[R&F] Rate the Policies - Part I: Military Policies

sonicandfffan

Warlord
Joined
Feb 21, 2013
Messages
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Location
England, UK
I did a lot of these topics for Civ5, with the format inspired by kaspergm. There are a lot more variable options in Civ6 in my opinion and I find this makes it a harder game to get into. These topics were a good insight for me into what works well and what is harder to make work, as such I thought I'd bring them back.

I'll try to keep a few topics up at a time, but I thought I'd start with one of the easier decisions in the game - Governments

I'd ask you to put your vote before the name of each policy, like this:
5
- Chiefdom [1 military, 1 economic, 0 diplomatic, 0 wildcard] - No bonus - No legacy bonus

The voting range runs from 0 to 10 where 5 is average. Give votes between 0 and 10, where 0 is worst and 10 is best, like this:

10 = Pretty much required
9 = Better than extremely good
8 = Extremely good
7 = Good
6 = Above par
5 = Average
4 = Below par
3 = Poor
2 = Extremely Poor
1 = Worse than useless
0 = Never use ever.

When voting, take into account the era of the policy, how it compares to other policies competing for a slot and obviously the power of its effect.

Also of course, how well it suites your playing style or personal likes or dislikes also should influence your vote. Also keep in mind that policies useful for a cultural victory might not be as useful for a domination victory. How you weight the different things is subjective obviously. I'll try to make some statistics when people have put in some votes to see how things distribute. Here are the list of policies:

Ancient Era
_ - Discipline: +5 unit combat strength when fighting barbarians
_ - Survey: Double experience for recon units doing exploration
_ - Agoge: +50% production towards Ancient/Classical era melee, anti-cavalry and ranged units
_ - Maritime Industries: +100% production towards Ancient/Classical era naval units
_ - Maneuver: +50% production towards Ancient/Classical era cavalry units
_ - Conscription: Unit Maintenance reduced by 1 gold per turn, per unit
_ - Limitanei: +2 loyalty per turn for cities with a garrisoned unit


Classical Era
_ - Raid: Yields from pillaging and coastal raids are doubled
_ - Veterancy: +30% production towards encampment districts and buildings for that district
_ - Bastions: +6 city defence strength, +5 city ranged strength
_ - Limes: +100% production towards defensive buildings


Medieval Era
_ - Feudal Contract: +50% production towards Mediaeval/Renaissance era melee, anti-cavalry and ranged units
_ - Retainers: +1 Amenity for cities with a garrisoned unit
_ - Professional Army: 50% discount on unit upgrades
_ - Chivalry: +50% production towards Mediaeval/Renaissance/Industrial era cavalry units


Renaissance Era
_ - Press Gangs: +100% production towards Renaissance/Industrial era naval units
_ - Wars of Religion: +4 combat strength when a non-religious unit fights a civilization following another religion
_ - Logistics: +1 movement if starting turn in friendly territory


Industrial Era
_ - Native Conquest: Combat victories over units from earlier eras provides gold equal to 50% of the combat strength of the defeated unit
_ - Grande Armee: +50% production towards Industrial/Modern era melee, anti-cavalry and ranged units
_ - National Identity: Units have 50% less combat strength reduction from being injured
_ - Military Research: Military Academies and Seaports generate +1 science
_ - Total War: Yields from pillaging are doubled


Modern Era
_ - Propaganda: 25% less war weariness
_ - Levee en Masse: Unit Maintenance reduced by 2 gold per turn, per unit
_ - Their Finest Hour: +50% production towards Modern/Atomic era air units
_ - Lighting Warfare: +50% production towards Modern/Atomic/Information era cavalry units
_ - Martial Law: 25% less war weariness, +2 loyalty per turn for cities with a garrisoned unit
_ - Patriotic War: +100% production towards Modern/Atomic/Information era support units
_ - Defence of the Motherland: No war weariness from combat in your territory


Atomic Era
_ - International Waters: +100% production towards Modern/Atomic/Information era naval units (excluding carriers)
_ - Second Strike Capability: Nuclear device maintenance reduced by 50% gold
_ - Military First: +50% production towards Atomic/Information era melee, anti-cavalry and ranged units
_ - After Action Reports: +25% experience to all combat experience
_ - Integrated Space Cell: +15% production towards space race projects if a city has either a military academy or seaport


Information Era
_ - Strategic Air Force: +50% production towards Information era air units and carriers
 
My personal opinions, based on my experience and my play-style (I have very little experience with the new RF policies, so I'll leave those without numbers). Zero goes to those policies I haven't probably activated a single time. Ten goes to policies I'll most probably have in all of my games at least for some time (but usually for a long time).

Ancient Era
10 - Discipline: +5 unit combat strength when fighting barbarians
1 - Survey: Double experience for recon units doing exploration
3 - Agoge: +50% production towards Ancient/Classical era melee, anti-cavalry and ranged units
2 - Maritime Industries: +100% production towards Ancient/Classical era naval units
1 - Maneuver: +50% production towards Ancient/Classical era cavalry units
9 - Conscription: Unit Maintenance reduced by 1 gold per turn, per unit
_ - Limitanei: +2 loyalty per turn for cities with a garrisoned unit


Classical Era
4 - Raid: Yields from pillaging and coastal raids are doubled
5 - Veterancy: +30% production towards encampment districts and buildings for that district
1 - Bastions: +6 city defence strength, +5 city ranged strength
2 - Limes: +100% production towards defensive buildings


Medieval Era
3 - Feudal Contract: +50% production towards Mediaeval/Renaissance era melee, anti-cavalry and ranged units
5 - Retainers: +1 Amenity for cities with a garrisoned unit
7 - Professional Army: 50% discount on unit upgrades
2 - Chivalry: +50% production towards Mediaeval/Renaissance/Industrial era cavalry units


Renaissance Era
1 - Press Gangs: +100% production towards Renaissance/Industrial era naval units
0 - Wars of Religion: +4 combat strength when a non-religious unit fights a civilization following another religion
10 - Logistics: +1 movement if starting turn in friendly territory


Industrial Era
0 - Native Conquest: Combat victories over units from earlier eras provides gold equal to 50% of the combat strength of the defeated unit
3 - Grande Armee: +50% production towards Industrial/Modern era melee, anti-cavalry and ranged units
5 - National Identity: Units have 50% less combat strength reduction from being injured
1 - Military Research: Military Academies and Seaports generate +1 science
8 - Total War: Yields from pillaging are doubled


Modern Era
8 - Propaganda: 25% less war weariness
10 - Levee en Masse: Unit Maintenance reduced by 2 gold per turn, per unit
2 - Their Finest Hour: +50% production towards Modern/Atomic era air units
1 - Lighting Warfare: +50% production towards Modern/Atomic/Information era cavalry units
_ - Martial Law: 25% less war weariness, +2 loyalty per turn for cities with a garrisoned unit
0 - Patriotic War: +100% production towards Modern/Atomic/Information era support units
5 - Defence of the Motherland: No war weariness from combat in your territory


Atomic Era
2 - International Waters: +100% production towards Modern/Atomic/Information era naval units (excluding carriers)
_ - Second Strike Capability: Nuclear device maintenance reduced by 50% gold
2 - Military First: +50% production towards Atomic/Information era melee, anti-cavalry and ranged units
_ - After Action Reports: +25% experience to all combat experience
9 - Integrated Space Cell: +15% production towards space race projects if a city has either a military academy or seaport


Information Era
2 - Strategic Air Force: +50% production towards Information era air units and carriers[/QUOTE]
 
Ancient Era
8 - Discipline: +5 unit combat strength when fighting barbarians
6 - Survey: Double experience for recon units doing exploration
9 - Agoge: +50% production towards Ancient/Classical era melee, anti-cavalry and ranged units
3 - Maritime Industries: +100% production towards Ancient/Classical era naval units
5 - Maneuver: +50% production towards Ancient/Classical era cavalry units
6 - Conscription: Unit Maintenance reduced by 1 gold per turn, per unit
3 - Limitanei: +2 loyalty per turn for cities with a garrisoned unit

Classical Era
3 - Raid: Yields from pillaging and coastal raids are doubled
4 - Veterancy: +30% production towards encampment districts and buildings for that district
3 - Bastions: +6 city defence strength, +5 city ranged strength
6 - Limes: +100% production towards defensive buildings

Medieval Era
7 - Feudal Contract: +50% production towards Mediaeval/Renaissance era melee, anti-cavalry and ranged units
6 - Retainers: +1 Amenity for cities with a garrisoned unit
10 - Professional Army: 50% discount on unit upgrades
5 - Chivalry: +50% production towards Mediaeval/Renaissance/Industrial era cavalry units

Renaissance Era
4 - Press Gangs: +100% production towards Renaissance/Industrial era naval units
3 - Wars of Religion: +4 combat strength when a non-religious unit fights a civilization following another religion
10 - Logistics: +1 movement if starting turn in friendly territory

Industrial Era
3 - Native Conquest: Combat victories over units from earlier eras provides gold equal to 50% of the combat strength of the defeated unit
6 - Grande Armee: +50% production towards Industrial/Modern era melee, anti-cavalry and ranged units
1 - National Identity: Units have 50% less combat strength reduction from being injured
1 - Military Research: Military Academies and Seaports generate +1 science
2 - Total War: Yields from pillaging are doubled

Modern Era
2 - Propaganda: 25% less war weariness
9 - Levee en Masse: Unit Maintenance reduced by 2 gold per turn, per unit
2 - Their Finest Hour: +50% production towards Modern/Atomic era air units
4 - Lighting Warfare: +50% production towards Modern/Atomic/Information era cavalry units
4 - Martial Law: 25% less war weariness, +2 loyalty per turn for cities with a garrisoned unit
1 - Patriotic War: +100% production towards Modern/Atomic/Information era support units
1 - Defence of the Motherland: No war weariness from combat in your territory

Atomic Era
2 - International Waters: +100% production towards Modern/Atomic/Information era naval units (excluding carriers)
3 - Second Strike Capability: Nuclear device maintenance reduced by 50% gold
4 - Military First: +50% production towards Atomic/Information era melee, anti-cavalry and ranged units
5 - After Action Reports: +25% experience to all combat experience
8 - Integrated Space Cell: +15% production towards space race projects if a city has either a military academy or seaport

Information Era
2 - Strategic Air Force: +50% production towards Information era air units and carriers
 
Ancient Era
7 - Discipline: +5 unit combat strength when fighting barbarians
0 - Survey: Double experience for recon units doing exploration
10 - Agoge: +50% production towards Ancient/Classical era melee, anti-cavalry and ranged units
9 - Maritime Industries: +100% production towards Ancient/Classical era naval units
10 - Maneuver: +50% production towards Ancient/Classical era cavalry units
7 - Conscription: Unit Maintenance reduced by 1 gold per turn, per unit
1 - Limitanei: +2 loyalty per turn for cities with a garrisoned unit


Classical Era
9 - Raid: Yields from pillaging and coastal raids are doubled
2 - Veterancy: +30% production towards encampment districts and buildings for that district
0 - Bastions: +6 city defence strength, +5 city ranged strength
2(10 vanilla) - Limes: +100% production towards defensive buildings


Medieval Era
3 - Feudal Contract: +50% production towards Mediaeval/Renaissance era melee, anti-cavalry and ranged units
9 - Retainers: +1 Amenity for cities with a garrisoned unit
10 - Professional Army: 50% discount on unit upgrades
4 - Chivalry: +50% production towards Mediaeval/Renaissance/Industrial era cavalry units


Renaissance Era
6 - Press Gangs: +100% production towards Renaissance/Industrial era naval units
6 - Wars of Religion: +4 combat strength when a non-religious unit fights a civilization following another religion
8 - Logistics: +1 movement if starting turn in friendly territory


Industrial Era
8 - Native Conquest: Combat victories over units from earlier eras provides gold equal to 50% of the combat strength of the defeated unit
1 - Grande Armee: +50% production towards Industrial/Modern era melee, anti-cavalry and ranged units
1 - National Identity: Units have 50% less combat strength reduction from being injured
0 - Military Research: Military Academies and Seaports generate +1 science
7 - Total War: Yields from pillaging are doubled


Modern Era
0 - Propaganda: 25% less war weariness
9 - Levee en Masse: Unit Maintenance reduced by 2 gold per turn, per unit
4 - Their Finest Hour: +50% production towards Modern/Atomic era air units
2 - Lighting Warfare: +50% production towards Modern/Atomic/Information era cavalry units
1 - Martial Law: 25% less war weariness, +2 loyalty per turn for cities with a garrisoned unit
5 - Patriotic War: +100% production towards Modern/Atomic/Information era support units
0 - Defence of the Motherland: No war weariness from combat in your territory


Atomic Era
1 - International Waters: +100% production towards Modern/Atomic/Information era naval units (excluding carriers)
0 - Second Strike Capability: Nuclear device maintenance reduced by 50% gold
0 - Military First: +50% production towards Atomic/Information era melee, anti-cavalry and ranged units
0 - After Action Reports: +25% experience to all combat experience
5 - Integrated Space Cell: +15% production towards space race projects if a city has either a military academy or seaport


Information Era
1 - Strategic Air Force: +50% production towards Information era air units and carriers
 
Ancient Era
8 - Discipline: Very good in the early game, for obvious reasons.
1 - Survey: I have never used this except as Germany before I got anything else. Maybe if you want to go for Spec Ops in the lategame? Seems too contrived to actually work in practice.
7 - Agoge: Solid production bonus for getting your first few units on the board. I recommend.
6 - Maritime Industries: Get the shipbuilding eureka at half price by slotting this in for a few turns.
6 - Maneuver: Cavalry is still very good.
8 - Conscription: This is what I slot in when I'm currently not producing units, which for me is most of the time.
4 - Limitanei: Loyalty is only a problem in edge cases (at least in my currently limited experience), so this does not see much use. When loyalty *is* a problem, this is worth considering.


Classical Era
7 - Raid: Drastically increases the payoff of warmongering.
5 - Veterancy: Could be useful in edge cases where all your cities construct encampments or its buildings at once, but conscription is usually more efficient.
3 - Bastions: I have never used this. Defense strength of my cities is not really relevant in my experience.
5 - Limes: Like Veterancy, could be useful in edge cases.


Medieval Era
3 - Feudal Contract: I have already built most of the units I will need when this unlocks. I don't really need to produce a lot more.
7 - Retainers: If you have nothing better to do with your units and your military slots, then this is a pretty good choice.
9 - Professional Army: Save up gold, slot in, upgrade everything, slot out. Profit.
4 - Chivalry: Better than feudal contract because knights are really good, but same basic problem.


Renaissance Era
4 - Press Gangs: Good if you need a navy and were neglecting it earlier. Doesn't happen often, at least not to me.
7 - Wars of Religion: +4 Strength is very good value for a military policy slot. However, you need to have founded a religion and *not* spread it around in order for this to work, which is the main reason this isn't rated higher.
5 - Logistics: ...I don't see the appeal of this card. It's definitely not *bad*, but why is everyone else rating it so highly?


Industrial Era
5 - Native Conquest: The value of this depends a lot on the difficulty you are playing on. If the AI doesn't have units from earlier eras, then this does nothing. If they do, then this can be very strong.
2 - Grande Armee: At this point, I have built all of the units I will ever use, so this does nothing.
3 - National Identity: This will be a very situational +2 oder +3 Strength for a unit you probably don't want to keep on the front lines anyway.
2 - Military Research: ...Interesting concept, but plus *one* science at this point in the game? Come on.
7 - Total War: ...This is basically Raid 2.0.


Modern Era
4 - Propaganda: This is pretty weak, unless you have a *ton* of war weariness.
9 - Levee en Masse: Better version of conscription. What more could you want?
6 - Their Finest Hour: Good to get some air units off the ground.
2 - Lighting Warfare: At this point, I have built all of the units I will ever use, so this does nothing.
5 - Martial Law: Maybe worth considering when loyalty is a problem.
4 - Patriotic War: If you don't have medics and anti-air yet then this is worth considering.
1 - Defence of the Motherland: ...Was war weariness from combat in your territory ever a problem for anyone?


Atomic Era
2 - International Waters: At this point, I have built all of the units I will ever use, so this does nothing.
3 - Second Strike Capability: ...Do people save their nukes for later instead of immediately using them? If yes: Why?
2 - Military First: At this point, I have built all of the units I will ever use, so this does nothing.
4 - After Action Reports: If you are still engaged in warmongering at this point and have too many military slots, then I guess you could use this.
5 - Integrated Space Cell: More production for the science victory is always good, but this probably doesn't make much of a difference.


Information Era
2 - Strategic Air Force: At this point, I have built all of the units I will ever use, so this does nothing.
 
Thanks to all who have filled it in so far - keep them coming!
 
It depends so much on circumstances - if you aren't in a position to do coastal raiding, then Raid is not much use..
 
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