We will discuss liberty in this thread.
Again the rating system!
A - Policy is often the reason you choose a tree, generally a powerhouse policy no matter how you are playing.
B - Strong policy, often a key to a playstyle, but perhaps a bit too specific to be considered an A.
C - Solid policy. You like it, your happy to take it, but its not game altering, just nice to have.
F - Weak policy. You take it only when you have used up better choices, or because its a prereq for a good closer or a much stronger policy. However, you never like taking this policy.
I'm also using a new acronym: CFCS (culture for culture's sake). This refers to policies that simply give you the ability to get more policies. I personally hate this type of design, especially now that policies aren't win conditions.
Liberty
Opener: F. Its a weak bonus early game and CFCS, and i find the pyramids one of the weaker wonders to go for. So meh all around.
Republic: F If it wasn't a prereq i would probably never take it.
Citizenship: C A solid bonus, certainly helps early game improvements take off.
Collective Rule: B Probably the key reasons to take liberty. However, the fact that its so deep in the tree really takes the shine off of this policy and its power tends to taper off towards the midgame.
Representation: B A key need if you want to have a wide civ but still maintain a good policy rate. The golden age also makes it so the policy is not CFCS.
Meritocracy: C A nice bonus to keep happiness with the wide style.
Closer: B A great person is a solid bonus, especially when you have the flexibility to pick. There are key strategies that are based solely on the ability to pick this up. That said, the one time nature of the bonus prevents it from being an A.
Again the rating system!
A - Policy is often the reason you choose a tree, generally a powerhouse policy no matter how you are playing.
B - Strong policy, often a key to a playstyle, but perhaps a bit too specific to be considered an A.
C - Solid policy. You like it, your happy to take it, but its not game altering, just nice to have.
F - Weak policy. You take it only when you have used up better choices, or because its a prereq for a good closer or a much stronger policy. However, you never like taking this policy.
I'm also using a new acronym: CFCS (culture for culture's sake). This refers to policies that simply give you the ability to get more policies. I personally hate this type of design, especially now that policies aren't win conditions.
Liberty
Opener: F. Its a weak bonus early game and CFCS, and i find the pyramids one of the weaker wonders to go for. So meh all around.
Republic: F If it wasn't a prereq i would probably never take it.
Citizenship: C A solid bonus, certainly helps early game improvements take off.
Collective Rule: B Probably the key reasons to take liberty. However, the fact that its so deep in the tree really takes the shine off of this policy and its power tends to taper off towards the midgame.
Representation: B A key need if you want to have a wide civ but still maintain a good policy rate. The golden age also makes it so the policy is not CFCS.
Meritocracy: C A nice bonus to keep happiness with the wide style.
Closer: B A great person is a solid bonus, especially when you have the flexibility to pick. There are key strategies that are based solely on the ability to pick this up. That said, the one time nature of the bonus prevents it from being an A.