In terms of VP polices, I think the policies for the most part are very solid, a huge improvement over Vanilla. That said, I think there are still some adjustments that can be made for final balance.
This thread will look at the Imperialism tree.
As a whole, the tree seems to be designed for warfare, especially navy heavy play. That said, its a bit of a grab bag tree right now.
One key note comparing this tree to Rationalism or Industry...is that there is no happiness bonus anywhere in the tree. Both of the other trees provide either direct happiness (Industry's closer) or help to manage happiness (Rationalism huge reduction in religious tension).
Imperalism brings neither of that to the table and considering expanding warfare often needs happiness, I think this is its key weakness.
Lets look closer:
1) Opener: A solid opener, Ive taken it on occasion even not going heavy imperialism just to augment my naval combat.
2) Exploration: This one is a strange policy. The capital reveal can be nice but its commonly wasted by the time you get it at this point in the game (I think that could be moved to the opener, its just a little flavor add, its never why you pick the policy).
The Great Admiral is fine, if nothing to get a free pair of luxuries. The +1 GG movement is mostly fluff.
The meat of this policy is the +2 movement for embarked units, which is a solid benefit if your playing a water heavy map.
I think there are two ways to go with this policy:
a) Leave it as is, but make it a side niche policy. Aka remove it from being a prereq to other policies. It then becomes a policy to pick up for certain playstyles, but not a core aspect of the tree.
b) If we want to add happiness to the tree, you could add the benefit (double the happiness bonus for finding Natural Wonders). That adds a happiness component and fits the theme of "exploration".
If you do that, you can remove the GA and the GG movement and the finding captials. It becomes a nice solid policy and doesn't need all of that fluff.
3) Martial Law: Another grab bag policy. The reduction to unit upgrade costs is the meat of the policy; almost anyone can benefit from that.
The production bonuses for occupied and puppets is always strange to me, especially the occupied status because its weird to reward a status you ultimately don't want. You want to put a courthouse in that city and make it yours. For puppets, maybe I could see that for you warmongers out there.
Ultimately this policy isn't bad per say, it just feels like a prereq to get to the "good stuff" in the tree.
4) Exploitation: Now we get to the fun of the tree! This is a great policy, it breathes new life into farms at a time when growth starts to become less important. Ultimately I think the upgrade of units in allied city states would be better for Martial Law (since that policy deals with reducing upgrade costs). The +1 f/p to farms stands on its own just fine.
5) Military Tradition: Another decent policy. The meat is the science and culture bonus, making already good buidlings (barracks and armory especially) its great buildings. The GG and GA speed increase is nice, but more of a secondary benefit. This would actually be a fine place to provide those free GA units.
6) Civilizing Mission: A pure warmongering tree. The free factory is certaintly nice, and the free gold helps to get the new city underway. I think instead of the free garrisons, it would be good to put a small reduction in unit maintenance instead Authority has such a policy as well, but I personally don't think its bad to have it in each tree, its more chance to get it, and of course if you get both its even better!
7) Closer: Depending on your cities, this may actually be the strongest of the 3 closers. The +1 s/p per water tile is HUGE! It can actually generate more base science than rationalism on the right map. Very good, which is great because closing the tree often starts competing with ideologies (especially autocracy).
So overall there are some gems in this tree but it feels like you really have to work to earn them, and the theme of the tree could use some work.
So here is my take at an adjusted Imperalism Tree.
Imperalism (Stalker0 V1.1).
Edit: Including the plantation bonus on explotation, was an oversight that it was removed.
Opener: +1 movement/sight for Navy. +5% military. All capitals are revealed.
Martial Law: -25% to unit upgrades, and can upgrade in allied city state territory. +25% production bonus to puppets/+33% to occupied cities.
Exploration: +2 movement to embarked units. Gain double the happiness bonus from finding Natural Wonders.
Exploitation: (Only has Martial Law as a prereq). +1 f/p to Farms and Plantations.
Military Tradition: (Only has Exploration as a prereq). +3 science/+1 culture to barracks, armory, military academy. Receive a free GG and GA.
Civilizing Mission: Receive a free factory and gold when conquering a city. -15% unit maintenance.
Closer: As is.
This thread will look at the Imperialism tree.
As a whole, the tree seems to be designed for warfare, especially navy heavy play. That said, its a bit of a grab bag tree right now.
One key note comparing this tree to Rationalism or Industry...is that there is no happiness bonus anywhere in the tree. Both of the other trees provide either direct happiness (Industry's closer) or help to manage happiness (Rationalism huge reduction in religious tension).
Imperalism brings neither of that to the table and considering expanding warfare often needs happiness, I think this is its key weakness.
Lets look closer:
1) Opener: A solid opener, Ive taken it on occasion even not going heavy imperialism just to augment my naval combat.
2) Exploration: This one is a strange policy. The capital reveal can be nice but its commonly wasted by the time you get it at this point in the game (I think that could be moved to the opener, its just a little flavor add, its never why you pick the policy).
The Great Admiral is fine, if nothing to get a free pair of luxuries. The +1 GG movement is mostly fluff.
The meat of this policy is the +2 movement for embarked units, which is a solid benefit if your playing a water heavy map.
I think there are two ways to go with this policy:
a) Leave it as is, but make it a side niche policy. Aka remove it from being a prereq to other policies. It then becomes a policy to pick up for certain playstyles, but not a core aspect of the tree.
b) If we want to add happiness to the tree, you could add the benefit (double the happiness bonus for finding Natural Wonders). That adds a happiness component and fits the theme of "exploration".
If you do that, you can remove the GA and the GG movement and the finding captials. It becomes a nice solid policy and doesn't need all of that fluff.
3) Martial Law: Another grab bag policy. The reduction to unit upgrade costs is the meat of the policy; almost anyone can benefit from that.
The production bonuses for occupied and puppets is always strange to me, especially the occupied status because its weird to reward a status you ultimately don't want. You want to put a courthouse in that city and make it yours. For puppets, maybe I could see that for you warmongers out there.
Ultimately this policy isn't bad per say, it just feels like a prereq to get to the "good stuff" in the tree.
4) Exploitation: Now we get to the fun of the tree! This is a great policy, it breathes new life into farms at a time when growth starts to become less important. Ultimately I think the upgrade of units in allied city states would be better for Martial Law (since that policy deals with reducing upgrade costs). The +1 f/p to farms stands on its own just fine.
5) Military Tradition: Another decent policy. The meat is the science and culture bonus, making already good buidlings (barracks and armory especially) its great buildings. The GG and GA speed increase is nice, but more of a secondary benefit. This would actually be a fine place to provide those free GA units.
6) Civilizing Mission: A pure warmongering tree. The free factory is certaintly nice, and the free gold helps to get the new city underway. I think instead of the free garrisons, it would be good to put a small reduction in unit maintenance instead Authority has such a policy as well, but I personally don't think its bad to have it in each tree, its more chance to get it, and of course if you get both its even better!
7) Closer: Depending on your cities, this may actually be the strongest of the 3 closers. The +1 s/p per water tile is HUGE! It can actually generate more base science than rationalism on the right map. Very good, which is great because closing the tree often starts competing with ideologies (especially autocracy).
So overall there are some gems in this tree but it feels like you really have to work to earn them, and the theme of the tree could use some work.
So here is my take at an adjusted Imperalism Tree.
Imperalism (Stalker0 V1.1).
Edit: Including the plantation bonus on explotation, was an oversight that it was removed.
Opener: +1 movement/sight for Navy. +5% military. All capitals are revealed.
Martial Law: -25% to unit upgrades, and can upgrade in allied city state territory. +25% production bonus to puppets/+33% to occupied cities.
Exploration: +2 movement to embarked units. Gain double the happiness bonus from finding Natural Wonders.
Exploitation: (Only has Martial Law as a prereq). +1 f/p to Farms and Plantations.
Military Tradition: (Only has Exploration as a prereq). +3 science/+1 culture to barracks, armory, military academy. Receive a free GG and GA.
Civilizing Mission: Receive a free factory and gold when conquering a city. -15% unit maintenance.
Closer: As is.