National Wonder for reformation belief, I think. Function is in, and it works, and is easier for us to balance than a tech. Also meshes with religious NWs requiring x # of followers to be built.
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Currently Shrines provide +2 culture +2 faith and Temples +2 Faith 25% gold. I personally think that is a fine number of effects on them considering the they are the only buildings one could logically add bonuses to.
You are correct about that being a concern, I'll have to think of something.I'm just not sure why the above is supposed to be a ancient era tree. There's only the opener and one policy (faith on shrines etc.) that's going to be of use in the beginning of the game. All the other effects require some sort of 'infrastructure': trade units, temples buildable, 5% need some base yield to have a visible effect.
You're correct about 5% yields being powerful but the requirement is pretty restrictive so it might work. Monastery could be more specialized, but I don't really see why it would need to be, monasteries did everything.I'd still say +5% to all yields is quite strong on its own. I'd rather have each policy only be good at one yield, but spread them around (also true for the monastery). Though I guess that's a design choice to be made. (I'm not sure I like the yields on WLTK-day though...). Also buffing Golden Ages that early means we'd need to give Brasilians something so that they don't have to push them off indefinitely, but that's a tertiary concern.
Where would it fit? That's the problemI'd like to have both faith on specialist and GA on prophets in the tree. I think they give a great synergy: More faith on specialist means more Prophets (-> more holy sites/Golden Ages).
Not close enough.All in all, I guess I should write that tree down cause I think we are quite close
Looks fine, looks kinda like what I posted so I guess that's why ^^
-- Piety
Still not a fan of uneven numbers, if you feel the need to have an effect in the opener atleast make it 5% so it ends up at 30% instead of 29%
Trade Fairs: +15% Gold from Temples and Markets in a city if your majority Religion is present. Trade Routes generate +1 Gold, and your majority religion spreads 50% more quickly over Trade Routes.'
Wasn't the thing I suggested possible? The thing with incoming traderoutes giving both players more gold?
All in all you got some really strong scaling bonuses in here, lots of percentual values, if we follow that theme with the other trees it might work. Only real complaint being the reliance on actually having a religion for more than half the policies to do anything. and with it being a startingtree I'm just sure you'll have a religion before your 4th policychoice. But who knows, maybe? Also a general lack of happiness other than the religious strife one that normally would end up doing nothing because if you're pious you're probably going to have some decent pressure going on your own cities.
The final value for Faith purchase reduction is 24%. We could bump to 25% if that's annoying. There's no existing code for giving other players gold via trade route policies, so I just used what was there (for now).
Reliance on religion is, I feel, the core of the tree (in a good way). It doesn't force you to have founded a religion, but it does reward you for spreading whatever faith you have across your empire. Since the tree is faith-centric, this feels okay to me.
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I just have no idea, I wrote 24 and 25 first and then I was like "wait 25 isn't dividable by 6, it got to be 30" Too tired to think properly.
I'm just saying that if half your policies require you to have a religion then they won't do anything before you get one (which necassary isn't that early, especially if the AI beat you to it) having a minor effect without religion and a major one with it would be better design, or just having fewer policies with complete reliance would work aswell.
About the traderoute code: wasn't anything from morocco or east india company usable? No idea how this works at all but I guess this is fine as a placeholder.
Edit: Just actually read through the tree without bleeding eyes and realized you have some pretty heavy bonuses, I mean they could be made work, don't get me wrong but damn some of they are really powerful. Assuming religion and monastery in all cities(which are actually pretty heavy pre-reqs anyways): You're going to end up with +30%gold +25%faith +10%food +10%science +10%production in all cities along with +20% culture in one city.
Do any of y'all know if the two parts of the policy Syncretism (+2 science and +2 production from markets, caravansaries, and harbors in cities that follow your religion. Your religion spreads 50% more quickly over trade routes) applies to majority religion as well as the founded religion? The former I think would have to, but the trade route bonus could conceivably be founded only. (I've never gone Piety without founding myself)
I think if a traderoute from a city spreads that city's religion 50% faster. No idea if you actually need a majority religion for it to work however. The first part of syncretism (2 science 2 production) however actually needs you to have a majority religion to work in any city.
I agree, its not that piety is wholly bad, I just find aesthetics, statecraft or heck just going through more of the opener trees to be very useful. Authority is actually a decent second tree to take for a 2nd wave of expansion and later warring.