The next beta- changelog

also need to point out that you keep making a ton of assumptions when pointing out that things are bad, which aren't always true. I'm not going authority-piety-imperialism every time I pick autocracy. I don't have a wide empire every time either. If a tenet doesn't fit your own personal playstyle it doesn't mean it deserves an "F". If you want a bunch of production and science in every city, take order. Maybe you are just a communist at heart
Yeah I don't really get his view that the 10% extra gold makes the train station so superior. There's so many other gold sources by that point that I honestly get most of my wartime/preparation gold from literally anything besides my own GPT. I can easily spend tens of thousands in 5-10 turns just upgrading and buying loads of stuff to get ready, and 10% extra gold on every single one of my already low pop cities isn't going to help too much. For the most part GPT is just something I'm desperate to keep positive by that point because fluctuating happiness can make negatives really crippling.

If I already succeeded in getting 30-50 cities by that point then I'll just pick Order and rush to the end, unless I have a specific goal that Autocracy would help with.
 
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I agree, CrazyG. Not everyone who picks Autocracy may come from the same route, specially now that it seems to help more with keeping allies and votes. A Progress, Statecraft, Imperialism, Autocracy should be also valid.

I'm not against some policies or tenets having a secondary effect just for flavour. It adds... flavour. What I don't agree is that autocracy should be weaker because you are the big bad boy, you are already crushing everyone, you don't need to be stronger. The only thing that ever punishes going for war is pacifist religious enhancement. Order is as beligerant as anyone. Freedom might not get many policies to help in war, but a civ with imperialism might choose freedom, perhaps for an insane use of specialists, great scientists probably, and still go for domination with his high tech units.

It's good that Autocracy gets its theme. Power projection. As long as your army rocks, nice things happen. You don't even need to go aggressive, like Authority. Now it's just a matter of balancing.
 
Gazebo:
Capitalism (edited) - 10 Specialists in each of your cities generate Happiness instead of creating Unhappiness.

if i see correct, before 5 specialist not generate Unhappiness, almost of my games in my case i have 20-25 city when i unlock this, in that case. this negate 25 - 31,25 Unhappiness, and its a really god, but now its 10 Specialist not only negate, now its give happines, i think its 0,25 per Specialist, now int my games
negate 50-62,5 Unhappines and add me 50-62,5 Unhappines, i can consider i "obtain" 100-125 Unhappines modifier (negate+added) and its a 400% of that value before, i complain because i see too strong for me. For other changes i like it

I'm never play autocracy xD, i don't know how really afect the changes you trying to make. the reason i don't play autocracy its for my play style xD.
but i play 95% fredom and the other 5% order xD

0.33 unhappiness per guy IIRC, so it's... +3.33 happiness per city instead of losing the amount, so 6.66 net gain per city. Gazebo's devilish plot is now revealed, that's way too much. It beats the Police State at Happiness even for Persia, and does it pretty much two times over, that's crazy. I agree, it's way too much. It'd be better to simply negate 10, that's still 3.3 happiness net gain per city. Good enough for a policy. Not much use to have so much happiness for a non-warmongering tree, but with the lightning warfare not being nuts I could see myself going to order/freedom for warmongering needs too.

Rather than repeatedly bashing tenets you find terrible, could you offer suggestions? I really like the UST design, though I agree the bonus for pillaging is rather pointless

Also if seaports or anything else isn't well balanced in your opinion, why not address that in a relevant thread? I keep seeing "Autocracy tenet XYZ is terrible because something else is terrible", which is just a dead end for discussion. If seaports, internal trade routes, police stations, or something else is underperforming, then lets do something about it (regardless of what happens in Autocracy)

I also need to point out that you keep making a ton of assumptions when pointing out that things are bad, which aren't always true. I'm not going authority-piety-imperialism every time I pick autocracy. I don't have a wide empire every time either. If a tenet doesn't fit your own personal playstyle it doesn't mean it deserves an "F". If you want a bunch of production and science in every city, take order. Maybe you are just a communist at heart

Autocracy already has some production and science though, and that's good. The seaport idea also contains production, too. If it only has "abstract" stuff and nothing solid, it's not going to be good, just like pre-buffs Imperialism wasn't good despite having tons of weird traits. They're still there, but they had to be reinforced by base yields/solid stuff to actually make the tree good. If you removed all the yields and the CS bonuses were as they are now, this tree wouldn't have a point.
Still, the tenet wouldn't be more than a weak A/C even if Seaports were balanced with Trains because in the end, not all cities can get that. It'd always come out unfavourably from any comparison with Order's now T1 that buffs Factories for 10% Science. Every city can and will get a Factory, but even if they were outright better, many won't be able to get a Seaport. It's not about not fitting "me", I've explained why the policy - in the current gamestate - is going to be obsolete. You didn't counter my points at all, instead saying random stuff like "maybe Autocracy doesn't fit you". I've made no real assumptions, just pointing out facts about the train station and spaceport. If my claims aren't true, care to point out how? I can't exactly defend my point of view if you just make blanket statements.
Also Autocracy did fit me before the changes well enough, though I did admittedly go the same route every time. Now the amount of policies I won't bother taking is way smaller, the T3s finally look more appealing so all goes in the right direction, but it can be better. If the beta was there, I wouldn't be posting but playing as it's weekend, so no work, and what better place to discuss than the changelog thread?

I've made lots of suggestions both here but primarily in the Autocracy thread which is why my last few posts didn't make any new ones. I see no point in that at the moment before I see how the beta plays out, but I'll be honest - I make assumptions. Everyone does and that's the only thing anyone will be able to do before the test patch is release. If Gazebo said "I'm going to make Progress balanced by adding +500 of all yields per turn to the opener", everyone'd say it'd result in a broken policy, that'd just be assumptions. Logical ones, and those are okay. It's no rocket science, if something gets +50%/100% powerful, you can pretty much always say if it'll be good or bad after the adjustment and be right most of the time. Not always, sometimes a straw breaks a camel's back after all, but often. The same way I can look at how much of my yields come from CS/vassals when I'm big and scary to say Iron Fist at 100% instead of 50% might be good for me as a T1 if I can get some food CSs or enough allies, but the second part of it won't affect me as I've had dozens of vassals throughout many games and they've only left me when someone took their last city when I wasn't paying attention, which happened very often. That doesn't count. I didn't even know they can actually leave without my say-so, the text said so once but they never did in the end.

I agree that some stuff like police station/seaport/internal trade route need adjustments, but in the case of Police Station/Internal Trade Route, their respective previous policies (regular Autarky, NWO without +production to constabularies/police stations) wouldn't be very good even if internal trade routes and police stations were must haves.

Yeah I don't really get his view that the 10% extra gold makes the train station so superior. There's so many other gold sources by that point that I honestly get most of my wartime/preparation gold from literally anything besides GPT. I can easily spend 10s of thousands in 5 turns just upgrading and buying loads of stuff to get ready, and 10% extra gold on every single one of my already low pop cities isn't going to help too much. For the most part GPT is just something I'm desperate to keep positive by that point because fluctuating happiness can make negatives really crippling.

10% Gold is not as significant, those train roads are expensive. It compensates for that, but workers often just build railroads to seaported cities anyway - not that I mind, they're useful to move stuff around faster. However it also has +10% Production on top of that IIRC, and it costs way less to boot. Even if the policy existed in this way, in the current version you'd be taking an entire policy to make the alternative building almost as good as the cheaper version when in most cases outside of one-tile islands, you can just get train station instead. Not to mention you might have the stations/ports built before you even get to picking a T2, and it'd be a questionable choice to spend more production to raise a building that will be only equalish after who knows how many turns.

If I already succeeded in getting 30-50 cities by that point then I'll just pick Order and rush to the end.

But Autocracy as a tree is all supposed to be about using your scary big guy status to get even scarier and bigger from what I understand (that's the picture the policies give) or pretend to be so, and I see no way to get to this point without many cities.
 
But Autocracy as a tree is all supposed to be about using your scary big guy status to get even scarier and bigger from what I understand (that's the picture the policies give) or pretend to be so, and I see no way to get to this point without many cities.
You don't have to be the biggest guy in the world to use Autocracy. You only need to be capable of being the most destructive. If I've played a successful peaceful game with tons of yields available that were being pushed to victory and suddenly there's a contender far away from me, well I'm not gonna let that slide. And I've mentioned before that the most fun thing to do with it is to turtle towards it and quickly take your proper place in the world. I find it way too much of a slog to manage so many units at that point of the game if I already succeeded in taking half the world. Much more fun to suddenly have the most capable force in the world seemingly from nowhere.

I don't think I'll get the point across to you on seaports because it doesn't match your play-style. Being able to buy as many ships as I want from any side of my empire is a handy ability for me. And most of my powerhouses are inland so even the 15% seaport never looked all that bad compared to train stations (freed up land production for the powerhouses and coastal cities got more food to catch up elsewhere), so an extra 10% production simply makes all my coastal cities less needy of attention. Also workers usually took too long for my plans. Not sure how much the later policies will affect that, since my plans are usually heavily influenced by everyone else in terms of timing.
 
You don't have to be the biggest guy in the world to use Autocracy. You only need to be capable of being the most destructive. If I've played a successful peaceful game with tons of yields available that were being pushed to victory and suddenly there's a contender far away from me, well I'm not gonna let that slide. And I've mentioned before that the most fun thing to do with it is to turtle towards it and quickly take your proper place in the world. I find it way too much of a slog to manage so many units at that point of the game if I already succeeded in taking half the world. Much more fun to suddenly have the most capable force in the world seemingly from nowhere.

Being the most destructive still requires you to be at least somehow big. That's not happening for a tall and small guy, I think. Well, maybe Venice could do it, but I haven't played that civ in ages. I should try that sometime, but I just know it will turn into a regular domination game when my enemies settling around me forces me to declare war, making me big anyway. I wonder how puppet changes influenced it, though.

I don't think I'll get the point across to you on seaports because it doesn't match your play-style. Being able to buy as many ships as I want from any side of my empire is a handy ability for me. And most of my powerhouses are inland so even the 15% seaport never looked all that bad compared to train stations (freed up land production for the powerhouses), so an extra 10% production simply makes all my coastal cities less needy of attention. Also workers usually took too long for my plans. Not sure how much the later policies will affect that, since my plans are usually heavily influenced by everyone else in terms of timing.

I don't say never get seaports at all, but why do you need more than a few (excluding obvious/mandatory ones like small islands) to buy ships from? If Assur is reasonably close to Krakow and both are coastal, you don't exactly need to buy sea stuff in both the cities. Save your production and gain more of it by choosing the buildings smartly, one seaport will be more than enough for a reasonably big tile radius. It's better to get ships from cities with more XP, too. If Workers take too long to build the railroads, just try the new Iron Fist as a T1 instead of taking a precious T2 spot. It seems like it might be a pretty good policy after the last adjustment.
 
Being the most destructive still requires you to be at least somehow big. That's not happening for a tall and small guy, I think.
Highly depends on the situation. I play on large games where there can be plenty of exploitable land right between me and my target. Also Germany is really damn good at rushing everything. That said I always have 10-20 cities before I decide on a rush like that. I've never finished a 5-10 city game.

I don't say never get seaports at all, but why do you need more than a few (excluding obvious/mandatory ones like small islands) to buy ships from? If Assur is reasonably close to Krakow and both are coastal, you don't exactly need to buy sea stuff in both the cities. Save your production and gain more of it by choosing the buildings smartly, one seaport will be more than enough for a reasonably big tile radius. It's better to get ships from cities with more XP, too. If Workers take too long to build the railroads, just try the new Iron Fist as a T1 instead of taking a precious T2 spot. It seems like it might be a pretty good policy after the last adjustment.
Again, inland powerhouses make up for most of the production I want. Sometimes I favored the train station, but most coastal cities are gonna have to make some room for everyone else. I need my coastal cities capable of spitting out 5-10 naval units whenever I want em more than I ever needed them producing stuff. Those are where the money goes. Allying tons of CSs gets all the losers in the CS conquering mood, so naval warfare quickly becomes an expensive ordeal for me.
 
Being the most destructive still requires you to be at least somehow big. That's not happening for a tall and small guy, I think.
Want an example of your assumptions being totally wrong? Here it is. I've played tradition on just 4 cities until ideologies, then went on a war path. Its completely do-able, and I cannot overstate how valuable the extra oil from Autocracy was. Oil and Coal from CS is also really valuable because it gives a way of getting those resources without actually having it within your borders.

Please stop over-explaining why you feel something is too weak and just offer a solution. As an example, I think UST should give 300% of CS as gold for kills. Instead of XP for pillaging, it should give subs and melee ships +15% CS and RCS.
 
Want an example of your assumptions being totally wrong? Here it is. I've played tradition on just 4 cities until ideologies, then went on a war path. Its completely do-able, and I cannot overstate how valuable the extra oil from Autocracy was. Oil and Coal from CS is also really valuable because it gives a way of getting those resources without actually having it within your borders.

Seems interesting, but suboptimal. While an exception does not prove a rule, many things are possible. And suboptimal.

Please stop over-explaining why you feel something is too weak and just offer a solution. As an example, I think UST should give 300% of CS as gold for kills. Instead of XP for pillaging, it should give subs and melee ships +15% CS and RCS.

That's maybe a point, but I like discussions which is why I try to create them by making long stuff. Sort of works sometimes. And I'm a bit too lazy and tired (I'm a bit ill and it's very late anyway) to make suggestions at the moment, though yours would make the policy a really decent choice, especially if seaports as a whole were slightly improved.
 
Rather than repeatedly bashing tenets you find terrible, could you offer suggestions? I really like the UST design, though I agree the bonus for pillaging is rather pointless

Also if seaports or anything else isn't well balanced in your opinion, why not address that in a relevant thread? I keep seeing "Autocracy tenet XYZ is terrible because something else is terrible", which is just a dead end for discussion. If seaports, internal trade routes, police stations, or something else is underperforming, then lets do something about it (regardless of what happens in Autocracy)

I also need to point out that you keep making a ton of assumptions when pointing out that things are bad, which aren't always true. I'm not going authority-piety-imperialism every time I pick autocracy. I don't have a wide empire every time either. If a tenet doesn't fit your own personal playstyle it doesn't mean it deserves an "F". If you want a bunch of production and science in every city, take order. Maybe you are just a communist at heart
I basically agree with your opinion, but I can't agree with your idea of "Complainer has to suggest sth that can solve problems or make their own thread to debate about it". I know complaining about sth without any suggestion is tiring to you, but not everyone has a good idea or view even if they know sth is wrong.
 
I basically agree with your opinion, but I can't agree with your idea of "Complainer has to suggest sth that can solve problems or make their own thread to debate about it". I know complaining about sth without any suggestion is tiring to you, but not everyone has a good idea or view even if they know sth is wrong.
In that regard, I might be the worst guy proposing specifics, yet I see my view on things having a small influence.
 
Cult of Personality (edited) - highest warscore now affects all Civilizations (50% of highest warscore counts as tourism mod with all civs)

When you say "warscore now affects all Civilizations," is this referring to a tourism modifier against them?

New World Order - +100% construction speed for Constab/Police Station

Will this replace the policy's crime reduction and added yields for these buildings?
 
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I basically agree with your opinion, but I can't agree with your idea of "Complainer has to suggest sth that can solve problems or make their own thread to debate about it". I know complaining about sth without any suggestion is tiring to you, but not everyone has a good idea or view even if they know sth is wrong.
I'm certainly guilty of complaining without offering a solution, but I think there is a difference here. If every other post is me complaining, and I'm complaining about other people's solutions, its not a very constructive conversation anymore.
Seems interesting, but suboptimal. While an exception does not prove a rule, many things are possible. And suboptimal
So what is optimal? I'm very confident that autocracy has been the right choice in my tall tradition games on multiple occasions. Most recently Washington was my much larger neighbor in dense jungle. Lightning warfare + rushing tanks made for an easy crushing victory to get him to stop buying my tiles, while futurism fed my win condition. I'm confident that I won much faster than freedom or order would have. A lot of times the biggest problem for a tall empire late game is military defense, taking autocracy can make that much easier. Autocracy lets you really milk an advantage in tech or military power right now, which is really good if you cannot maintain that longer term. This happens to tall empires a lot

Autocracy already has the shell for a massive empire to stomp its enemies with tanks. We don't really need more policies to help with that. It could use more niche buffs, like providing coal and oil, which smaller or unlucky empires could be lacking. The difference between 0 oil and 3 from city states can easily be game deciding
 
I'm certainly guilty of complaining without offering a solution, but I think there is a difference here. If every other post is me complaining, and I'm complaining about other people's solutions, its not a very constructive conversation anymore.

So what is optimal? I'm very confident that autocracy has been the right choice in my tall tradition games on multiple occasions. Most recently Washington was my much larger neighbor in dense jungle. Lightning warfare + rushing tanks made for an easy crushing victory to get him to stop buying my tiles, while futurism fed my win condition. I'm confident that I won much faster than freedom or order would have. A lot of times the biggest problem for a tall empire late game is military defense, taking autocracy can make that much easier. Autocracy lets you really milk an advantage in tech or military power right now, which is really good if you cannot maintain that longer term. This happens to tall empires a lot

Autocracy already has the shell for a massive empire to stomp its enemies with tanks. We don't really need more policies to help with that. It could use more niche buffs, like providing coal and oil, which smaller or unlucky empires could be lacking. The difference between 0 oil and 3 from city states can easily be game deciding

My own two cents on the recent marathon argument is that it is way too long, repetitive, and self-congratulating to accomplish much more than the temporary salvaging of ego at this point, at the expense of some of the general public's good will.

CrazyG's specific example is a situation in which I often find myself, but try to skirt around without biting the bullet. It's why I'm really looking forward to the new Autocracy, and that CrazyG has pulled it off is even more encouraging.
 
My own two cents on the recent marathon argument is that it is way too long, repetitive, and self-congratulating to accomplish much more than the temporary salvaging of ego at this point, at the expense of some of the general public's good will.
Jeez man you like to stop rudeness sometimes but I notice that you can be one of the quickest to put a guy down around here (though not completely wrong in the method). I certainly agree that it was way too repetitive though (and loooong on Enrico), since I just couldn't get my view across at the time on the use of a damn seaport. I've yet to play a lengthy game where I wasn't successful, and I think the same applies to a lot of people, so some bit of "self-congratulating" is gonna get by. There's way too many yields at that point to not give off that impression.
 
Jeez man you like to stop rudeness sometimes but I notice that you can be one of the quickest to put a guy down around here (though not completely wrong in the method). I certainly agree that it was way too repetitive though (and loooong on Enrico), since I just couldn't get my view across at the time on the use of a damn seaport. I've yet to play a lengthy game where I wasn't successful, and I think the same applies to a lot of people, so some bit of "self-congratulating" is gonna get by. There's way too many yields at that point to not give off that impression.

Well-put, and absolutely true. I'm way too reactive.

On a side note, I wasn't refering to in-game accomplishments as self-congratulatory, but rather the tone of some of the arguments.
 
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