[Tuning] Policies: Imperalism

If what you are saying is true, than the description in Tradition is wrong. It strongly implies the bonus on 4 is for the capital, not every city. If it is every city than Tradition is cooler than I thought.
The description on the policy is kinda muddy, the description in the civpedia is really clear.

Your note about civilizing mission is silly, I can garrison or not to reduce happiness, the policy doesn't give me anything around that. You can make the point that military tradition does give science and culture to fight unhappiness, but I would say free thought is stronger.

And you can argue illiteracy and boredom are fairly easy to eliminate but poverty tends to remain a strong one long in the game, free trade is a definite unhappiness reducer.

They are all unhappiness reducers, what I'm trying to say is that reducing unhappiness and giving happiness is not the same thing. I've had games where I've had 0 unhappiness from poverty without going for Industry, in fact I remember it being quite common (nowadays I always find an excuse to go Industry in every game).
 
Except on Archipelago maps, I never take imperialism. Rationnalism and Industry always seems to be better. Anybody had some succes with it ?
 
Except on Archipelago maps, I never take imperialism. Rationnalism and Industry always seems to be better. Anybody had some succes with it ?
Yeah I was just about to start a thread after @Owlbebach mentioned me about it.

Imperialism sucks. I'm the player most likely to take it, and I ignore it even in 90% of games I'm going for domination VC. Let's look at it and see if we can't convince @Gazebo to give it some love.

First the policies:
Opener: Strong boost to naval combat. Already got that in the bag? Useless. Compared to gold out the butthole and tons of science it's not even a real comparison 90% of games.
Martial Law: Naval thing could be useless. Puppets are 100% trash now, so that's useless. This policy reads +1 happiness per city in 8/10 games.
Colonialism: This is the best policy in the tree, though it was nerfed by balancing monopolies.
Exploitation: Demanding tribute isn't terribly useful for you. Especially at this point in the game. Especially because you want to get many cities with Imperialism, which dilutes tribute's yields. It's a policy in a tree that directly makes the policy bad. This policy is terrible most games. Maybe I'm undervaluing the buff to farms and plantations, but I don't see this as anything to write home about.
Regimental Tradition: More GAs are useless here. If you're losing them so often you're not qualified to go for domination. The science and culture is nice, but at that point rationalism is much, much better. I do at least like the inherint synergy between the intended playstyle, more GGs and Citadels being buffed. I don't think the bonus is high enough.
Civilizing Mission: Factories got nerfed into the ground. Another policy that used to redeem the tree, now too weak to hold up. Is it bad? No. It's just not good enough to consider going the whole tree for. Also the gold used to be good to avoid building units (which made the scaler worse, but you had both options.)
Scaler: Much more useful since the changes. Might be a tad weak.
Closer: Weaker than industry, tied or better than rationalism. Great Admirals suck though, so rationalism probably gets the edge. Also range for air units on the tree that cares least about range on air units? I'll just capture a city closer to the target I want to bomb, thank you very much.

The problems with the tree come from a number of angles:
1- All the bonuses are naval. If you're having trouble on land Industry will probably do better. Also navy is still the player's strongest advantage. (though less so now)
2- The scaler seems to say "Industry is better at building everything else, but we can at least keep up on the type of thing you want to build the least."
3- Great Admirals SUCK.
4- A lot of the things that have gotten nerfed have hurt Imperialism the most. Factories. Constabularies. Monopolies. Gold. Puppets. Gold being nerfed hurts Industry more, but it make rationalism better by virtue of not caring as much. Puppets are the biggest problem. Previously they were a core part of any dictators plans for the world. Now they're worthless stopgap measures. I don't know if I like or dislike them as they are now in regards to overall game balance (It's certainly very different.) but their sudden status as the new razing is the biggest nerf to this tree and domination in general you could ever see.
5- It just doesn't do anything very well. I feel like if you take it without enough good monopolies lined up you're guaranteed to fall super far behind, and if you're ahead it's worse than industry or rationalism.
6- It's got anti-synergy up the butt. Buffs farms, plantations, forts, citadels, monopoly buffed tiles, lakes, coast and ocean. We can't possibly work all of those, so some end up useless. It's improved tribute is in the tree and point in the game that struggles the least to get tribute, and gets the least from tribute. It allows more great admirals on the playstyle that gets the most of them already. It gives less happiness than Industry despite needing it more. Etc.

My suggested changes:
General balance:
Look at puppets (We'll need a new thread for those. Could impact this.)
Great admiral voyage of discovery grants the associated monopoly. There was a bug like this for a while, but I think it makes the much more worthwhile. Also the healing action should grant an instant boost of culture and golden age points. (To compensate.) Great admirals are currently really, really bad. This would make Imperialism better, them better and make Regimental Tradition have synergy with Colonialism.


Opener: +1 sight from naval combat units to all combat units.
Martial Law: Either remove most of the puppet penalties or add "Counthouses make a city reduce science and culture increase for the city by 2%" (Also adds neat Persia synergy.)
Colonialism: No changes.
Exploitation: Remove "Your military forces are 25% more effective at intimidating City-States, and Military Units can be upgraded in territory owned by friendly City-States." and add "Land units gain the Ravager promotion:10% CS. 10% CS in enemy territory. Pillaging grants 25 more health. (And increases war weariness and/or warscore at the cost of 10% CS if possible with the code.)"
Regimental Tradition: No changes if the suggested great admiral change is implemented. Then this would have synergy with Colonialism and be a really interesting policy. Otherwise consider adding the mentioned abilities on this policy.
Civilizing Mission: Add "Units built (not bought) in cities with factories gain the promotion "Defenders of Production: 10% CS. 10% CS in owned territory. (Replace second CS boost with "This unit dying DECREASES WAR WEARINESS" if possible. Even better if it could only be in owned territory.)
Scaler: Maybe add 2%?
Closer: Add "Units built (not bought) grant half their production cost towards a building (not a wonder)" Maybe remove the 1 production? Or "Building a unit grants 100 Production scaling with era towards a building".Remove the free range promotion, or just change it for the one that repairs every turn.

Note: I don't intend for ALL of these changes to be implemented. I'm offering suggestions, but if I was going to change the tree I would only implement some of them. Especially at first. All of them would obviously make the tree OP.

If I got to make the next changelog, it would be the Great Admiral change, the Martial Law courthouse change and the Exploitation change.

Thoughts?
 
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I'm just wrapping up a Zulu game where I went Authority > Statecraft > Imperialism > Autocracy (just up to Tyranny) > Rationalism and then used Tyranny in combination with the bonuses from Imperialism and Zulu UA to bully my way into control of most of the CSs on the map while also getting the tribute yields. I kept liberating conquered CSs from other big warmonger Civs and strategically liberating cities from stronger Civs back to weaker Civs in order to maintain good relations with all the underdogs while grinding City-capture and unit-death yields from Authority. I'm on the verge of a Diplomatic victory. Just need to finish the UN project and then unlock Telecommunications, keeping the big dogs off my back and keeping my CSs allies protected but providing Tribute yields while I wait for the WC sessions to roll in.

Rationalism and Industry are so, so useful in the late game, but Imperialism definitely has its uses. If I could adjust anything about Imperialism it would be to add something more to Civilizing Mission. Making garrisoned units maintenance-free is handy, but I wish it offered some other flat yield. Going Imperialism over the other two Industrial Era policy trees means giving up a lot of gold and science production, and if you don't have some other source of gold (Thrift, Cathedrals, gold-rich luxury monopoly, etc.) you can very easily run into GPT issues if you're not careful.

If I were to suggest anything, I would add a complement to the Discipline policy to Civilizing Mission and give garrisoned units an additional yield of some type on top of the free maintenance. Perhaps a % bonus to boredom and religious unrest needs in a city with a garrison? That would thematically work with the idea of Civilizing Mission, I think, and give Imperialism another source of combating Unhappiness.
 
I'm not sure to understand your promotions:

Ravagers is "-10% is non ennemy and +10% in ennemy" or "-10 % in non-ennemy and +0% in ennemy" ?
Defenders of Produciton is "-10% is non owned and +10% in owned" or "-10 % in non owned and +0% in owned" ?
 
Yeah, okay, I'm really feeling ElliotS's suggestions for Imperialism, although I don't think it should be stepping any closer to Industry or Rationalism's toes. I still like Imperialism making bullying CSs and supporting allied CSs during war better, and it would be nice to have something more added to the tree that can be used to support Diplomatic victories instead of just Domination.

Regarding Great Admirals: I almost never use the 1-time heal because it feels SOOO much weaker than just retreating the damaged ships and keeping the GA around for the CS boost. Adding +2 to Unit Supply is great, but the instant heal needs a little more. Instant yields as ElliotS suggested would be good, as would be extending the heal range to match with the GA buff range (2 tiles instead of 1).
 
Wow. I usually don't consider Imperialism, but I thought that only because I rarely go fully naval or militaristic.

If you want great admirals interesting, make them produce 10 x healed points x era of every yields when expended for healing. Otherwise, I would expend them just for the bonus and not for the healing. I can't remember when was the last time I healed my ships.

I like more the idea of imperialism making a puppet empire viable, if that is possible. So conquering the world with Industrialism implies eventually controling all cities, while with imperialism a player could go with half of his cities as puppets.

The problem with buffing tiles is the same as always. They are rarely worked in late game, unless it's food what they yield.

There are a couple of things that got buffed with the lattest changes: faster unit production means all your units are going to start at level 3, since you don't need to purchase them. And cheaper upgrading means less time expent producing units at home, though upgrading was already made cheaper, so I don't know where it stands now.
 
I'm not sure to understand your promotions:

Ravagers is "-10% is non ennemy and +10% in ennemy" or "-10 % in non-ennemy and +0% in ennemy" ?
Defenders of Produciton is "-10% is non owned and +10% in owned" or "-10 % in non owned and +0% in owned" ?
Formatting mistake. Replaced - with :
 
Well my problem with Imperialism always was that it can work only if you go all-in war. You just need to be fighting constantly to make any use of it. I have nothing against a policy tree being more war-oriented than two others, but at least give it something for peacful play
 
If you want great admirals interesting, make them produce 10 x healed points x era of every yields when expended for healing. Otherwise, I would expend them just for the bonus and not for the healing. I can't remember when was the last time I healed my ships.
That's a really good idea. I don't know if it needs to be every yield or that exact formula, but that captures the theme I was going for much better than my suggestion on the healing.
 
Well my problem with Imperialism always was that it can work only if you go all-in war. You just need to be fighting constantly to make any use of it. I have nothing against a policy tree being more war-oriented than two others, but at least give it something for peacful play
It's also not great when going all in war. I would rather go Industry 7/10 games when going all in war, and rationalism 2/10 games when going all in war.
 
Well my problem with Imperialism always was that it can work only if you go all-in war. You just need to be fighting constantly to make any use of it. I have nothing against a policy tree being more war-oriented than two others, but at least give it something for peacful play
Agree. For me, Imperialism is not about warring continuosly, but rather meddling in world wide affairs. The extra naval movement makes sense in that regard. Having lots of puppet cities was another point.
 
Imperialism is the tree I am least happy with. I’m actually considering pulling a few attributes from Authority and Fealty and flipping some from imperialism over to those branches. I do like some of the suggestions here, as well, though some are a little too complex. Buffing admirals makes a lot of sense. They’re the worst GP by far.

G
 
Imperialism is the tree I am least happy with. I’m actually considering pulling a few attributes from Authority and Fealty and flipping some from imperialism over to those branches. I do like some of the suggestions here, as well, though some are a little too complex. Buffing admirals makes a lot of sense. They’re the worst GP by far.

G
I always thought that aircraft warfare belongs to Rationalism, if that helps switching.
 
I actually really like the concept of Imperialism which makes super-wide puppet empire possible. Also splitting warfare bonuses to all 3 policy trees makes sense (similar to what was done to medieval trees some when they were changed).

What i really dislike is +% to military production as a scaler. I think this one really should be reworked. Maybe to something like +10% to puppet production per policy or something
 
What i really dislike is +% to military production as a scaler. I think this one really should be reworked. Maybe to something like +10% to puppet production per policy or something
You'll rethink this once you play the patch. Puppets suck and buying units late is less universal. (They start with half XP and gold is less plentiful.)
 
I started a suggestion for imperialism a while ago about swapping some of the closer bonuses earlier in the tree. Aka buff coast and ocean tiles sooner.

This would make it a more “coastal empire friendly tree” as well as the war focused tree...expanding its niche.

Behind that, some of imperialism bonuses are quite good in some niche scenarios. The monopoly bonus can be seriously good if you have percentage bonuses, especially if you can snag 2 monopolies. One idea there would be to triple base monopoly bonuses and double percentile ones. That would make that policy more appealing with base level bonuses.
 
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