Policy Discussion: Tradition

Its also worth noting that the change to pantheon logic, they now require a majority to get effects anywhere after founding, favors a smaller number of cities
 
Its also worth noting that the change to pantheon logic, they now require a majority to get effects anywhere after founding, favors a smaller number of cities

Yep. I know it is a slightly strange mechanic at first, but (IMO) it makes sense that there'd be a religious 'lull' in-between founding and spreading that founding faith, as the state's official religion is in transition.

G
 
A little necropost for a little idea:
what do you think to add a bit of scaling in the tradition tree?

replacing
  • Justice : +3 :c5production:
  • Sovereignty: +2 :c5faith:
  • Ceremony: +2 :c5science:
  • Majesty: +3 :c5gold:
by
  • Justice : +1 :c5production: / 2:c5citizen:
  • Sovereignty: +1 :c5faith: / 3:c5citizen:
  • Ceremony: +1 :c5science: / 4:c5citizen:
  • Majesty: +1 :c5gold: / 3:c5citizen:
?
(an maybe even for the culture part)

it may be a little nerf for the very early.
it's a strong incentive to grow instead of making settlers in the ancient era.
it's a small buff for the medieval-renaissance era.
 
A little necropost for a little idea:
what do you think to add a bit of scaling in the tradition tree?

replacing
  • Justice : +3 :c5production:
  • Sovereignty: +2 :c5faith:
  • Ceremony: +2 :c5science:
  • Majesty: +3 :c5gold:
by
  • Justice : +1 :c5production: / 2:c5citizen:
  • Sovereignty: +1 :c5faith: / 3:c5citizen:
  • Ceremony: +1 :c5science: / 4:c5citizen:
  • Majesty: +1 :c5gold: / 3:c5citizen:
?
(an maybe even for the culture part)

it may be a little nerf for the very early.
it's a strong incentive to grow instead of making settlers in the ancient era.
it's a small buff for the medieval-renaissance era.
I'm also a fan of pop scalar for a tall tree.
 
The buildings are only build in the cap.
 
I would argue that getting free population is an incentive to build settlers as the main drawback (no growth) is eliminated.
 
I would argue that getting free population is an incentive to build settlers as the main drawback (no growth) is eliminated.
Sunk-cost fallacy? growth is always good (unless you don't have the happiness or tile to work)
 
I'm just saying that the main inhibitor to expansion as Tradition is low population which can't support specialists, as the capital is supposed to make up for satellite cities til they can support themselves.
 
I don't like it, it narrows too much the possibility of tradition. I like to play wage war in ancient/classical era. Without strong flat bonus, it would not be possible.
so it's a no
 
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I'm just saying that the main inhibitor to expansion as Tradition is low population which can't support specialists, as the capital is supposed to make up for satellite cities til they can support themselves.
I'd say that delaying secondary cities is needed because they develop so slowly that they will drag progress in the empire. Unless there's such a good spot, that those new cities pay for themselves. Ultimately, you settle unoptimally for securing some monopoly, and add a bit of supply in time.
 
As everything, it depends on the situation. Sometimes you can settle cities that immediately make up for themselves. Natural Wonders or passive pantheons such as Goddess of Nature come to mind.

You can make the argument that you aren't technically slowing your empire down in the long run. The capital makes up for any deficiencies early on, til the other cities have a chance to catch up. Tradition does not have any bonuses to non-capital production, so a city settled later is not necessarily more advantageous.

An example is the policy that gives culture to monuments. Yes you could get there a bit earlier if you didn't settle that city, but by the time you build the monument to make use of it, you would have effectively lost culture.
 
When I play Tradition I use internal TRs to grow my Cities till they can support themselves. So delaying founding new Cities as TRs become available. It only makes me wish that Tradition itself gave the Prodcution from Internals.

The per-Pop effect would only make Tradition more powerful later. I question if having 1 per 2 Pop Production is a little buff. Then again it doesn't take long for a Tradition cap to hit 100 Production per Turn.
 
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I don't like the idea of scaling it, it makes growth so important. 1 :c5production: per 2 :c5citizen: is really high, and if it was lower than that you cripple the early game.

I kind of wish that you got 3 :c5faith: and 3:c5science: just for consistencies sake. I'm guessing that a long time ago these values were 3 but got reduced for balance reasons
 
A little necropost for a little idea:
what do you think to add a bit of scaling in the tradition tree?

replacing
  • Justice : +3 :c5production:
  • Sovereignty: +2 :c5faith:
  • Ceremony: +2 :c5science:
  • Majesty: +3 :c5gold:
by
  • Justice : +1 :c5production: / 2:c5citizen:
  • Sovereignty: +1 :c5faith: / 3:c5citizen:
  • Ceremony: +1 :c5science: / 4:c5citizen:
  • Majesty: +1 :c5gold: / 3:c5citizen:
?
(an maybe even for the culture part)

it may be a little nerf for the very early.
it's a strong incentive to grow instead of making settlers in the ancient era.
it's a small buff for the medieval-renaissance era.

What would probably be a better compromise for early vs late game is:
  • Justice : +2 :c5production:; +1 :c5production: / 5:c5citizen:
  • Sovereignty: +1 :c5faith:; +1 :c5faith: / 4:c5citizen:
  • Ceremony: +1 :c5science:; +1 :c5science: / 5:c5citizen:
  • Majesty: +1 :c5gold: ; +1 :c5gold: / 4:c5citizen:
Or something like that. Still valuable early, and doesn't scale too well late game.
 
somebody was going to necro this sooner or later, it may as well be me since I had a thought for some #NewCode. Be possible to add specialist slots to buildingclasses in the empire through a building table? I.E. could use tradition national wonders to add a writer slot to all baths in the empire. I think tradition would be served well by something like this (though I will not attest that tradition needs any changes at all, i honestly have no idea but other people seem to be mentioning it)
 
somebody was going to necro this sooner or later, it may as well be me since I had a thought for some #NewCode. Be possible to add specialist slots to buildingclasses in the empire through a building table? I.E. could use tradition national wonders to add a writer slot to all baths in the empire. I think tradition would be served well by something like this (though I will not attest that tradition needs any changes at all, i honestly have no idea but other people seem to be mentioning it)

A subtler change (again if such a change was needed), would be to add Great Person points to buildings. For example, Forges gain +1 Great Engineer Points. So it doesn't provide the raw strength of more specialists, but also gives a bonus without having to focus even more of your food to specialists.

That could also be done to the National Buildings that tradition offers if we like the concept but wanted an even subtler change compared to a standard building.
 
somebody was going to necro this sooner or later, it may as well be me since I had a thought for some #NewCode. Be possible to add specialist slots to buildingclasses in the empire through a building table? I.E. could use tradition national wonders to add a writer slot to all baths in the empire. I think tradition would be served well by something like this (though I will not attest that tradition needs any changes at all, i honestly have no idea but other people seem to be mentioning it)

Possible? Eventually. Easy? No.

G
 
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