Social Policies???

Which is all fine as long as you can backtrack &/or take completely different paths after you've advanced along one path-albeit at some kind of penalty!

Aussie
 
Well I think the biggest 'penalty' would be the cost.

Ie If you want to go Fascist you have to Invest at moving up to Facist from Monarchy. (at least time, possibly Culture/Gold)

And Advancing to Facist when you already have Universal Suffrage in the Democracy tree and Thoecracy in the Religion Tree might be more expensive than if you hadn't advanced in other trees much at all

Then you would be discarding some things so that getting something else would be cheaper.
 
i wonder about social policies much as well. it seems like 1 of the last minute goals so i expect it to be explained just before the publishment.

up till now, it seems the developers are allowed to talk only about superficial things like which civs will be in and the hex.
 
It does seem like a research tree(posibly you research social levels with Culture... After Techs have opened them up.)

Now there's an idea. :goodjob:

Instead of culture affecting your city borders, it could be used to advance on the social policy ladder. That way there would finally be an interesting decision process relating to the choice 'science or culture'.
 
yes. i also heard the science rate won't be directly related with commerce. high pop cities explore tech automatically or sth like that i heard.
maybe culture effects science and social policies both, rather than border pop-up?

this might be reasonable as we know that in renaissance era tech was very good. high culture attracts intellectuals.

but i really don't know how they can implement it. and i don't support huge changes between new publishes.
 
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