1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

[R&F] Rate the Policies - Part II: Economic Policies

Discussion in 'Civ6 - General Discussions' started by sonicandfffan, Feb 12, 2018.

  1. sonicandfffan

    sonicandfffan Warlord

    Joined:
    Feb 21, 2013
    Messages:
    244
    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 suits 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
    _ - God King: +1 faith, +1 gold in Capital
    _ - Urban Planning: +1 production in all cities
    _ - Ilkum: +30% Production towards Builders
    _ - Caravansaries: +2 gold from all trade routes
    _ - Corvee: +15% production towards ancient/classical wonders
    _ - Land Surveyors: Reduces the cost of purchasing a tile by 20%
    _ - Colonialization: +50% production towards settlers


    Classical Era
    _ - Insulae: +1 Housing in all cities with at least 2 speciality districts
    _ - Natural Philosophy: +100% Campus Adjacency Bonus
    _ - Scripture: +100% Holy Site Adjacency bonus



    Medieval Era
    _ - Naval Infrastructure: +100% Harbour Adjacency Bonus
    _ - Serfdom: New builders get +2 extra actions
    _ - Civil Prestige: Established governors with 3+ promotions provide +1 amenity and +1 housing
    _ - Trade Confederation: +1 Culture and +1 Science from international trade routes
    _ - Aesthetics: +100% Theatre Square Adjacency Bonus
    _ - Medina Quarter: +2 Housing in all cities with at least 3 specialty districts
    _ - Craftsmen: +100% Industrial Zone Adjacency Bonus
    _ - Town Charters: +100% Commercial Hub adjacency bonuses
    _ - Gothic Architecture: +15% production towards Medieval/Renaissance wonders


    Renaissance Era
    _ - Colonial Offices: +15% faster growth and 3 loyalty per turn for cities not on your capital’s continent
    _ - Religious Orders: All religious units +5 religious strength for religious combat
    _ - Simultaneum: Extra faith from Buildings in Holy Sites: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    _ - Triangular Trade: +4 gold, +1 faith from all trade routes
    _ - Rationalism: Extra Gold from Buildings in Campuses: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    _ - Free Market: Extra Gold from Buildings in Commercial Hubs: +50% if population is >10, +50% if district has at least +4 adjacency bonus
    _ - Liberalism: +1 Amenity to all cities with at least 2 specialty districts


    Industrial Era
    _ - Colonial Taxes: +25% gold and +10% production for cities not on your capital’s continent
    _ - Public Works: +30% production towards builders, new builders get +2 extra actions
    _ - Skyscrapers: +15% production towards Industrial Era and later wonders
    _ - Grand Opera: Extra Gold from Buildings in Theatre Square: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    _ - Public Transport: Receive 50 gold per appeal of tile when replacing a farm with a Neighbourhood
    _ - Expropriation: +50% production towards settlers, plot purchase cost reduced by 20%


    Modern Era
    _ - Resource Management: 1 copy of a strategic resource allows you to produce and purchase units requiring it in any city
    _ - Market Economy: International trade routes provide: +2 culture, +2 science and +1 per luxury/strategic resource improved at the destination
    _ - Economic Union: +100% Commercial Hub / Harbor Adjacency Bonus
    _ - New Deal: +4 housing, +2 Amenities, -8 gold to all cities with at least 3 specialty districts
    _ - Third Alternative: +4 gold from each Research Lab, Military Academy and Power Plant
    _ - Five Year Plan: +100% Campus and Industrial Zone Adjacency Bonus
    _ - Collectivization: +4 food from domestic trade routes


    Atomic Era
    _ - Heritage Tourism: +100% Tourism from Great Works of Art and Artifacts
    _ - Sports Media: +100% Theatre Square adjacency bonuses, Stadiums generate +1 amenity
    _ - Satellite Broadcasts: Triples tourism from Great Works of Music


    Information Era
    _ - Ecommerce: +5 production, +10 gold from international trade routes
    _ - Online Communities: +50% tourism output to civilizations to which you have a trade route
     
  2. criZp

    criZp Emperor

    Joined:
    Jul 19, 2013
    Messages:
    1,689
    Location:
    Nidaros, Norway
    Colonization is a good one. Alot of the other ones depend on what I'm doing.
     
  3. TomKQT

    TomKQT Prince

    Joined:
    Oct 25, 2010
    Messages:
    525
    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 - God King: +1 faith, +1 gold in Capital
    10 - Urban Planning: +1 production in all cities
    8 - Ilkum: +30% Production towards Builders
    9 - Caravansaries: +2 gold from all trade routes
    9 - Corvee: +15% production towards ancient/classical wonders
    7 - Land Surveyors: Reduces the cost of purchasing a tile by 20%
    5 - Colonialization: +50% production towards settlers


    Classical Era
    9 - Insulae: +1 Housing in all cities with at least 2 speciality districts
    3 - Natural Philosophy: +100% Campus Adjacency Bonus
    1 - Scripture: +100% Holy Site Adjacency bonus



    Medieval Era
    1 - Naval Infrastructure: +100% Harbour Adjacency Bonus
    10 - Serfdom: New builders get +2 extra actions
    _ - Civil Prestige: Established governors with 3+ promotions provide +1 amenity and +1 housing
    0 - Trade Confederation: +1 Culture and +1 Science from international trade routes
    0 - Aesthetics: +100% Theatre Square Adjacency Bonus
    9 - Medina Quarter: +2 Housing in all cities with at least 3 specialty districts
    6 - Craftsmen: +100% Industrial Zone Adjacency Bonus
    5 - Town Charters: +100% Commercial Hub adjacency bonuses
    9 - Gothic Architecture: +15% production towards Medieval/Renaissance wonders


    Renaissance Era
    _ - Colonial Offices: +15% faster growth and 3 loyalty per turn for cities not on your capital’s continent
    5 - Religious Orders: All religious units +5 religious strength for religious combat
    1 - Simultaneum: Extra faith from Buildings in Holy Sites: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    7 - Triangular Trade: +4 gold, +1 faith from all trade routes
    _ - Rationalism: Extra Gold from Buildings in Campuses: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    _ - Free Market: Extra Gold from Buildings in Commercial Hubs: +50% if population is >10, +50% if district has at least +4 adjacency bonus
    7 - Liberalism: +1 Amenity to all cities with at least 2 specialty districts


    Industrial Era
    1 - Colonial Taxes: +25% gold and +10% production for cities not on your capital’s continent
    10 - Public Works: +30% production towards builders, new builders get +2 extra actions
    9 - Skyscrapers: +15% production towards Industrial Era and later wonders
    _ - Grand Opera: Extra Gold from Buildings in Theatre Square: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    _ - Public Transport: Receive 50 gold per appeal of tile when replacing a farm with a Neighbourhood
    5 - Expropriation: +50% production towards settlers, plot purchase cost reduced by 20%


    Modern Era
    1 - Resource Management: 1 copy of a strategic resource allows you to produce and purchase units requiring it in any city
    1 - Market Economy: International trade routes provide: +2 culture, +2 science and +1 per luxury/strategic resource improved at the destination
    8 - Economic Union: +100% Commercial Hub / Harbor Adjacency Bonus
    10 - New Deal: +4 housing, +2 Amenities, -8 gold to all cities with at least 3 specialty districts
    7 - Third Alternative: +4 gold from each Research Lab, Military Academy and Power Plant
    9 - Five Year Plan: +100% Campus and Industrial Zone Adjacency Bonus
    8 - Collectivization: +4 food from domestic trade routes


    Atomic Era
    3 - Heritage Tourism: +100% Tourism from Great Works of Art and Artifacts
    2 - Sports Media: +100% Theatre Square adjacency bonuses, Stadiums generate +1 amenity
    3 - Satellite Broadcasts: Triples tourism from Great Works of Music


    Information Era
    3 - Ecommerce: +5 production, +10 gold from international trade routes
    3 - Online Communities: +50% tourism output to civilizations to which you have a trade route
     
  4. kaspergm

    kaspergm Deity

    Joined:
    Aug 19, 2012
    Messages:
    4,824
    Ancient Era
    6 - God King: +1 faith, +1 gold in Capital [useful but in hard competition with urban planning. I tend to favor the latter]
    9 - Urban Planning: +1 production in all cities [great! I run this almost constantly in most games]
    7 - Ilkum: +30% Production towards Builders [very useful]
    7 - Caravansaries: +2 gold from all trade routes [very useful - default choice if not running ilkum or colonization]
    4 - Corvee: +15% production towards ancient/classical wonders [the bonus is a bit too small to get much use in early game where you don't have a lot of slots to spare]
    5 - Land Surveyors: Reduces the cost of purchasing a tile by 20% [can be useful, but bonus is too low]
    8 - Colonialization: +50% production towards settlers [very nice for early settler rush]

    Classical Era
    3 - Insulae: +1 Housing in all cities with at least 2 speciality districts [meh ... rarely need housing at this point]
    4 - Natural Philosophy: +100% Campus Adjacency Bonus [I tend to favor production and gold at this point]
    4 - Scripture: +100% Holy Site Adjacency bonus [same as above]

    Medieval Era
    5 - Naval Infrastructure: +100% Harbour Adjacency Bonus [can be good on island maps to boost seaport production]
    10 - Serfdom: New builders get +2 extra actions [must run]
    3 - Civil Prestige: Established governors with 3+ promotions provide +1 amenity and +1 housing [meh ... too little]
    2 - Trade Confederation: +1 Culture and +1 Science from international trade routes [mostly run domestic at this point]
    2 - Aesthetics: +100% Theatre Square Adjacency Bonus [not worth spending a slot on]
    4 - Medina Quarter: +2 Housing in all cities with at least 3 specialty districts [slightly better than insulae, but again, rarely run housing at this point]
    7 - Craftsmen: +100% Industrial Zone Adjacency Bonus [this one can become quite useful a bit later. I like my production a lot]
    4 - Town Charters: +100% Commercial Hub adjacency bonuses [I'll normally run caravanseries instead]
    6 - Gothic Architecture: +15% production towards Medieval/Renaissance wonders [situationally useful]

    Renaissance Era
    2 - Colonial Offices: +15% faster growth and 3 loyalty per turn for cities not on your capital’s continent [never used this - but I reckon this got much better with RNF!]
    4 - Religious Orders: All religious units +5 religious strength for religious combat [can be nice if you focus on religion]
    5 - Simultaneum: Extra faith from Buildings in Holy Sites: +50% if population is >10, +50% if district has at least +3 adjacency bonus [major nerf ... hard to say how bad it was hit, used to be higher]
    9 - Triangular Trade: +4 gold, +1 faith from all trade routes [one of the most powerful policies, I don't understand there is no negative association with this]
    7 - Rationalism: Extra Gold from Buildings in Campuses: +50% if population is >10, +50% if district has at least +3 adjacency bonus [used to be a 10 ... I guess it's still good]
    6 - Free Market: Extra Gold from Buildings in Commercial Hubs: +50% if population is >10, +50% if district has at least +4 adjacency bonus [same as above]
    6 - Liberalism: +1 Amenity to all cities with at least 2 specialty districts [I use this from time to time if I'm pressed on amenities]

    Industrial Era
    1 - Colonial Taxes: +25% gold and +10% production for cities not on your capital’s continent [I guess it's better in RNF, but bonus still seems way too small for me]
    10 - Public Works: +30% production towards builders, new builders get +2 extra actions [must run]
    6 - Skyscrapers: +15% production towards Industrial Era and later wonders [I use this one frequently]
    5 - Grand Opera: Extra Gold from Buildings in Theatre Square: +50% if population is >10, +50% if district has at least +3 adjacency bonus [like simultaneum ... I rarely use it]
    1 - Public Transport: Receive 50 gold per appeal of tile when replacing a farm with a Neighbourhood [never used this. I know it can be abused, but from a regular game perspective, it's not that inspiring]
    5 - Expropriation: +50% production towards settlers, plot purchase cost reduced by 20% [I rarely build settlers at this point, but the gold buying discount can be handy, if it's a bit low]

    Modern Era
    2 - Resource Management: 1 copy of a strategic resource allows you to produce and purchase units requiring it in any city [rarely needed]
    6 - Market Economy: International trade routes provide: +2 culture, +2 science and +1 per luxury/strategic resource improved at the destination [this definitely got a major bump with the new alliance system. I actually run this now]
    7 - Economic Union: +100% Commercial Hub / Harbor Adjacency Bonus [good on coastal maps]
    10 - New Deal: +4 housing, +2 Amenities, -8 gold to all cities with at least 3 specialty districts [a must for me]
    3 - Third Alternative: +4 gold from each Research Lab, Military Academy and Power Plant [too late to make a big impact]
    9 - Five Year Plan: +100% Campus and Industrial Zone Adjacency Bonus [combines two good policies into a great one]
    8 - Collectivization: +4 food from domestic trade routes [very handy for major growth boost]

    Atomic Era
    4 - Heritage Tourism: +100% Tourism from Great Works of Art and Artifacts [only for cultural victories]
    1 - Sports Media: +100% Theatre Square adjacency bonuses, Stadiums generate +1 amenity [too little too late]
    2 - Satellite Broadcasts: Triples tourism from Great Works of Music [which I normally have between 0 and 2 of, so this is way irrelevant]

    Information Era
    9 - Ecommerce: +5 production, +10 gold from international trade routes [from zero to hero overnight with release of RNF - this is amazing with trade routes to your allies]
    7 - Online Communities: +50% tourism output to civilizations to which you have a trade route [excellent choice for cultural victory]
     
  5. fodazd

    fodazd Chieftain

    Joined:
    Mar 5, 2013
    Messages:
    75
    Ancient Era
    8 - God King: If you want an early pantheon (which I do), then this is pretty much required. If you are not in a hurry to get a pantheon, urban planning is better.
    8 - Urban Planning: Overall the best economic policy until the medieval era I think.
    4 - Ilkum: Most of the time I buy builders with gold, so this does nothing for me.
    7 - Caravansaries: Very good value if you go for a lot of traders (like I do).
    5 - Corvee: I don't usually build many wonders, so I don't know.
    3 - Land Surveyors: I don't buy a lot of tiles, so this doesn't save all that much... Outclassed by other options.
    7 - Colonialization: Settlers get expensive, and this helps a lot.


    Classical Era
    4 - Insulae: There are other ways of getting more housing that don't use up an economic slot.
    5 - Natural Philosophy: Depending on how much adjacency your campus districts have, this can have great value or awful value.
    4 - Scripture: Even under close to ideal circumstances, the amount of faith you get from this is not worth an economic slot.


    Medieval Era
    5 - Naval Infrastructure: This only gets good once it gives production, and even then it is pretty situational.
    9 - Serfdom: Save up gold, slot in, buy Builders, slot out. Profit.
    2 - Civil Prestige: You would have to play *very* tall for this to make sense. Too tall to be even remotely viable in civ6.
    8 - Trade Confederation: This is very good value.
    3 - Aesthetics: Theatre Squares are usually not known for having great adjacency bonuses.
    3 - Medina Quarter: Too situational to compete with other policies at this point in the game.
    3 - Craftsmen: I usually don't have enough industrial zones for this to be viable.
    4 - Town Charters: Worth considering if you have a *lot* of commercial hubs with *really* good adjacency.
    5 - Gothic Architecture: I don't usually build many wonders, so I don't know.


    Renaissance Era
    4 - Colonial Offices: Worth considering if you have loyalty trouble.
    6 - Religious Orders: This is really good if you are going for a religious victory.
    3 - Simultaneum: Not worth it even when pushing religion in my opinion.
    9 - Triangular Trade: Extremely good value. Pretty close to must have in my view.
    5 - Rationalism: Used to be must have, now I'm not sure.
    5 - Free Market: Pretty situational, but can be very strong if you can make it work. +3 adjacency for CH is very achievable.
    6 - Liberalism: I you need Amenities, this is what you want. Can also indirectly help with loyalty, in a way that is more generally applicable than colonial offices.


    Industrial Era
    3 - Colonial Taxes: Still not worth the slot in my opinion.
    9 - Public Works: Just like serfdom, but now you can also hardbuild your builders if you really want to.
    5 - Skyscrapers: I don't usually build many wonders, so I don't know.
    3 - Grand Opera: Much weaker than the equivalent policies for campus or CH, because theatre square rarely gets to +3 adjacency and has lower base yield.
    5 - Public Transport: Can get pretty big in the right circumstances, but nothing extraordinary.
    4 - Expropriation: At this point in the game, I usually don't build settlers anymore, and I also usually don't buy tiles anymore.


    Modern Era
    2 - Resource Management: I can just upgrade my units from an earlier era, so I don't really need this.
    10 - Market Economy: This is really, *really* good. I don't see any reason why I would ever not use this.
    6 - Economic Union: Situational, but can be really strong when you have the adjacency.
    7 - New Deal: Pretty good way to get your amenities in order. However, if your cities are already happy then there are better options.
    2 - Third Alternative: You would have to have a pretty strange district setup for this to not be strictly outclassed by a bunch of other policies.
    3 - Five Year Plan: At this point in the game, there are just better options than this.
    2 - Collectivization: Domestic trade routes are bad, and even with this they are still worse than a trade route to your ally.


    Atomic Era
    3 - Heritage Tourism: Useful if you want a culture victory, but even then its not *that* useful.
    2 - Sports Media: I don't this this is worth a slot.
    3 - Satellite Broadcasts: Useful if you want a culture victory, but even then its not *that* useful.


    Information Era
    10 - Ecommerce: This helps a lot with the production for a science victory.
    7 - Online Communities: Useful if you want a culture victory. Yes, actually useful.
     
  6. BenitoChavez

    BenitoChavez Whispering Walrus

    Joined:
    Dec 19, 2013
    Messages:
    2,001
    Location:
    Alpha Quadrant
    Ancient Era
    8 - God King: +1 faith, +1 gold in Capital [Good for getting a pantheon]
    10- Urban Planning: +1 production in all cities [My default policy until it becomes obsolete]
    6 - Ilkum: +30% Production towards Builders [It's rare that I'm building so many builders at once to make it worthwhile.]
    5 - Caravansaries: +2 gold from all trade routes [Needing Markets/Lighthouses for trade routes hurts this in R&F]
    2 - Corvee: +15% production towards ancient/classical wonders [Early wonders are hard to come by on harder difficulties]
    3 - Land Surveyors: Reduces the cost of purchasing a tile by 20% [Poor opportunity cost]
    7 - Colonialization: +50% production towards settlers [Very good. Comes at the tail end of initial expansion]

    Classical Era
    4 - Insulae: +1 Housing in all cities with at least 2 speciality districts [Amenities are usually a bottleneck for me so getting more population usually means I'm dealing with revolts]
    8 - Natural Philosophy: +100% Campus Adjacency Bonus [Solid for pretty much any victory type]
    6 - Scripture: +100% Holy Site Adjacency bonus [Good for religious victory but situational for others]

    Medieval Era
    6 - Naval Infrastructure: +100% Harbour Adjacency Bonus [Situational depending on the number of harbors]
    10 - Serfdom: New builders get +2 extra actions [Amazingly efficient]
    4 - Civil Prestige: Established governors with 3+ promotions provide +1 amenity and +1 housing [Difficult to get many governors with 3+ promotions at this point]
    5 - Trade Confederation: +1 Culture and +1 Science from international trade routes [Trade routes come later in R&F]
    3 - Aesthetics: +100% Theatre Square Adjacency Bonus [Difficult to get adjacency bonuses for TD]
    4 - Medina Quarter: +2 Housing in all cities with at least 3 specialty districts [Amenities Bottleneck]
    3 - Craftsmen: +100% Industrial Zone Adjacency Bonus [Same as Aesthetics]
    8 - Town Charters: +100% Commercial Hub adjacency bonuses [Good for any victory type]
    5 - Gothic Architecture: +15% production towards Medieval/Renaissance wonders [Getting Medieval/Renaissance wonders is a bit more viable]

    Renaissance Era
    1 - Colonial Offices: +15% faster growth and 3 loyalty per turn for cities not on your capital’s continent [These cities generally serve an ancillary purpose so growing them isn't important.]
    6 - Religious Orders: All religious units +5 religious strength for religious combat [Solid RV useless otherwise]
    5 - Simultaneum: Extra faith from Buildings in Holy Sites: +50% if population is >10, +50% if district has at least +3 adjacency bonus [Mostly for RV & restrictions]
    7 - Triangular Trade: +4 gold, +1 faith from all trade routes [Solid all around]
    7 - Rationalism: Extra Gold from Buildings in Campuses: +50% if population is >10, +50% if district has at least +3 adjacency bonus [Universally good but the conditions on this make it lose value]
    7 - Free Market: Extra Gold from Buildings in Commercial Hubs: +50% if population is >10, +50% if district has at least +4 adjacency bonus [Universally good but the conditions on this make it lose value]
    9 - Liberalism: +1 Amenity to all cities with at least 2 specialty districts [Amenities are my bottleneck]

    Industrial Era
    4 - Colonial Taxes: +25% gold and +10% production for cities not on your capital’s continent [These cities aren't meant to be productive]
    10 - Public Works: +30% production towards builders, new builders get +2 extra actions [Merged version of earlier policies]
    6 - Skyscrapers: +15% production towards Industrial Era and later wonders [Opportunity cost is iffy]
    6 - Grand Opera: Extra Gold from Buildings in Theatre Square: +50% if population is >10, +50% if district has at least +3 adjacency bonus [I value culture slight less than science & gold]
    0 - Public Transport: Receive 50 gold per appeal of tile when replacing a farm with a Neighbourhood [Never used. Amenities bottleneck]
    3 - Expropriation: +50% production towards settlers, plot purchase cost reduced by 20% [Not expanding at this point in the game]

    Modern Era
    3 - Resource Management: 1 copy of a strategic resource allows you to produce and purchase units requiring it in any city [Generally there are better options]
    8 - Market Economy: International trade routes provide: +2 culture, +2 science and +1 per luxury/strategic resource improved at the destination [Just good]
    6 - Economic Union: +100% Commercial Hub / Harbor Adjacency Bonus [Commercial Hubs are good. Harbors are situational]
    6 - New Deal: +4 housing, +2 Amenities, -8 gold to all cities with at least 3 specialty districts [I like it if I'm going tall and gold isn't an issue]
    5 - Third Alternative: +4 gold from each Research Lab, Military Academy and Power Plant Don't build a lot of these.]
    7 - Five Year Plan: +100% Campus and Industrial Zone Adjacency Bonus [Pretty solid all around]
    2 - Collectivization: +4 food from domestic trade routes [I rarely do internal trade routes. Oh and amenities bottleneck]

    Atomic Era
    7 - Heritage Tourism: +100% Tourism from Great Works of Art and Artifacts [Great for a CV]
    3 - Sports Media: +100% Theatre Square adjacency bonuses, Stadiums generate +1 amenity [I'm generally looking to win at this point and culture amenities don't directly help you with that]
    7 - Satellite Broadcasts: Triples tourism from Great Works of Music[Great for a CV]

    Information Era
    10 - Ecommerce: +5 production, +10 gold from international trade routes [Amazingly good]
    8 - Online Communities: +50% tourism output to civilizations to which you have a trade route [Only useful for CVs but is amazing for it]
     
    Last edited: Feb 13, 2018
  7. Archon_Wing

    Archon_Wing Vote for me or die

    Joined:
    Apr 3, 2005
    Messages:
    4,840
    Gender:
    Male
    Ancient Era
    4 - God King: +1 faith, +1 gold in Capital
    9 - Urban Planning: +1 production in all cities
    7 - Ilkum: +30% Production towards Builders
    5- Caravansaries: +2 gold from all trade routes
    6 - Corvee: +15% production towards ancient/classical wonders
    5- Land Surveyors: Reduces the cost of purchasing a tile by 20%
    10 - Colonialization: +50% production towards settlers


    Classical Era
    5- Insulae: +1 Housing in all cities with at least 2 speciality districts
    5 - Natural Philosophy: +100% Campus Adjacency Bonus
    4- Scripture: +100% Holy Site Adjacency bonus



    Medieval Era
    6 - Naval Infrastructure: +100% Harbour Adjacency Bonus
    10- Serfdom: New builders get +2 extra actions
    5- Civil Prestige: Established governors with 3+ promotions provide +1 amenity and +1 housing
    2- Trade Confederation: +1 Culture and +1 Science from international trade routes
    1- Aesthetics: +100% Theatre Square Adjacency Bonus
    0- Medina Quarter: +2 Housing in all cities with at least 3 specialty districts
    6 - Craftsmen: +100% Industrial Zone Adjacency Bonus
    6 - Town Charters: +100% Commercial Hub adjacency bonuses
    6 - Gothic Architecture: +15% production towards Medieval/Renaissance wonders


    Renaissance Era
    4- Colonial Offices: +15% faster growth and 3 loyalty per turn for cities not on your capital’s continent
    5 - Religious Orders: All religious units +5 religious strength for religious combat
    2- Simultaneum: Extra faith from Buildings in Holy Sites: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    7 - Triangular Trade: +4 gold, +1 faith from all trade routes
    8- Rationalism: Extra Gold from Buildings in Campuses: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    3 - Free Market: Extra Gold from Buildings in Commercial Hubs: +50% if population is >10, +50% if district has at least +4 adjacency bonus
    8- Liberalism: +1 Amenity to all cities with at least 2 specialty districts


    Industrial Era
    7 - Colonial Taxes: +25% gold and +10% production for cities not on your capital’s continent
    9 - Public Works: +30% production towards builders, new builders get +2 extra actions
    8- Skyscrapers: +15% production towards Industrial Era and later wonders
    5 - Grand Opera: Extra Gold from Buildings in Theatre Square: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    5 - Public Transport: Receive 50 gold per appeal of tile when replacing a farm with a Neighbourhood
    5- Expropriation: +50% production towards settlers, plot purchase cost reduced by 20%


    Modern Era
    6 - Resource Management: 1 copy of a strategic resource allows you to produce and purchase units requiring it in any city
    4 - Market Economy: International trade routes provide: +2 culture, +2 science and +1 per luxury/strategic resource improved at the destination
    8- Economic Union: +100% Commercial Hub / Harbor Adjacency Bonus
    9 - New Deal: +4 housing, +2 Amenities, -8 gold to all cities with at least 3 specialty districts
    1- Third Alternative: +4 gold from each Research Lab, Military Academy and Power Plant
    6- Five Year Plan: +100% Campus and Industrial Zone Adjacency Bonus
    4 - Collectivization: +4 food from domestic trade routes


    Atomic Era
    9 - Heritage Tourism: +100% Tourism from Great Works of Art and Artifacts
    0- Sports Media: +100% Theatre Square adjacency bonuses, Stadiums generate +1 amenity
    7 - Satellite Broadcasts: Triples tourism from Great Works of Music


    Information Era
    10 - Ecommerce: +5 production, +10 gold from international trade routes
    8 - Online Communities: +50% tourism output to civilizations to which you have a trade route

    Notes: I hate Medina Quarter, three districts is harsh and it does nothing to help new cities, plus it obsoletes the more flexible version which was never that good for 1 lousy housing. A 3 district city can get its housing anyways.
     
    Last edited: Feb 13, 2018
  8. Lord Lakely

    Lord Lakely Idea Fountain

    Joined:
    Aug 28, 2008
    Messages:
    1,617
    Gender:
    Male
    Location:
    Belgium
    Ancient Era
    3 - God King: +1 faith, +1 gold in Capital
    7 - Urban Planning: +1 production in all cities
    10 - Ilkum: +30% Production towards Builders
    8 - Caravansaries: +2 gold from all trade routes
    6 - Corvee: +15% production towards ancient/classical wonders
    2 - Land Surveyors: Reduces the cost of purchasing a tile by 20%
    7 - Colonialization: +50% production towards settlers


    Classical Era
    7 - Insulae: +1 Housing in all cities with at least 2 speciality districts
    7 - Natural Philosophy: +100% Campus Adjacency Bonus
    6 - Scripture: +100% Holy Site Adjacency bonus



    Medieval Era
    0 - Naval Infrastructure: +100% Harbour Adjacency Bonus
    10 - Serfdom: New builders get +2 extra actions
    3 - Civil Prestige: Established governors with 3+ promotions provide +1 amenity and +1 housing
    4 - Trade Confederation: +1 Culture and +1 Science from international trade routes
    0 - Aesthetics: +100% Theatre Square Adjacency Bonus
    6 - Medina Quarter: +2 Housing in all cities with at least 3 specialty districts
    6 - Craftsmen: +100% Industrial Zone Adjacency Bonus
    6 - Town Charters: +100% Commercial Hub adjacency bonuses
    7 - Gothic Architecture: +15% production towards Medieval/Renaissance wonders


    Renaissance Era
    6 - Colonial Offices: +15% faster growth and 3 loyalty per turn for cities not on your capital’s continent
    9 - Religious Orders: All religious units +5 religious strength for religious combat
    7 - Simultaneum: Extra faith from Buildings in Holy Sites: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    10 - Triangular Trade: +4 gold, +1 faith from all trade routes
    7 - Rationalism: Extra Gold from Buildings in Campuses: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    7 - Free Market: Extra Gold from Buildings in Commercial Hubs: +50% if population is >10, +50% if district has at least +4 adjacency bonus
    6 - Liberalism: +1 Amenity to all cities with at least 2 specialty districts


    Industrial Era
    4 - Colonial Taxes: +25% gold and +10% production for cities not on your capital’s continent
    10 - Public Works: +30% production towards builders, new builders get +2 extra actions
    8 - Skyscrapers: +15% production towards Industrial Era and later wonders
    7 - Grand Opera: Extra Gold from Buildings in Theatre Square: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    2 - Public Transport: Receive 50 gold per appeal of tile when replacing a farm with a Neighbourhood
    4 - Expropriation: +50% production towards settlers, plot purchase cost reduced by 20%


    Modern Era
    1 - Resource Management: 1 copy of a strategic resource allows you to produce and purchase units requiring it in any city
    8 - Market Economy: International trade routes provide: +2 culture, +2 science and +1 per luxury/strategic resource improved at the destination
    7 - Economic Union: +100% Commercial Hub / Harbor Adjacency Bonus
    8 - New Deal: +4 housing, +2 Amenities, -8 gold to all cities with at least 3 specialty districts
    3 - Third Alternative: +4 gold from each Research Lab, Military Academy and Power Plant
    2 - Five Year Plan: +100% Campus and Industrial Zone Adjacency Bonus
    10 - Collectivization: +4 food from domestic trade routes


    Atomic Era
    6 - Heritage Tourism: +100% Tourism from Great Works of Art and Artifacts
    5 - Sports Media: +100% Theatre Square adjacency bonuses, Stadiums generate +1 amenity
    5 - Satellite Broadcasts: Triples tourism from Great Works of Music


    Information Era
    10 - Ecommerce: +5 production, +10 gold from international trade routes
    9 - Online Communities: +50% tourism output to civilizations to which you have a trade route

    I generally always use the Builder Card, one of the Trade Route Cards and one of the housing + amenity from districts cards. Shove in the Settler and Wonder Building Cards when needed. RIP Meritocracy though. :cry:
     
  9. Lily_Lancer

    Lily_Lancer Deity

    Joined:
    May 25, 2017
    Messages:
    2,091
    Location:
    Berkeley,CA
    Ancient Era
    3 - God King: +1 faith, +1 gold in Capital
    10 - Urban Planning: +1 production in all cities
    7 - Ilkum: +30% Production towards Builders
    0 - Caravansaries: +2 gold from all trade routes
    5 - Corvee: +15% production towards ancient/classical wonders
    5 - Land Surveyors: Reduces the cost of purchasing a tile by 20%
    8 - Colonialization: +50% production towards settlers


    Classical Era
    0 - Insulae: +1 Housing in all cities with at least 2 speciality districts
    8 - Natural Philosophy: +100% Campus Adjacency Bonus
    4 - Scripture: +100% Holy Site Adjacency bonus



    Medieval Era
    0 - Naval Infrastructure: +100% Harbour Adjacency Bonus
    10 - Serfdom: New builders get +2 extra actions
    0 - Civil Prestige: Established governors with 3+ promotions provide +1 amenity and +1 housing
    3 - Trade Confederation: +1 Culture and +1 Science from international trade routes
    4 - Aesthetics: +100% Theatre Square Adjacency Bonus
    0 - Medina Quarter: +2 Housing in all cities with at least 3 specialty districts
    2 - Craftsmen: +100% Industrial Zone Adjacency Bonus
    2 - Town Charters: +100% Commercial Hub adjacency bonuses
    4 - Gothic Architecture: +15% production towards Medieval/Renaissance wonders


    Renaissance Era
    6 - Colonial Offices: +15% faster growth and 3 loyalty per turn for cities not on your capital’s continent
    5 - Religious Orders: All religious units +5 religious strength for religious combat
    4 - Simultaneum: Extra faith from Buildings in Holy Sites: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    5 - Triangular Trade: +4 gold, +1 faith from all trade routes
    8 - Rationalism: Extra Gold from Buildings in Campuses: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    3 - Free Market: Extra Gold from Buildings in Commercial Hubs: +50% if population is >10, +50% if district has at least +4 adjacency bonus
    3 - Liberalism: +1 Amenity to all cities with at least 2 specialty districts


    Industrial Era
    9 - Colonial Taxes: +25% gold and +10% production for cities not on your capital’s continent
    10 - Public Works: +30% production towards builders, new builders get +2 extra actions
    6 - Skyscrapers: +15% production towards Industrial Era and later wonders
    3 - Grand Opera: Extra Gold from Buildings in Theatre Square: +50% if population is >10, +50% if district has at least +3 adjacency bonus
    10 - Public Transport: Receive 50 gold per appeal of tile when replacing a farm with a Neighbourhood
    6 - Expropriation: +50% production towards settlers, plot purchase cost reduced by 20%


    Modern Era
    0 - Resource Management: 1 copy of a strategic resource allows you to produce and purchase units requiring it in any city
    5 - Market Economy: International trade routes provide: +2 culture, +2 science and +1 per luxury/strategic resource improved at the destination
    4 - Economic Union: +100% Commercial Hub / Harbor Adjacency Bonus
    7 - New Deal: +4 housing, +2 Amenities, -8 gold to all cities with at least 3 specialty districts
    0 - Third Alternative: +4 gold from each Research Lab, Military Academy and Power Plant
    7 - Five Year Plan: +100% Campus and Industrial Zone Adjacency Bonus
    2 - Collectivization: +4 food from domestic trade routes


    Atomic Era
    9 - Heritage Tourism: +100% Tourism from Great Works of Art and Artifacts
    4 - Sports Media: +100% Theatre Square adjacency bonuses, Stadiums generate +1 amenity
    7 - Satellite Broadcasts: Triples tourism from Great Works of Music


    Information Era
    10 - Ecommerce: +5 production, +10 gold from international trade routes
    6 - Online Communities: +50% tourism output to civilizations to which you have a trade route
     
  10. pgm123

    pgm123 Emperor

    Joined:
    May 21, 2017
    Messages:
    1,168
    Gender:
    Male
    You should create a thread for Governor Promotions.
     
  11. sonicandfffan

    sonicandfffan Warlord

    Joined:
    Feb 21, 2013
    Messages:
    244
    Location:
    England, UK
    It's on the list - I'll do it with the next round of topics
     

Share This Page