thecrazyscot
Spiffy
- Joined
- Dec 27, 2012
- Messages
- 3,113
I've started designing the policies, and here's a first draft.
I don't intend to change every policy, and I don't intend to remove certain policies which do have very situational utility, but I do hope to broaden the scope of options and give the player some interesting choices. I also want each policy to feel useful, even if only situationally.
[table=head]
POLICY|ERA|TYPE|VANILLA EFFECT|OMNIBUS EFFECT
Charismatic Leader|1_Ancient|Diplomatic|+2 Influence points per turn toward earning city-state Envoys.|
Diplomatic League|1_Ancient|Diplomatic|The first Envoy you send to each city-state counts as 2 Envoys.|
Caravansaries|1_Ancient|Economic|+2 Gold from all Trade Routes.|
Colonization|1_Ancient|Economic|+50% Production towards Settlers.|
Corvée|1_Ancient|Economic|+15% Production towards Ancient and Classical era Wonders.|
God King|1_Ancient|Economic|+1 Faith and +1 Gold in the Capital.|+3 Gold, +1 Faith, +1 Amenities in the Capital."
Ilkum|1_Ancient|Economic|+30% Production towards Builders.|
Land Surveyors|1_Ancient|Economic|Reduced the cost of purchasing tiles by 20%.|+10% growth in all cities. Reduce the cost of purchasing tiles by 20%.
Urban Planning|1_Ancient|Economic|+1 Production in all cities.|+1 Production and +1 Housing in all cities.
Agoge|1_Ancient|Military|+50% Production towards Ancient and Classical era melee and ranged units.|
Conscription|1_Ancient|Military|Unit maintenance reduced by 1 Gold per turn, per unit.|
Discipline|1_Ancient|Military|+5 Unit Combat Strength when fighting Barbarians.|
Maneuver|1_Ancient|Military|+50% Production towards Ancient and Classical era heavy and light cavalry units.|
Maritime Industries|1_Ancient|Military|+100% Production towards Ancient and Classical era naval units.|
Survey|1_Ancient|Military|Double experience for Recon units.|Double experience and +4 strength for Recon units.
Inspiration|1_Ancient|Wildcard|+2 Great Scientist points per turn.|Shrines produce +1 Science. +2 Great Scientist points per turn.
Revelation|1_Ancient|Wildcard|+2 Great Prophet points per turn.|Religious units receive +1 spread charges. +2 Great Prophet points per turn.
Strategos|1_Ancient|Wildcard|+2 Great General points per turn.|Military units receive +1 Experience per turn when garrisoned in a Fort. +2 Great General points per turn.
Insulae|2_Classical|Economic|+1 Housing in all cities with at least 2 specialty districts.|Cities with an Aqueduct receive +1 Housing and +1 Amenities.
Natural Philosophy|2_Classical|Economic|+100% Campus district adjacency bonuses.|+50% Campus district adjacency bonuses.
Scripture|2_Classical|Economic|+100% Holy Site district adjacency bonuses.|
Bastions|2_Classical|Military|+6 City Defense Strength. +5 City Ranged Strength.|+6 City Defense Strength. +5 City Ranged Strength. +100% Production toward defensive buildings.
Limes|2_Classical|Military|+100% Production toward defensive buildings.|+4 City Ranged Strength. +50% Production towards Encampment districts and buildings for that district.
Raid|2_Classical|Military|Yields from pillaging are doubled for pillaging improvements.|Melee and Anti-Cavalry units receive +1 Movement. Yields from pillaging improvements are doubled.
Veterancy|2_Classical|Military|+30% Production towards Encampment districts and buildings for that district.|Military units heal in Neutral and Hostile territory as if they were in Friendly territory.
Literary Tradition|2_Classical|Wildcard|+2 Great Writer points per turn.|Great Works of Writing produce +1 Culture. +2 Great Writer points per turn.
Merchant Confederation|3_Medieval|Diplomatic|+1 Gold from each of your Envoys at city-states.|
Aesthetics|3_Medieval|Economic|+100% Theater Square district adjacency bonuses.|+50% Theater Square adjacency bonuses.
Craftsmen|3_Medieval|Economic|+100% Industrial Zone district adjacency bonuses.|+50% Industrial Zone adjacency bonuses.
Gothic Architecture|3_Medieval|Economic|+15% Production towards Medieval and Renaissance era Wonders.|
Medina Quarter|3_Medieval|Economic|+2 Housing in all cities with at least 3 specialty districts.|+2 Housing in all cities with a least 2 specialty districts. +4 City Defense Strength.
Meritocracy|3_Medieval|Economic|Each city receives +1 Culture for each specialty district it constructs.|+4 Culture, +4 Science, +4 Production in the Capital.
Naval Infrastructure|3_Medieval|Economic|+100% Harbor district adjacency bonuses.|
Religious Orders|3_Medieval|Economic|All religious units +5 Religious Strength in Theological Combat.|
Serfdom|3_Medieval|Economic|Newly trained Builders gain 2 extra build actions.|
Simultaneum|3_Medieval|Economic|+100% Faith yield from Holy Site district buildings.|
Town Charters|3_Medieval|Economic|+100% Commercial Hub district adjacency bonuses.|+50% Commercial Hub adjacency bonuses.
Trade Confederation|3_Medieval|Economic|+1 Culture and +1 Science from international Trade Routes.|
Chivalry|3_Medieval|Military|+50% Production towards Medieval Renaissance and Industrial era heavy and light cavalry units.|
Feudal Contract|3_Medieval|Military|+50% Production towards Medieval and Renaissance era melee and ranged units.|
Professional Army|3_Medieval|Military|50% discount on unit upgrades.|
Retainers|3_Medieval|Military|+1 Amenities for cities with a garrisoned unit.|+1 Gold and +1 Amenities for cities with a garrisoned unit.
Sack|3_Medieval|Military|Yields from pillaging are doubled for pillaging districts.| delete
Wars of Religion|3_Medieval|Military|+4 Combat Strength when fighting Civilizations that follow other Religions.|
Navigation|3_Medieval|Wildcard|+2 Great Admiral points per turn.|Naval units receive +1 Movement. +2 Great Admiral points per turn.
Traveling Merchants|3_Medieval|Wildcard|+2 Great Merchant points per turn.|+2 Gold from Trade Routes. +2 Great Merchant points per turn.
Machiavellianism|4_Renaissance|Diplomatic|+50% Production towards Spies. Spy operations take 25% less time.|
Colonial Offices|4_Renaissance|Economic|+15% faster growth in cities not on your original Capital's continent.|
Free Market|4_Renaissance|Economic|+100% Gold yield from Commercial Hub district buildings.|+4 Gold from Commercial Hub buildings.
Liberalism|4_Renaissance|Economic|+1 Amenities in all cities with at least 2 specialty districts.|You provide +15% Tourism to Civilizations with whom you have a Trade Route.
Rationalism|4_Renaissance|Economic|+100% Science from Campus district buildings.|+3 Science from Campus buildings.
Triangular Trade|4_Renaissance|Economic|+4 Gold and +1 Faith from all Trade Routes.|
Logistics|4_Renaissance|Military|+1 Movement if starting turn in friendly territory.|
Native Conquest|4_Renaissance|Military|Combat victories over units from earlier Eras provide Gold equal to 50% of the Combat Strength of the defeated unit.|
Press Gangs|4_Renaissance|Military|+100% Production towards Renaissance and Industrial era naval units.|
Frescoes|4_Renaissance|Wildcard|+2 Great Artist points per turn.|Great Works of Art produce +1 Culture. +2 Great Artist points per turn.
Invention|4_Renaissance|Wildcard|+2 Great Engineer points per turn.|Workshops produce +2 Science. +2 Great Engineer points per turn.
Police State|5_Industrial|Diplomatic|Enemy Spies level reduced by 2 in your lands. However all cities suffer -1 Amenity.|
Raj|5_Industrial|Diplomatic|+2 Science, Culture, Faith, and Gold from each city-state you are Suzerain of.|
Colonial Taxes|5_Industrial|Economic|+25% Gold in cities not on your original Capital's continent.|
Expropriation|5_Industrial|Economic|Settler cost reduced by 50%. Plot purchase cost reduced by 20%.|Settler cost reduced by 60%. Plot purchase cost reduced by 30%.
Grand Opera|5_Industrial|Economic|+100% Culture yield from Theater Square district buildings.|+3 Culture from Theater Square buildings.
Market Economy|5_Industrial|Economic|Your international Trade Routes provide +1 Gold per Luxury and Strategic resource improved at the destination, plus +2 Culture and +2 Science.|
Public Transport|5_Industrial|Economic|Receive 50 Gold per Appeal of tile when replacing a Farm with a Neighborhood district.|
Public Works|5_Industrial|Economic|+30% Production towards Builders, and newly trained Builders gain 2 extra build actions.|
Skyscrapers|5_Industrial|Economic|+15% Production towards Industrial era and later Wonders.|
Grande Armée|5_Industrial|Military|+50% Production towards Industrial and Modern era melee and ranged units.|
Military Research|5_Industrial|Military|Military Academies and Seaports generate +1 Science|Military Academies and Seaports generate +5% city Science each.
National Identity|5_Industrial|Military|Units have 50% less Combat Strength reduction from being injured.|
Total War|5_Industrial|Military|Yields from pillaging are doubled.|Accumulate 25% less War Weariness than usual. Yields from pillaging are doubled.
Military Organization|5_Industrial|Wildcard|+4 Great General points per turn.|Military units receive +2 Experience per turn when garrisoned in a Fort. +4 Great General points per turn.
Symphonies|5_Industrial|Wildcard|+4 Great Musician points per turn.|Great Works of Music produce +1 Culture. +4 Great Musician points per turn.
Arsenal of Democracy|6_Modern|Diplomatic|Your Trade Routes to an Ally's city provide +2 Food and +2 Production for both cities.|
Gunboat Diplomacy|6_Modern|Diplomatic|Open Borders with all city-states, and +4 Influence points per turn toward earning Envoys.|
Nuclear Espionage|6_Modern|Diplomatic|Spies who steal a tech boost without being detected gain an extra boost.|
Collectivization|6_Modern|Economic|+4 Food from domestic Trade Routes.|
Economic Union|6_Modern|Economic|+100% Commercial Hub and Harbor district adjacency bonuses.|+50% Commercial Hub adjacency bonuses and +100% Harbor adjacency bonuses.
Five-Year Plan|6_Modern|Economic|+100% Campus and Industrial Zone district adjacency bonuses.|+50% Campus and Industrial Zone adjacency bonuses.
New Deal|6_Modern|Economic|+4 Housing, +2 Amenities, -8 Gold to all cities with at least 3 specialty districts.|+4 Housing, +2 Amenities, -6 Gold to all cities with at least 3 specialty districts.
Resource Management|6_Modern|Economic|1 copy of a strategic resource allows you to produce and purchase units requiring it in any city.|
Third Alternative|6_Modern|Economic|"+4 Gold from each Research Lab, Military Academy, and Power Plant.|
Defense of the Motherland|6_Modern|Military|No war weariness from combat in your territory.|
International Waters|6_Modern|Military|"+100% Production towards Modern, Atomic, and Information era naval units, excluding Carriers."|
Lightning Warfare|6_Modern|Military|+50% Production towards Modern, Atomic, and Information era heavy and light cavalry units.|
Levée en Masse|6_Modern|Military|"Unit maintenance reduced by 2 Gold per turn, per unit."|
Martial Law|6_Modern|Military|Accumulate 25% less War Weariness than usual.|+1 Amenities for cities with a garrisoned unit. Accumulate 25% less War Weariness than usual.
Patriotic War|6_Modern|Military|+100% Production towards Modern, Atomic, and Information era support units.|
Propaganda|6_Modern|Military|Accumulate 25% less War Weariness than usual.|Accumulate 40% less War Weariness than usual.
Their Finest Hour|6_Modern|Military|+50% Production towards Modern and Atomic era air units.|
Laissez-Faire|6_Modern|Wildcard|+4 Great Merchant points per turn.|+4 Gold from Trade Routes. +4 Great Merchant Points per turn.
Nobel Prize|6_Modern|Wildcard|+4 Great Scientist points per turn.|Research Labs produce +10% city Science. +4 Great Scientist points per turn.
Containment|7_Atomic|Diplomatic|Each Envoy you send to a city-state counts as two, if its Suzerain has a different government than you.|delete
Cryptography|7_Atomic|Diplomatic|Enemy Spy level reduced by 2 in your lands. Your Spy level is increased by 1 for offensive operations.|
Heritage Tourism|7_Atomic|Economic|+100% Tourism from Great Works of Art and Artifacts.|
Satellite Broadcasts|7_Atomic|Economic|Triples Tourism from Great Works of Music.|
Sports Media|7_Atomic|Economic|+100% Theater Square district adjacency bonuses, and Stadiums generate +1 Amenities.|+50% Theater Square adjacency bonuses, and Stadiums generate +1 Amenities.
Integrated Space Cell|7_Atomic|Military|+15% Production towards Space Race projects if a city has either a Military Academy or a Seaport.|
Military First|7_Atomic|Military|+50% Production towards Atomic and Information era melee and ranged units.|
Collective Activism|8_Information|Diplomatic|+10% Culture per city-state you are the Suzerain of.|
International Space Agency|8_Information|Diplomatic|+10% Science per city-state you are the Suzerain of.|
Ecommerce|8_Information|Economic|+5 Production and +10 Gold from international Trade Routes.|
Online Communities|8_Information|Economic|+50% Tourism to civilizations to which you have a Trade Route.|
Strategic Air Force|8_Information|Military|"+50% Production towards Information era air units, and toward all Carriers."|
[/table]
Thoughts?
I don't intend to change every policy, and I don't intend to remove certain policies which do have very situational utility, but I do hope to broaden the scope of options and give the player some interesting choices. I also want each policy to feel useful, even if only situationally.
[table=head]
POLICY|ERA|TYPE|VANILLA EFFECT|OMNIBUS EFFECT
Charismatic Leader|1_Ancient|Diplomatic|+2 Influence points per turn toward earning city-state Envoys.|
Diplomatic League|1_Ancient|Diplomatic|The first Envoy you send to each city-state counts as 2 Envoys.|
Caravansaries|1_Ancient|Economic|+2 Gold from all Trade Routes.|
Colonization|1_Ancient|Economic|+50% Production towards Settlers.|
Corvée|1_Ancient|Economic|+15% Production towards Ancient and Classical era Wonders.|
God King|1_Ancient|Economic|+1 Faith and +1 Gold in the Capital.|+3 Gold, +1 Faith, +1 Amenities in the Capital."
Ilkum|1_Ancient|Economic|+30% Production towards Builders.|
Land Surveyors|1_Ancient|Economic|Reduced the cost of purchasing tiles by 20%.|+10% growth in all cities. Reduce the cost of purchasing tiles by 20%.
Urban Planning|1_Ancient|Economic|+1 Production in all cities.|+1 Production and +1 Housing in all cities.
Agoge|1_Ancient|Military|+50% Production towards Ancient and Classical era melee and ranged units.|
Conscription|1_Ancient|Military|Unit maintenance reduced by 1 Gold per turn, per unit.|
Discipline|1_Ancient|Military|+5 Unit Combat Strength when fighting Barbarians.|
Maneuver|1_Ancient|Military|+50% Production towards Ancient and Classical era heavy and light cavalry units.|
Maritime Industries|1_Ancient|Military|+100% Production towards Ancient and Classical era naval units.|
Survey|1_Ancient|Military|Double experience for Recon units.|Double experience and +4 strength for Recon units.
Inspiration|1_Ancient|Wildcard|+2 Great Scientist points per turn.|Shrines produce +1 Science. +2 Great Scientist points per turn.
Revelation|1_Ancient|Wildcard|+2 Great Prophet points per turn.|Religious units receive +1 spread charges. +2 Great Prophet points per turn.
Strategos|1_Ancient|Wildcard|+2 Great General points per turn.|Military units receive +1 Experience per turn when garrisoned in a Fort. +2 Great General points per turn.
Insulae|2_Classical|Economic|+1 Housing in all cities with at least 2 specialty districts.|Cities with an Aqueduct receive +1 Housing and +1 Amenities.
Natural Philosophy|2_Classical|Economic|+100% Campus district adjacency bonuses.|+50% Campus district adjacency bonuses.
Scripture|2_Classical|Economic|+100% Holy Site district adjacency bonuses.|
Bastions|2_Classical|Military|+6 City Defense Strength. +5 City Ranged Strength.|+6 City Defense Strength. +5 City Ranged Strength. +100% Production toward defensive buildings.
Limes|2_Classical|Military|+100% Production toward defensive buildings.|+4 City Ranged Strength. +50% Production towards Encampment districts and buildings for that district.
Raid|2_Classical|Military|Yields from pillaging are doubled for pillaging improvements.|Melee and Anti-Cavalry units receive +1 Movement. Yields from pillaging improvements are doubled.
Veterancy|2_Classical|Military|+30% Production towards Encampment districts and buildings for that district.|Military units heal in Neutral and Hostile territory as if they were in Friendly territory.
Literary Tradition|2_Classical|Wildcard|+2 Great Writer points per turn.|Great Works of Writing produce +1 Culture. +2 Great Writer points per turn.
Merchant Confederation|3_Medieval|Diplomatic|+1 Gold from each of your Envoys at city-states.|
Aesthetics|3_Medieval|Economic|+100% Theater Square district adjacency bonuses.|+50% Theater Square adjacency bonuses.
Craftsmen|3_Medieval|Economic|+100% Industrial Zone district adjacency bonuses.|+50% Industrial Zone adjacency bonuses.
Gothic Architecture|3_Medieval|Economic|+15% Production towards Medieval and Renaissance era Wonders.|
Medina Quarter|3_Medieval|Economic|+2 Housing in all cities with at least 3 specialty districts.|+2 Housing in all cities with a least 2 specialty districts. +4 City Defense Strength.
Meritocracy|3_Medieval|Economic|Each city receives +1 Culture for each specialty district it constructs.|+4 Culture, +4 Science, +4 Production in the Capital.
Naval Infrastructure|3_Medieval|Economic|+100% Harbor district adjacency bonuses.|
Religious Orders|3_Medieval|Economic|All religious units +5 Religious Strength in Theological Combat.|
Serfdom|3_Medieval|Economic|Newly trained Builders gain 2 extra build actions.|
Simultaneum|3_Medieval|Economic|+100% Faith yield from Holy Site district buildings.|
Town Charters|3_Medieval|Economic|+100% Commercial Hub district adjacency bonuses.|+50% Commercial Hub adjacency bonuses.
Trade Confederation|3_Medieval|Economic|+1 Culture and +1 Science from international Trade Routes.|
Chivalry|3_Medieval|Military|+50% Production towards Medieval Renaissance and Industrial era heavy and light cavalry units.|
Feudal Contract|3_Medieval|Military|+50% Production towards Medieval and Renaissance era melee and ranged units.|
Professional Army|3_Medieval|Military|50% discount on unit upgrades.|
Retainers|3_Medieval|Military|+1 Amenities for cities with a garrisoned unit.|+1 Gold and +1 Amenities for cities with a garrisoned unit.
Sack|3_Medieval|Military|Yields from pillaging are doubled for pillaging districts.| delete
Wars of Religion|3_Medieval|Military|+4 Combat Strength when fighting Civilizations that follow other Religions.|
Navigation|3_Medieval|Wildcard|+2 Great Admiral points per turn.|Naval units receive +1 Movement. +2 Great Admiral points per turn.
Traveling Merchants|3_Medieval|Wildcard|+2 Great Merchant points per turn.|+2 Gold from Trade Routes. +2 Great Merchant points per turn.
Machiavellianism|4_Renaissance|Diplomatic|+50% Production towards Spies. Spy operations take 25% less time.|
Colonial Offices|4_Renaissance|Economic|+15% faster growth in cities not on your original Capital's continent.|
Free Market|4_Renaissance|Economic|+100% Gold yield from Commercial Hub district buildings.|+4 Gold from Commercial Hub buildings.
Liberalism|4_Renaissance|Economic|+1 Amenities in all cities with at least 2 specialty districts.|You provide +15% Tourism to Civilizations with whom you have a Trade Route.
Rationalism|4_Renaissance|Economic|+100% Science from Campus district buildings.|+3 Science from Campus buildings.
Triangular Trade|4_Renaissance|Economic|+4 Gold and +1 Faith from all Trade Routes.|
Logistics|4_Renaissance|Military|+1 Movement if starting turn in friendly territory.|
Native Conquest|4_Renaissance|Military|Combat victories over units from earlier Eras provide Gold equal to 50% of the Combat Strength of the defeated unit.|
Press Gangs|4_Renaissance|Military|+100% Production towards Renaissance and Industrial era naval units.|
Frescoes|4_Renaissance|Wildcard|+2 Great Artist points per turn.|Great Works of Art produce +1 Culture. +2 Great Artist points per turn.
Invention|4_Renaissance|Wildcard|+2 Great Engineer points per turn.|Workshops produce +2 Science. +2 Great Engineer points per turn.
Police State|5_Industrial|Diplomatic|Enemy Spies level reduced by 2 in your lands. However all cities suffer -1 Amenity.|
Raj|5_Industrial|Diplomatic|+2 Science, Culture, Faith, and Gold from each city-state you are Suzerain of.|
Colonial Taxes|5_Industrial|Economic|+25% Gold in cities not on your original Capital's continent.|
Expropriation|5_Industrial|Economic|Settler cost reduced by 50%. Plot purchase cost reduced by 20%.|Settler cost reduced by 60%. Plot purchase cost reduced by 30%.
Grand Opera|5_Industrial|Economic|+100% Culture yield from Theater Square district buildings.|+3 Culture from Theater Square buildings.
Market Economy|5_Industrial|Economic|Your international Trade Routes provide +1 Gold per Luxury and Strategic resource improved at the destination, plus +2 Culture and +2 Science.|
Public Transport|5_Industrial|Economic|Receive 50 Gold per Appeal of tile when replacing a Farm with a Neighborhood district.|
Public Works|5_Industrial|Economic|+30% Production towards Builders, and newly trained Builders gain 2 extra build actions.|
Skyscrapers|5_Industrial|Economic|+15% Production towards Industrial era and later Wonders.|
Grande Armée|5_Industrial|Military|+50% Production towards Industrial and Modern era melee and ranged units.|
Military Research|5_Industrial|Military|Military Academies and Seaports generate +1 Science|Military Academies and Seaports generate +5% city Science each.
National Identity|5_Industrial|Military|Units have 50% less Combat Strength reduction from being injured.|
Total War|5_Industrial|Military|Yields from pillaging are doubled.|Accumulate 25% less War Weariness than usual. Yields from pillaging are doubled.
Military Organization|5_Industrial|Wildcard|+4 Great General points per turn.|Military units receive +2 Experience per turn when garrisoned in a Fort. +4 Great General points per turn.
Symphonies|5_Industrial|Wildcard|+4 Great Musician points per turn.|Great Works of Music produce +1 Culture. +4 Great Musician points per turn.
Arsenal of Democracy|6_Modern|Diplomatic|Your Trade Routes to an Ally's city provide +2 Food and +2 Production for both cities.|
Gunboat Diplomacy|6_Modern|Diplomatic|Open Borders with all city-states, and +4 Influence points per turn toward earning Envoys.|
Nuclear Espionage|6_Modern|Diplomatic|Spies who steal a tech boost without being detected gain an extra boost.|
Collectivization|6_Modern|Economic|+4 Food from domestic Trade Routes.|
Economic Union|6_Modern|Economic|+100% Commercial Hub and Harbor district adjacency bonuses.|+50% Commercial Hub adjacency bonuses and +100% Harbor adjacency bonuses.
Five-Year Plan|6_Modern|Economic|+100% Campus and Industrial Zone district adjacency bonuses.|+50% Campus and Industrial Zone adjacency bonuses.
New Deal|6_Modern|Economic|+4 Housing, +2 Amenities, -8 Gold to all cities with at least 3 specialty districts.|+4 Housing, +2 Amenities, -6 Gold to all cities with at least 3 specialty districts.
Resource Management|6_Modern|Economic|1 copy of a strategic resource allows you to produce and purchase units requiring it in any city.|
Third Alternative|6_Modern|Economic|"+4 Gold from each Research Lab, Military Academy, and Power Plant.|
Defense of the Motherland|6_Modern|Military|No war weariness from combat in your territory.|
International Waters|6_Modern|Military|"+100% Production towards Modern, Atomic, and Information era naval units, excluding Carriers."|
Lightning Warfare|6_Modern|Military|+50% Production towards Modern, Atomic, and Information era heavy and light cavalry units.|
Levée en Masse|6_Modern|Military|"Unit maintenance reduced by 2 Gold per turn, per unit."|
Martial Law|6_Modern|Military|Accumulate 25% less War Weariness than usual.|+1 Amenities for cities with a garrisoned unit. Accumulate 25% less War Weariness than usual.
Patriotic War|6_Modern|Military|+100% Production towards Modern, Atomic, and Information era support units.|
Propaganda|6_Modern|Military|Accumulate 25% less War Weariness than usual.|Accumulate 40% less War Weariness than usual.
Their Finest Hour|6_Modern|Military|+50% Production towards Modern and Atomic era air units.|
Laissez-Faire|6_Modern|Wildcard|+4 Great Merchant points per turn.|+4 Gold from Trade Routes. +4 Great Merchant Points per turn.
Nobel Prize|6_Modern|Wildcard|+4 Great Scientist points per turn.|Research Labs produce +10% city Science. +4 Great Scientist points per turn.
Containment|7_Atomic|Diplomatic|Each Envoy you send to a city-state counts as two, if its Suzerain has a different government than you.|delete
Cryptography|7_Atomic|Diplomatic|Enemy Spy level reduced by 2 in your lands. Your Spy level is increased by 1 for offensive operations.|
Heritage Tourism|7_Atomic|Economic|+100% Tourism from Great Works of Art and Artifacts.|
Satellite Broadcasts|7_Atomic|Economic|Triples Tourism from Great Works of Music.|
Sports Media|7_Atomic|Economic|+100% Theater Square district adjacency bonuses, and Stadiums generate +1 Amenities.|+50% Theater Square adjacency bonuses, and Stadiums generate +1 Amenities.
Integrated Space Cell|7_Atomic|Military|+15% Production towards Space Race projects if a city has either a Military Academy or a Seaport.|
Military First|7_Atomic|Military|+50% Production towards Atomic and Information era melee and ranged units.|
Collective Activism|8_Information|Diplomatic|+10% Culture per city-state you are the Suzerain of.|
International Space Agency|8_Information|Diplomatic|+10% Science per city-state you are the Suzerain of.|
Ecommerce|8_Information|Economic|+5 Production and +10 Gold from international Trade Routes.|
Online Communities|8_Information|Economic|+50% Tourism to civilizations to which you have a Trade Route.|
Strategic Air Force|8_Information|Military|"+50% Production towards Information era air units, and toward all Carriers."|
[/table]
Thoughts?