Enrico Swagolo
Deity
- Joined
- Jun 10, 2013
- Messages
- 2,387
I like the idea of containing all ideologies into their own threads more than into tiers.
Basically, in general, because Gazebo likes letters:
A - all's fine.
C - underwhelming
F - really bad
T1
Autarky Internal trade routes grant +10 , and city connections provide +3
F - it's a joke at this point in the game. It's worse than some ancient era policies and it's impact is non-existent this late. My suggestionis heavy yield improvement or rework.
Elite Forces Newly created military units receive +15 Experience. Military units gain 50% more Experience from combat.
A - does it's job. I don't favour it too much, but I typically pick it in the end.
Futurism Amount of Empire-wide used for bonus from Palace increased by 20%.
C- - I'd much rather take other ones, but it has one very favourable trait - it's not Autarky.
Lebensraum Receive and points when your borders expand. Citadel tile-acquisition radius doubled.
A - great. It sucks that expending GGs can steal potential culture/GAP points, but it's great anyway.
Military-Industrial Complex -33% cost of purchasing or upgrading units. +3 from defense buildings, citadels, and unique improvements.
A - Great yields if you have UIs, only decent otherwise, but adding upgrading/purchasing cost ensures it's always ultimately a great pick. It might be too good and moving the UI bonus or the upgrade cost decrease to some other autocracy policy could be a way to make it less so, but anything more would probably turn it into a bad choice.
New World Order Reduces Crime in all cities by 20%. Police Stations and Constabularies provide +3 and +5
A- - I pick it to lower unhappiness while getting a small amount of yields, but it probably needs to be thrown a small bone. Something like build Constabularies/Police Stations faster, or a small touch somewhere. Might be unneeded.
United Front Militaristic City-States grant units 200% more quickly while at war with a common foe. +30 influence from military unit gifts to City-States.
C if you've got Authority for free bad units to gift. Otherwise, I imagine it'd be an easy F. It doesn't seem worth it to make a unit over a diplomat for gifting and that's probably good as it'd make no sense. Either way, not too good.
T2
Lightning Warfare +3 movement for Great Generals. Armor and Gun units gain +15% attack, +1 movement, and ignore enemy Zone of Control.
A - helpful for conquest.
Martial Spirit +25% attack bonus for 50 turns. War Weariness rate reduced by 25%, and razing speed doubled.
A - helpful for conquest. War weariness reduction nerf was probably unneeded though.
Nationalism Reduces unit maintenance costs by 33%. (I always thought maintenance of all but its only for units?)
F - super boring and not good at all. It'd not look good on an ancient era tree, let alone on T2 of an ideology. I suggest a rework.
Police State +3 local from every Courthouse, and +1 from Police Stations. Build Courthouses in half the usual time.
A - great for a conqueror. It's a warmongerer tree, so it fits.
Syndicalism Corporate Franchises count double in the cities of civilizations you are at least Popular with. Does not count against Global Franchise maximum.
? - Never took it because I don't understand it. Does it mean I double the corporate benefit someone else gets?
Third Alternative Quantity of Strategic Resources produced is increased by 100%. +10% to all yields in the Capital.
F/C - only worth taking if you want strategic monopolies. I think it'd be better to pick LW/MS to conquer more to get them, but maybe sometimes it's okay. I never found a reason to pick it. I'd rather take other T2s even without monopolies, but in that case it's a C because if I was desperate for more, I'd consider it.
Total War +25% when building military units, and workers construct improvements 25% more quickly.
F - worse than a Progress policy in t2 of an ideology, not much else needs to be said.
T3s
Air Supremacy Receive a free Airport in every city. +25% when building air units. Can build Zeros.
A- - I find airports overrated, but overall the policy is okay. T2s are still the main reason to go Autocracy though.
Cult of Personality +50% to civilizations fighting a common enemy. A Great Person of your choice appears near your capital.
Warscores with Civilizations count as Modifiers against them.
C - not the worst. One GP of your choice can be found in medieval and this late in the game it's going to be a Scientist anyway so the choice is an illusion (okay, maybe Musician instead). Both tourism additions are situational. Most of those who like you enough to fight alongside you against anyone this late in the game as a warmonger are your vassals and other weaklings, and you probably have their capitals and/or influenced them anyway. The warscore only matters if it's high, and if it's very high you can take the capital no problem. Not useless, not that bad, but it leaves something to be desired.
Gunboat Diplomacy Gain 6 more Influence (at Standard speed) per turn with City-States you could demand tribute from. Your military forces are 50% more effective at intimidating City-States.
F - Truly awful and the worst T3 out of all by far. Why do you need easier intimidation super late in the game on any tree, let alone one focused on warmongering? Influence only works up to friends unless it was ninja-changed, but even then it'd be bad. It requires too much effort and micromanagement while giving you close to nothing. Even having it remove the -1000 Friend tribute penalty would still keep it as requiring too much effort and resources to be worth it. It's better to a late era tree than bother with this.
Basically, in general, because Gazebo likes letters:
A - all's fine.
C - underwhelming
F - really bad
T1
Autarky Internal trade routes grant +10 , and city connections provide +3
F - it's a joke at this point in the game. It's worse than some ancient era policies and it's impact is non-existent this late. My suggestionis heavy yield improvement or rework.
Elite Forces Newly created military units receive +15 Experience. Military units gain 50% more Experience from combat.
A - does it's job. I don't favour it too much, but I typically pick it in the end.
Futurism Amount of Empire-wide used for bonus from Palace increased by 20%.
C- - I'd much rather take other ones, but it has one very favourable trait - it's not Autarky.
Lebensraum Receive and points when your borders expand. Citadel tile-acquisition radius doubled.
A - great. It sucks that expending GGs can steal potential culture/GAP points, but it's great anyway.
Military-Industrial Complex -33% cost of purchasing or upgrading units. +3 from defense buildings, citadels, and unique improvements.
A - Great yields if you have UIs, only decent otherwise, but adding upgrading/purchasing cost ensures it's always ultimately a great pick. It might be too good and moving the UI bonus or the upgrade cost decrease to some other autocracy policy could be a way to make it less so, but anything more would probably turn it into a bad choice.
New World Order Reduces Crime in all cities by 20%. Police Stations and Constabularies provide +3 and +5
A- - I pick it to lower unhappiness while getting a small amount of yields, but it probably needs to be thrown a small bone. Something like build Constabularies/Police Stations faster, or a small touch somewhere. Might be unneeded.
United Front Militaristic City-States grant units 200% more quickly while at war with a common foe. +30 influence from military unit gifts to City-States.
C if you've got Authority for free bad units to gift. Otherwise, I imagine it'd be an easy F. It doesn't seem worth it to make a unit over a diplomat for gifting and that's probably good as it'd make no sense. Either way, not too good.
T2
Lightning Warfare +3 movement for Great Generals. Armor and Gun units gain +15% attack, +1 movement, and ignore enemy Zone of Control.
A - helpful for conquest.
Martial Spirit +25% attack bonus for 50 turns. War Weariness rate reduced by 25%, and razing speed doubled.
A - helpful for conquest. War weariness reduction nerf was probably unneeded though.
Nationalism Reduces unit maintenance costs by 33%. (I always thought maintenance of all but its only for units?)
F - super boring and not good at all. It'd not look good on an ancient era tree, let alone on T2 of an ideology. I suggest a rework.
Police State +3 local from every Courthouse, and +1 from Police Stations. Build Courthouses in half the usual time.
A - great for a conqueror. It's a warmongerer tree, so it fits.
Syndicalism Corporate Franchises count double in the cities of civilizations you are at least Popular with. Does not count against Global Franchise maximum.
? - Never took it because I don't understand it. Does it mean I double the corporate benefit someone else gets?
Third Alternative Quantity of Strategic Resources produced is increased by 100%. +10% to all yields in the Capital.
F/C - only worth taking if you want strategic monopolies. I think it'd be better to pick LW/MS to conquer more to get them, but maybe sometimes it's okay. I never found a reason to pick it. I'd rather take other T2s even without monopolies, but in that case it's a C because if I was desperate for more, I'd consider it.
Total War +25% when building military units, and workers construct improvements 25% more quickly.
F - worse than a Progress policy in t2 of an ideology, not much else needs to be said.
T3s
Air Supremacy Receive a free Airport in every city. +25% when building air units. Can build Zeros.
A- - I find airports overrated, but overall the policy is okay. T2s are still the main reason to go Autocracy though.
Cult of Personality +50% to civilizations fighting a common enemy. A Great Person of your choice appears near your capital.
Warscores with Civilizations count as Modifiers against them.
C - not the worst. One GP of your choice can be found in medieval and this late in the game it's going to be a Scientist anyway so the choice is an illusion (okay, maybe Musician instead). Both tourism additions are situational. Most of those who like you enough to fight alongside you against anyone this late in the game as a warmonger are your vassals and other weaklings, and you probably have their capitals and/or influenced them anyway. The warscore only matters if it's high, and if it's very high you can take the capital no problem. Not useless, not that bad, but it leaves something to be desired.
Gunboat Diplomacy Gain 6 more Influence (at Standard speed) per turn with City-States you could demand tribute from. Your military forces are 50% more effective at intimidating City-States.
F - Truly awful and the worst T3 out of all by far. Why do you need easier intimidation super late in the game on any tree, let alone one focused on warmongering? Influence only works up to friends unless it was ninja-changed, but even then it'd be bad. It requires too much effort and micromanagement while giving you close to nothing. Even having it remove the -1000 Friend tribute penalty would still keep it as requiring too much effort and resources to be worth it. It's better to a late era tree than bother with this.
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