Here's my feedback around Autocracy:
Something that I put on only one tenet is the fact that some of them can swap tiers, of course with necessary balance changes (air Supremacy and Martial Spirit for example).
Tier 1:
(A) Elite Forces,
Lebensraum,
Military-Industrial Complex,
(F) Autarky: Internal trade routes grant +10
, and city connections provide +3
Feedback: It seems that the main problem here are Internal TR and not the tenet itself. But a buff to city conenection ca be the call.
(A-) Futurism: Tourism bonus from Historic Events increased by 20%.
Feedback: This one has one problem of too strong or too weak. My suggestion is add another source of Historic Event from it and change the bonus to 5~10%. Another thing is that it should fit well in T2, because of this too strong or too weak.
(C) New World Order: Reduces Crime in all cities by 20%. Police Stations and Constabularies provide +3
and +5
.
Suggestion: Just add build them faster.
(F) 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.
I have seen good suggestions for this one...
Tier 2:
(A) Lightning Warfare,
Martial Spirit,
Police State,
Syndicalism,
(A-) Nationalism: Reduces unit
maintenance costs by 33%.
Feedback: Name... is the same as an Order T2.
(A/F) Third Alternative: Quantity of Strategic Resources produced is increased by 100%. +10 to all yields in the Capital.
Feedback: The first part could be a good T2 by it's own. The second part is really bad at what it should be focused.
(F) Total War: +25%
when building military units, and workers construct improvements 25% more quickly.
Suggestion: Change both Third Alternative and Total War to something like:
- Third Alternative: +10 and +10% to all yields in Capital.
- Total War: Double strategic resources and +25%
to Military Units.
Tier 3:
Freedom's T3s are strong, Order's T3s are a bit weak (but is ok), the T3s here probably need some love.
(A-) Air Supremacy: Receive a free Airport in every city. +25%
when building air units. Can build Zeros.
(A-) 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.
(F) 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.
Suggestion: If add "No influence penalty from demanding tribute" this one should be good.