Social policy change restriction

I agree, the system seems like it could be tightened up a bit. The gold cost for switching was way too cheap, and it seems like there should be some mechanic to limit switching in general. I could see a policy "wheel" in each category where switching from a policy in one spot to one nearby is far cheaper than one on the opposite side. I could also see synergies/penalties between policy types depending on if they align/are opposed to other policy picks.

Maybe in an expansion...:sad:
 
I agree, the system seems like it could be tightened up a bit. The gold cost for switching was way too cheap, and it seems like there should be some mechanic to limit switching in general. I could see a policy "wheel" in each category where switching from a policy in one spot to one nearby is far cheaper than one on the opposite side. I could also see synergies/penalties between policy types depending on if they align/are opposed to other policy picks.

Maybe in an expansion...:sad:

I found it possible for gold cost to increase with each use. It fits other game mechanic well.
 
I found it possible for gold cost to increase with each use. It fits other game mechanic well.

I hope something is done, gold seems trivial to come by even without exploitative civ 5-style lux trades and 35 G strikes me as minuscule, even on quick speed.

I'm curious, since we learned last week that building maintenance is actually in, but it wasn't apparent in the press build, perhaps it has been added in the interim?
 
I hope something is done, gold seems trivial to come by even without exploitative civ 5-style lux trades and 35 G strikes me as minuscule, even on quick speed.

I'm curious, since we learned last week that building maintenance is actually in, but it wasn't apparent in the press build, perhaps it has been added in the interim?

One point to note - it's quick speed. This surely affects how often you get civics and it's likely affects costs too.
 
As I understand, the restrictions are:
- If you try to switch policies without opening a civic, you need to pay in gold.
- If you switch government to the one you already had, you have anarchy.
- If you don't switch government (or civics?) for some time, you get legacy bonus.

Overall switching governments is much more punishing, but I'm not sure how well it will work. Also, I can't remember mentioning how legacy bonus actually works.

If I understand it correctly, you retain the legacy bonus after you switch off of a government. The longer you stay as one government, the bigger the bonus is.
 
If I understand it correctly, you retain the legacy bonus after you switch off of a government. The longer you stay as one government, the bigger the bonus is.

Yes, that's the idea. It encourage you to stay longer in one government. What I don't know is - will it "reset the counter" wo change policies without changing government?
 
Yes, that's the idea. It encourage you to stay longer in one government. What I don't know is - will it "reset the counter" wo change policies without changing government?

I don't think so. They bonus is attached to the government itself, not the policy cards.

http://imgur.com/a/2UTHe

In the dev video, because they were a classical republic long enough, they built up a legacy that allows 15% GPP generation. I could be wrong though.
 
If I understand it correctly, you retain the legacy bonus after you switch off of a government. The longer you stay as one government, the bigger the bonus is.

I believe that when you switch governments, you lose the legacy bonus. The legacy bonus appears to be tied to the specific government type, and the longer you stay in one, the larger it grows. Changing to another government will change the legacy bonus, which will start at zero for the new government's legacy bonus. Switching policies within the government, however, should have no effect on the legacy bonus.
 
I believe that when you switch governments, you lose the legacy bonus. The legacy bonus appears to be tied to the specific government type, and the longer you stay in one, the larger it grows. Changing to another government will change the legacy bonus, which will start at zero for the new government's legacy bonus. Switching policies within the government, however, should have no effect on the legacy bonus.

It depends on the design goals. Government switch is already restricted. If developers wanted to restrict policy changes more, they could implement it the way policy switch reset the counter too.

Moreover, this thing could be changed back and forth before release.
 
- If you try to switch policies without opening a civic, you need to pay in gold.


What does this mean? Opening a civic?
Lots of new and confusing terminology to wrap one's head around - governments, civics, cards, policies, what is what? :crazyeye:
 
Perhaps the cost for swapping out cards goes down over time. For example, it might be 100G but declines by 5 for each turn I don't use it. The effect would be to make it expensive to swap every turn but reasonable to do once in a while.
 
I believe that when you switch governments, you lose the legacy bonus. The legacy bonus appears to be tied to the specific government type, and the longer you stay in one, the larger it grows. Changing to another government will change the legacy bonus, which will start at zero for the new government's legacy bonus. Switching policies within the government, however, should have no effect on the legacy bonus.


Actually, you keep the legacy bonus (because it is part of your hostoric legacy)
So if you were an oligarchy in the classical/mideval era, you will have thhe wonder bonus for the rest of the game), but it will be larger the longer you were in that government.
 
There are about 40 policies before you even get to the renaissance and unlock the 2nd batch of governments, so at most you can pick 4 out of 40. There are about 80 policies before you even unlock the last three governments, so the most policies you can run at any one time is 6 out of 80. There are over 100 policies altogether and the maximum the highest governments allow you to slot is 8.

So... It's pretty clear that the design intent is for you to be switching policies constantly.
 
So... It's pretty clear that the design intent is for you to be switching policies constantly.

Which is what real governments in real nations do in real life. ;)
 
I might point out that we know of several Wonders that give you additional policy slots for any of your Governments.

I'll also point out that there is a built-in 'obsolescence' for the best use of Religion. It certainly seems/feels that Theocracy would be the best Religion for a Religious Victory, whatever it entails. However, it only receives 6 Policy slots as opposed to the later Governments' 8. Presumably, this will create the 'fading religion in favor of ideology' effect that the CiV Ideology system is more hardcoded to do.
 
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