myclan
King
- Joined
- Feb 26, 2008
- Messages
- 672
The three Ideological Tenets are designed for Culture Victory, and two of three other Victory Type(Domination, Science, Diplomatic). Maybe they don't behave as nice as we think, their aim is very clear.
Tradition VS Progress VS Authority:
It emphasizes the different strategies of early game: Tall VS Wide VS Early War.
Fealty VS Statecraft VS Artistry:
Industry VS Imperialism VS Rationalism:
Tradition VS Progress VS Authority:
It emphasizes the different strategies of early game: Tall VS Wide VS Early War.
Tall means High POPULATION in Few Cities, population need to work, so actually relies more on Tiles.
But as population grows, the quality of tiles they can work is getting worse. So beside boosting growth in cities, we can compensate it by:
1. Unique Improvement of certain civilization
2 Growing speed of border, so more valuable tiles.
3. Specialist slot and great people
4. Bonus Yield based on population (like +1 culture/3 pop)
Now the tradition tree is doing good at speeding growth and 2, but I will suggest a scientist/engineer/merchant slot in EVERY city. The Great People points needed are growing so fast, and there are many late building providing slots, not OP I think.
And we need 4 to boost the yield of a tall city to counter the unhappiness from Growing Needs.
Wide has fewer Population, instead relies more on BUILDING in Many Cities. ONE city can have only ONE building, no matter how many Population there are.
So the policy should give yield bases on the number of cities. It's doing very good now. It gives production, gold, science, food, culture by finishing building, and happiness, powerful enough.
Certain civilization with Unique building may be Even better with Progress.
Early War may be best for Certain Civilization of Early UU. Now authority is strong enough even in King/Emperor Difficulty. Quite good design.
Fealty VS Statecraft VS Artistry:
Statecraft strengthens the Influence on City State, favoring Diplomacy Victory. It's wonderful to combine with Spies and World Congress.
Artistry aims to getting more Great Work/Culture/Tourism, favoring Culture Victory. As we can only build 3 Guilds of each type in total. It's becoming very difficult to get new Great Works in Late Game, so I will suggest:
1. Perhaps enable building more Guilds?
2. Giving more bonus on Great Writer/Artist/Musician Growth.
3. Considering the rarity of Great Works of Writing/Art/Music, give them more Yield.
4. The Trade Route Tourism Modifier should be back to Artistry.
Fealty: Faith should be a more important currency in early/mid game than late game. Players with Fealty should have more advantage than who without, so I suggest:
1. Boosting the yield of shrine, temple, and even religious building, not providing faith only.
2. Higher Religious Pressure and further Spreading (not by enhancer belief)
3. Stronger missionary/inquisitors(not by enhancer belief)
4. I like the idea of Boosting WLTKD(may be longer) and Internal Trade Routes.
5. But why boosting Castles/Armories/Pasture/Military Units? Shouldn't they belong to Authority/Imperialism/Autocracy?
Industry VS Imperialism VS Rationalism:
Rationalism: Boost science and favoring Science Victory. Good design enough, but I would like to boost production/gold from Science Building instead of Village, just like the idea of Industry
Industry: Comparing to Faith, gold becomes the more important currency in later game. So I quite like the idea of BNW to emphasize on Commerce, boosting Purchasing, Village Yield, International Trade Route, Market/Bank/Stock Exchange. And maybe improvement built on luxury resource.
Imperialism: Mid/Late game domination favoring policy. Quite good design. But as we need production to produce more units. I would like to boost Mine/Lumbermill here.