Riders of Lost Ark

When does Exploration tree opens and would it be advisable at all to chose any of those policies at the expense of more important ones in Tradition, Liberty and Rationalism? Or is this just specific to cultural victories, much like Piety was in vanilla?
 
When does Exploration tree opens and would it be advisable at all to chose any of those policies at the expense of more important ones in Tradition, Liberty and Rationalism?

Depends on what's in it.

Or is this just specific to cultural victories, much like Piety was in vanilla?

I doubt it's specific to cultural victories. I would expect the Aesthetics tree to be specific to that.
 
But if the point of exploration (stage 2 and 3) is to find artifacts for museums, etc., their only purpose is for culture?
 
Yeah, that appears to be true. But that doesn't mean it's all that the Exploration Tree does.
 
I'm going through Arioch's information and regarding Great Works, they appear to come at the consumption of a Great Artist/Writer/Musician. But seeing that they start coming mid-late game, one of them gets +2 culture and +2 tourism (as in the case of the Water Lilies in the Museum). Isn't that rather insignificant? I can see that at the beginning of the game but not in 1400ad.
 
I'm going through Arioch's information and regarding Great Works, they appear to come at the consumption of a Great Artist/Writer/Musician. But seeing that they start coming mid-late game, one of them gets +2 culture and +2 tourism (as in the case of the Water Lilies in the Museum). Isn't that rather insignificant? I can see that at the beginning of the game but not in 1400ad.

It seems insignificant, but it may not be if everyone is in the same boat. The other players are playing with those small numbers also.
 
I would suppose that later buildings and effects increase the output of Great Works substantially. The Hotel, for instance, increases the Tourism output of Great Works by 50%. Then there's also the set bonuses to consider, which appear to be typically +2 for a 2-slot building.

There are a lot of slots for Great Works, so that would add up. But I think Great Artists etc. would have to appear a lot more frequently than they currently do to fill all those slots. And I'm guessing that's what the Artists' Guild buildings are for.
 
Perhaps there's a policy on the Archaeology tree that provides a science buff.
 
But if the point of exploration (stage 2 and 3) is to find artifacts for museums, etc., their only purpose is for culture?

We don't know yet exactly. Personally I hope that the Exploration tree opens up early (Ancient or Classical), with some benefits to Scouts and Goody Huts, then has some policies that help with naval exploration in the late medieval and Renaissance timeframe, and finishes off with the known benefits for Archeology in Industrial.
 
Liberty and Rationalism still define the majority of tree choices in Gods and Kings. A free worker+settler is best choice for everyone, then add in a free GP too when you complete it. Then when it comes to Rationalism, its always the best choice because having more science means your going to win faster because you will unlock technologies faster that give you more culture buildings, better military units, better gold buildings, and everything else.
 
We don't know yet exactly. Personally I hope that the Exploration tree opens up early (Ancient or Classical), with some benefits to Scouts and Goody Huts, then has some policies that help with naval exploration in the late medieval and Renaissance timeframe, and finishes off with the known benefits for Archeology in Industrial.

I suspect it'll open up in the Renaissance (the Enlightenment, which is also included in the Renaissance in the game was also known as the Age of Exploration). Part of the reason I think this is timing for the hidden archaeological sites. It seems to me that they want to time those so they appear after the regular ones, which means some time after Archaeology.
 
Liberty and Rationalism still define the majority of tree choices in Gods and Kings. A free worker+settler is best choice for everyone, then add in a free GP too when you complete it. Then when it comes to Rationalism, its always the best choice because having more science means your going to win faster because you will unlock technologies faster that give you more culture buildings, better military units, better gold buildings, and everything else.

I believe that if you were to come over to the Strategy & Tips forums, you would see several debates on Tradition vs. Liberty, with Tradition being a strong favorite for all victories (since science is the key to everything which is aided by tall growth). Rationalism is no doubt very strong (if not going cultural, then Piety instead). The late trees seem good as well (like Autocracy for conquest, Order for science) but they are seldom used (beyond the opener) since you wouldn't have much cultural points to even get to those. What few policies you are able to choose after Tradition (or Liberty) would usually be for Rationalism (science) or Patronage (diplomacy) plus a couple of later selective ones. The game is usually won or winning before the late ones are exposed.

That's the point made in other threads and alluded to here. How much will the later trees, ideologies and tenets could/should actually come into play?
 
We don't know yet exactly. Personally I hope that the Exploration tree opens up early (Ancient or Classical), with some benefits to Scouts and Goody Huts, then has some policies that help with naval exploration in the late medieval and Renaissance timeframe, and finishes off with the known benefits for Archeology in Industrial.

The trouble is, there's no way to achieve that with Civ 5's policies. The game only controls when a policy is open, and if it is allowed to be open from the start of the game, there's nothing stopping you from filling it up very early in the game.

Hence it would be possible to unlock bonuses to Archaeology before Antiquity sites even appear on the map, which is just silly.

I don't think ancient ruins need to be the focus of a policy anyway, unless there's one that buffs the ones you might find in later eras (on uninhabited continents, but this is a very rare case in most games anyway).

I suspect it'll open up in the Renaissance (the Enlightenment, which is also included in the Renaissance in the game was also known as the Age of Exploration). Part of the reason I think this is timing for the hidden archaeological sites. It seems to me that they want to time those so they appear after the regular ones, which means some time after Archaeology.

This is almost certainly what they have in mind.
 
I suspect it'll open up in the Renaissance (the Enlightenment, which is also included in the Renaissance in the game was also known as the Age of Exploration).
Some of the policies may be moved over from Commerce, and so Exploration may unlock in the Medieval era. However, if many of the policies have to do with Archaeology (which isn't available until the Industrial era), then it might not make much sense for Exploration to unlock before the Renaissance.
 
I hope the naval policies from the Commerce tree are moved over to Exploration, but I'm still fine making it Renaissance.
 
I suspect it'll open up in the Renaissance (the Enlightenment, which is also included in the Renaissance in the game was also known as the Age of Exploration). Part of the reason I think this is timing for the hidden archaeological sites. It seems to me that they want to time those so they appear after the regular ones, which means some time after Archaeology.

What do you think the policies in the Exploration tree will do if it starts in the Renaissance? Could you write down a list of effects?

For me the main argument against the Exploration tree opening up late is that I can't come up with seven different exploration themed effects that would be useful at that time, specially on the rather popular Pangea map.
 
Free Admiral (possibly)

+1 sight to all naval units

Bonus to production of Naval units.

Quicker time for production of Archeologists / Quicker digging time.
 
Free Admiral (possibly)

+1 sight to all naval units

Bonus to production of Naval units.

Quicker time for production of Archeologists / Quicker digging time.

That's not seven, and quicker digging time is not much of a benefit, as a dig only lasts three turns. And of course the first three are rather marginal on a Pangea map.
 
What do you think the policies in the Exploration tree will do if it starts in the Renaissance? Could you write down a list of effects?

If I had to make stuff up:

Steal the left half of the commerce tree:
+1 Movement and +1 sight range for naval combat units. A Great Admiral appears. +2 Movement for all Great Admirals.
+3 Production in coastal Cities

Starter: Doubles benefits/discovery bonuses from Natural Wonders
Speed production of Archaeologists
+ 1 sight for all units (this would stack with America's ability and stacks with the naval units)
Reduced unhappiness for cities settled on different continents
Finisher: Hidden Archaeological dig sites revealed

That's completely random and made up. I could probably make up more if I thought about it some more.
 
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