Social policy overhaul

Maybe the Industrial tech trees (Socialism & Autocracy) should be shorter, so you get time to finish them off during the endgame.
 
Subscribed! <3 Mods that sound so amazing!
 
I also consider renaming some social techs so they become more "scientific" or "technical".

Chivalry - Horse Tack
Banking - Algebra
Economics - Clockwork
Scientific Theory - Calculus
Mass Media - Alternating Current
 
A lot of good ideas in this thread. :goodjob:

As much as I think the social policies in Civ 5 are pretty good, I love seeing big overhauls like this. I, like many others it seems, am going to try my hand at one, and I think it's really funny that Aussie Lurker brought up Hearts of Iron 3. I was actually looking to Paradox's games for inspiration, myself, specifically Europa Universalis 3 and maybe Victoria 2.

I also consider renaming some social techs so they become more "scientific" or "technical".

Chivalry - Horse Tack
Banking - Algebra
Economics - Clockwork
Scientific Theory - Calculus
Mass Media - Alternating Current

This is the only thing I really have to comment on; I think the original technology names are fine, and I'm not sure that what you suggest would have any meaningful influence on anything.
 
I was planing to start work on a mod similar to what Aussie Lurker suggested. But from what I've gathered it's not possible to replace the current system of policy trees for something different (like Hearts of Iron type sliders or Civ4 civics). Am I wrong?
 
Having several bonuses for different terrains seems a bit overpowered. Maybe there should be different excluding policies?

Pastoralism: Production, combat & movement bonus in grassland, plains & desert
Woodcraft: Production, combat & movement bonus in forest & jungle
Winterwear: Production, combat & movement bonus in tundra, snow and hills
Seamanship: Production, combat & movement bonus at rivers, lakes & oceans

This would open for interesting situations where different civilizations have advantages in their home ground. Think Operation Barbarossa, Vietnam war, or any other conflict.
 
I really, really, really quite like the ideas that you got here Optimizer. Social policies do need to be balanced to to force the player to take thought decisions. The only thing that I am missing is some policies that enhance the production / gold / food /whatever output of coastatal cities, I think that social policies are a golden chance to make seaside cities stop sucking bollocks.
 
Sea Side cities don't suck... I mean how high are your populations in each city anyway? It's pretty unlikely it's higher than 16 by the time you win, which I believe gives you enough land tiles to work, not to mention probably a sea resource or two. Or even specialist spam.. More importantly though.. harbors count as both roads and railroads. It only costs you 3 gold per turn for what would probably cost you at least 8.
 
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