading the Civ V Modding spreadsheet I use. It's in Excel format, which can also be opened in LibreOffice (which I highly recommend trying).
Modifiers in Civ are additive. If the cost of a policy is 1000, adding cities increases it to 1300, then 1600, 1900, etc. It's adding 30% of the base policy cost for each city, not multiplying by 1.3.
Ironically though, base policy cost cancels out and can be ignored.
This is the formula for the increase in #turns before and after a "change." The "change" can be either founding a city or occupying a puppet.
c = cost
i = income
p = per-player income
n = number of cities
m = modifier for culture before the change (0% for founding cities, 75% for puppets).
- Policy Costs -
Compared to vanilla, this is the cumulative cost of policies in VEM:
So for example, it takes -15% less culture to get 8 policies in VEM than Vanilla, and +70% more culture to achieve a culture victory.
The first few policies are more expensive in VEM than vanilla. The reason for this is VEM palaces give 2 (up from 1), to reduce the impact of other early culture sources:
Later policies are cheaper because the total number of trees required for the Utopia Project is increased to 6, compared to vanilla's 5. Midgame culture sources are much more powerful in VEM than vanilla, however. The Opera House gives +50%, and the Museum gives 0.5 per population. The result is the time a culture victory can be achieved is approximately the Industrial era in VEM (was Modern in Vanilla).
Hopefully this thread will clear up any confusion about how policies work. The game's information is somewhat misleading about the cost of adding new cities to our empire. It's important to distinguish between these:
- Cost = culture per policy
- Income = culture per turn
- Rate = policies per turn
- Founding vs not founding a city.
- Occupation vs puppeting.
- How the math works.
- Policy cost difference between VEM and vanilla.
- Tall and wide empires are equally capable of cultural victory, so long as they're peaceful.
- Wide empires research faster, while tall empires get policies quicker.
- Occupation is better for , while puppets are better for .
Playstyles
Here's the advantages the 3 Civ archetypes have in VEM. Policy generation is balanced between all these playstyles, and each of the 3 early policy trees have ways of earning culture. Click for details.
- Peaceful - Tall
- Peaceful - Wide
- Conquerors
Reading the Tables
Each table in the thread contains this information:
- Culture from:
- World Wonders (WW)
- City States
- Special sources like Mandate of Heaven or national wonders
- Landmarks
- Per-city average culture revenue
- Per-city cost expense
- Number of cities
- Policy rate
- Founding a City -
Culture Victory
Here's a decent mid-game situation when going for a culture victory:
- At least one or two world wonders.
- Half dozen cultural citystates.
- Some culture from Mandate of Heaven and National Wonders.
- Half dozen Landmarks.
- Tradition, Liberty, and Piety trees filled out.
- Maximum available culture buildings in every city.
Click here for details on tall vs wide culture victories.
Spoiler :
Conquest Victory
Here's my typical situation in a conquest game:
- Military Caste policy earned.
- Monuments and Garrisons in every city.
- 25 from per-player sources that can't be duplicated for each city: citystates, wonders, etc.
Spoiler :
- Occupying a Puppet -
Now let's consider the same scenario described in founding a city, but this time use it to determine the effect of occupation. Puppets generate 25% less culture, so puppet → occupied is less income change than founding a city. However this only applies if the puppet governor has actually built cultural buildings already. Here are the overall effects on policy rate:
Spoiler :
Something important to point out is if the puppet hasn't built cultural buildings and has no garrison, it's the same as not having a city at all. Conquered cities lose all cultural buildings and puppets are forced onto a gold focus, so they lag behind in building other types of buildings.
If you can't occupy for a while and the governor builds a temple, policy generation will indeed be 3-5% faster if we leave the cities as puppets. Puppets generate less science, however, so we're better at research if we occupy. It's a tradeoff between (occupation) and (puppets).
Here's the combined effect of occupation:
- Advantages
- Occupation increases from population.
- Allows control of city focus and production.
- Disadvantages
- Temporary happiness drop.
- Slower policy generation.
- Increases cost of National Wonders.
- Technical Details -
You can play around with the table by downloading the Civ V Modding spreadsheet I use. It's in Excel format, which can also be opened in LibreOffice (which I highly recommend trying).
Modifiers in Civ are additive. If the cost of a policy is 1000, adding cities increases it to 1300, then 1600, 1900, etc. It's adding 30% of the base policy cost for each city, not multiplying by 1.3.
Ironically though, base policy cost cancels out and can be ignored.
This is the formula for the increase in #turns before and after a "change." The "change" can be either founding a city or occupying a puppet.
c = cost
i = income
p = per-player income
n = number of cities
m = modifier for culture before the change (0% for founding cities, 75% for puppets).
- Policy Costs -
Compared to vanilla, this is the cumulative cost of policies in VEM:
So for example, it takes -15% less culture to get 8 policies in VEM than Vanilla, and +70% more culture to achieve a culture victory.
The first few policies are more expensive in VEM than vanilla. The reason for this is VEM palaces give 2 (up from 1), to reduce the impact of other early culture sources:
- Monument
- Ancient ruins
- Tradition/Liberty/Honor opening policies
- French trait
Later policies are cheaper because the total number of trees required for the Utopia Project is increased to 6, compared to vanilla's 5. Midgame culture sources are much more powerful in VEM than vanilla, however. The Opera House gives +50%, and the Museum gives 0.5 per population. The result is the time a culture victory can be achieved is approximately the Industrial era in VEM (was Modern in Vanilla).