Upcoming Version - Changes and Additions (11/18)

Gazebo

Lord of the Community Patch
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Hey all,

I'm about to get super-busy on non-civ stuff again, so I'm working nonstop to get a full build out the door. What do I mean 'full build?' Well, I've been working hard on the last four policy branches, and ideologies, in order to have a working version of changes for all of them. I've also been hard at work refining the happiness system further, and, as always, balancing out existing features.

Changes:

Changes:

New Trait:

William: +3 Gold per turn for every Resource you Export to other Civilizations, and +2 Culture for every resource you import from other Civilizations and City-States.

Buildings/Terrain/Units:

Parthenon now the Liberty unlock
Wheat restored to former glory (+1 food at start)
Adjustments to tech increases on improvement yields
Bowman moved to Engineering
Warriors (and warrior UUs) upgrade into Spearmen, basic warrior obsoletes at Bronze Working
Fixed bugs related to free policy buildings
Horse units now more expensive (10-15%, roughly)
Promotions for City Attack reduced to 15%, Boarding Parties to 10%, and Wolfpack to 15% combat bonus
Mint buffed (+2 gold per resource, from +1)
Worker speed increased slightly (up to 90, from 80)

LUA:

Economic Overview Panel now allows you to sort by Unhappiness (replaced 'sort by Strength')
Changes to other lua - reorganized (Will need to be meshed with EUI)

Religion:

Faith and Culture Follower beliefs reduced to +5 Max (per city) - was 10
All 'founder buildings' (Stupas, etc.) and religious national wonders (except grand temple) provide 20% of resistance against conversion, thus making it harder for outside players to change the religious majority in those cities. Only works for 'enemy' (non-owned) units, so friendly missionaries will still get the full benefit of converting a city.

AI:

AI more intelligent about faith purchases, and should not spam missionaries/prophets quite as wantonly.
Spy-related diplomacy messages can now spawn only once every 40 turns (limit spam)
Flavors optimized for new policies and ideologies

Happiness:

Citizens in cities can now only be 'unhappy' for one source at a time, based on precedence - If there are 4 citizens, and all 4 are poor, they cannot be 'bored' or 'illiterate,'
The tiers are as follows:

Famine
Pillaged
Poverty
Defense
Isolated
Religion
Education
Culture

As each of these 'buckets' fills up with unhappy citizens, the ones below have fewer and fewer citizens to make unhappy. If there are no unhappy citizens left for later tests, the source(s) won't cause unhappiness. This should help with happiness management across the board, while keeping the system simple and (relatively) easy to understand.

Other:

Added Process 'Arts,' which allows conversion of Production to Culture (at Drama).

Policies:

Conquest now called 'Might'

Tradition:
Aristocracy grants +1 Gold per 5 citizens in Capital (removed culture from world wonders)
Oligarchy grants +1 Culture per 5 citizens in Capital (removed production from pop and free food)
Monarchy also grants +1 food in all cities
Legalism unlinked from Oligarchy

Aesthetics: improves your ability to generate Culture and Tourism. Adopting Aesthetics allows you to earn Great Writers, Artists, and Musicians 5% faster, with each additional Aesthetics policy unlock increasing this by 5%. Receive a large amount of Culture every time you expend a Great Person. Unlocks building the Uffizi. Adopting all policies doubles the theming bonus you receive from Museums and Wonders, and grants all Great Person Improvements +1 Culture. It also allows the purchase of Great Writers, Artists, or Musicians with Faith starting in the Industrial Era.

Humanities: All Culture buildings that can hold Great Works produce +1 Culture and +1 Science.

Public Galleries: 50% of excess Happiness added each turn to the amount of Culture that may be spent on Social Policies. All Great Works produce +1 Gold.

Flourishing of the Arts: Culture increased by 20% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.

National Treasure: A Great Person of your choice appears near your Capital.

Cultural Exchange: Increases the Tourism modifier for shared religion, trade routes, and open borders by 20% each.


Industry: provides bonuses to empires focused on Gold and Production. Adopting Industry will grant 30 [ICON_GOLD] Gold every time you construct a building. Purchasing items in Cities requires 5% less Gold when you adopt Industry, and an additional 5% less for each Industry policy you adopt. Unlocks building Big Ben. Adopting all Policies in the Industry tree will grant +1 Gold and +1 Production from every Trading Post. It also allows the purchase of Great Merchants with Faith starting in the Industrial Era.

Mercenary Army: Allows the purchasing of Landsknechts, Foreign Legions, and Mercenaries (new unit - Marine clone, but cheaper and with Sneak Attack promotion) as their prerequisite technologies are researched. Gold maintenance for all military units reduced by 15%.

Turnpikes: +4 Gold from all your land trade routes. Maintenance paid on Roads and Railroads reduced by 50%.

Mercantilism: +1 Science from every Mint, Market, Bank, and Stock Exchange.

Entrepreneurship: Great Merchants are earned 25% faster, and all specialists grant +2 Production.

Protectionism: Receive an additional Trade Route, and receive +2 Gold from naval Trade Routes.

Imperialism: enhances your ability to spread your empire through military power, particularly naval (and later air) supremacy. Adopting Imperialism gives +1 [ICON_MOVES] Movement for Naval units and +1 Sight for Naval combat units. Receive a +5% production speed boost for all naval and air military units, and +4% for each additional policy unlocked in Imperialism. Unlocks building the Louvre. Adopting all policies grants you 1 additional Happiness for every owned Luxury, and 1 Happiness for every city with a Garrison. It also allows the purchase of Great Admirals with Faith starting in the Industrial Era.

Organization: +2 Production and +1 Gold from Seaports, Workshops, and Factories.

Exploitation: +1 Food and +1 Production from Snow, Mountain, and Desert tiles.

Military Tradition: Earn Great Admirals and Great Generals 33% more quickly. Barracks, Armories and Military Academies provide +1 Science.

Exploration: Receive two free Archaeologists near your Capital. Allows you to see Hidden Antiquity Sites.

Civilizing Mission: Receive a free Factory, and a large sum of Gold, when you conquer a city. No Gold maintenance for Garrisons.

Patronage: enhances the benefits of City-State friendship and Global Diplomacy. Adopting Patronage will cause Influence with City-States to degrade 25% slower than normal and raise the resting point for Influence with all City-States by 5, with each subsequent Patronage policy you unlock increasing this by 3. Unlocks building the Forbidden Palace. Adopting all policies in the Patronage tree will cause allied City-States to occasionally gift you Great People.

Philanthropy: Receive double Influence from Quests completed for City-States, and +10 Influence with all known City-States every time you expend a Great Person.

Consulates: Gain two additional votes in the World Congress, and the change of rigging elections in City-States is increased by 33%.

Scholasticism: All City-States which are Allies provide a Science bonus equal to 33% of what they produce for themselves.

Cultural Diplomacy: Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 100%.

Merchant Confederacy: +3 Gold and +1 Influence (per turn) for each Trade Route with a City-State.

Rationalism: focuses on maximizing Growth and Science output. Adopting Rationalism immediately begins a Golden Age. Receive +1 Science in every city, and an additional +2 Science in your Capital for every Rationalism policy acquired. Unlocks building the Porcelain Tower.Adopting all Policies in the Rationalism tree boosts your Great Scientist rate by 33%, and increases the Growth of all cities by 25%. It also allows the purchase of Great Scientists with Faith starting in the Industrial Era.

Enlightenment: +10% Science when your empire is Happy.

Scientific Revolution: +1 Science and +1 Production from all Strategic Resources.

Academics: +1 Science and +1 Gold from every Specialist.

Sovereignty: +1 Happiness for every city Connection with the Capital, and +5 Happiness in your Capital.

Free Thought: +1 Science from every Trading Post, and +1 Culture from every Great Work.

Ideology changes (all in addition to current bonuses unless noted)

Order

Academy of Sciences - illiteracy reduced by 10% in all cities, and free University in every city (replaced old ability)
Cultural Revolution - steal techs at double rate
Dictatorship - +1 Happiness from Factories
Double Agents - free Spy
Hero of the People - free GP of choice
Iron Curtain - 3 Gold per city connection
Party Leadership- +2 for all yields (was +1)
Patriotic War - 2 free Infantry units
Resettlement - +2 pop in all cities
Skyscrapers (now called Communism) - Wonder production +10%
Socialist Realism - free Museum in every city (replaced old ability)
(Young Pioneers) Now Great Leap Forward - grants free Technology (replaces old ability)
National Healthcare (now Peace, Land, Bread) - poverty reduced by 20% in all cities. (replaced old ability)

Freedom

Arsenal - +20 from gifts
Capitalism - five free specialists in all cities (replaced old ability)
Covert Action - additional Spy
Creative Expression - +1 Culture from Culture buildings that can hold great works
Economic Union - Free trade route
Media Culture - +1 Happiness from Broadcast Towers
Their Finest Hour - a free GG spawns near Capital
Universal Suffrage - +1 Happiness per 10 citizens in every City- 50% longer golden ages (replaced old ability)
Urbanization - Farms, Plantations and Camps produce +1 Food (replaced old ability)
National Healthcare- free Hospital in every city. (replaced old ability)

Autocracy

Clausewitz - Free Policy
Cult of Personality - free GP of choice
Elite Forces - +15 experience
Fortified Borders (now New World Order) - disorder -20% in all cities, Constabularies and Police Stations provide +2 culture. (replaced old ability)
Futurism - free tourism every time a GP is born (instead of just writers/artists/musicians)
Industrial Espionage (now called Lebensraum) - receive Culture and Production when your borders expand (replaces old ability)
Lightning Warfare - bonus applies Armor and Gun units (instead of just Armor)
Militarism (now called Air supremacy) - free Airport in every city, and +25% production when building air units. (replaced old ability)
Mobilization (now called Military-Industrial Complex - defense buildings provide +2 science
Police State - +1 Happiness from Police Stations
Third Alternative - +10 food/science (was +5)
Total War - Workers +25% build speed - removed free experience
United Front - +15 gift units to CSs
National Healthcare (now Autarky) - +1 Food/Science/Gold/Production from City connections (replaced old ability)
 
The changes to the ideologies seem confusing a bit. Some suggestions:

Adding atolls to the Exploitation tenet of the Imperialism tree.

Incorporating the suggestion about ranged units dealing damage that is proportionally weaker when the enemy unit is lower on health. (damage dealt = (damage that would dealt) * (((1/2 + ((health of unit targeted )/ 200) ) )

Updating the CSD patronage tree to close the gap between CBP and CBP+CSD

Fishing boats on fish being less broken? 7 food with a lighthouse is a LOT. More than lake Victoria...

Does "Turnpikes: +4 Gold from all your land trade routes. Maintenance paid on Roads and Railroads reduced by 50%." stack with the liberty policy that removes 50% maintenance off of Roads and Railroads maintenance?

Does "Clausewitz - Free Policy" exist just so we can get access to tier 2 ideology things a bit faster?

Could we have a policy that gives 1 or 2 science on ocean tiles, somewhere deep in the Knowledge tree?

Perhaps you could use the Pro-rata building purchase in the new commerce tree?

Once again, amazing work!
 
The changes to the ideologies seem confusing a bit. Some suggestions:

Adding atolls to the Exploitation tenet of the Imperialism tree.

Incorporating the suggestion about ranged units dealing damage that is proportionally weaker when the enemy unit is lower on health. (damage dealt = (damage that would dealt) * (((1/2 + ((health of unit targeted )/ 200) ) )

Updating the CSD patronage tree to close the gap between CBP and CBP+CSD

Fishing boats on fish being less broken? 7 food with a lighthouse is a LOT. More than lake Victoria...

Does "Turnpikes: +4 Gold from all your land trade routes. Maintenance paid on Roads and Railroads reduced by 50%." stack with the liberty policy that removes 50% maintenance off of Roads and Railroads maintenance?

Does "Clausewitz - Free Policy" exist just so we can get access to tier 2 ideology things a bit faster?

Could we have a policy that gives 1 or 2 science on ocean tiles, somewhere deep in the Knowledge tree?

Perhaps you could use the Pro-rata building purchase in the new commerce tree?

Once again, amazing work!

Good points. I'll address below:

1. Atolls already have yields, whereas the others don't. I guess I could add it (as atolls are rare, and need some incentives sometimes).

2. Proportional damage is tricky, especially because the AI isn't the smartest when it comes to targeting. I'm going to hold off on this for now.

3. Once I release this, the CSD tree will be removed (the only changes that will stick will be the GD +25% and GD with faith elements).

4. At what point do fishing boats become so strong?

5. Yes. Turnpikes may need to have that reduced to 25%. Is pretty intense.

6. Perhaps - it is also a guarantee that if the AI takes it, and doesn't use it, that it wasn't a wasted policy. Also thematic (Clausewitz's Legacy allowing for a new 'policy' rapidly feels like a tactical move).

7. Extra science on ocean tiles feels like a better fit in the Imperialism tree.

8. Pro-rata would benefit the player at the expense of the AI, unfortunately.

G
 
Nice patch but I've got some things I really don't like.

I feel like the policies connected to buildings are mostly, well, useless. +1 science on gold or military buildings won't be noticeable in the long run since it's already the mid-late game by the time you have it. Compared to what you should be generating at this point it's nothing.

On the other side the tile-related policies seem overly generous.

+1 Science and +1 Production from all Strategic Resources as well as +1 food +1 production per weaker tile types is a bit of an overkill in my opinion (the second policy really makes no sense too - I understand SOME sort of bonus but this is way too much. I also don't see why it omits Tundra. Why should tundra be worse off than eternal snow or a desert?) and it terribly contrasts with the weakness of those building-related policies.

This is a theme I've noticed all over the mod - the policies/beliefs are almost always overly generous when they give you stuff for nothing but are often very unkind and quite unrewarding when they actually require you to perform a certain thing.

What do I mean? Most policies/tenets which give stuff for doing/building X are mostly terrible. Meritocracy is, quite frankly, worthless. The Founder belief which gives yields for choosing a SP gives so little of each I didn't even notice it go off - I'd probably get more in 2-3 turns of +25% yields in capital during golden age Founder belief. +Food/Gold for border growth is also pretty bad. +1 faith per world wonder thing is like a bad joke - it's going to give you inferior faith to almost all other pantheons at all times. It helps you get the wonders up but you're almost always going to get a late religion.

Except for insanely generous map situations nearly all pantheons which require at least a minimal effort of upgrading one's tiles are inferior to Ancestor Worship and Science-into-faith thing (I guess the exception is Camp food-faith and nat wonder thing in certain cases). Seriously, by the time I get a Pantheon Ancestor Worship is going to give me 2-3 faith instantly, I probably won't even have a single pasture/whatever upgraded by this time to give me any faith.

Or that +4 gold per land trade routes. It's bad because I won't be using them anyway, a Cargo Ship costs similar production (unless the less costly Caravan change from Communitas was ninja-implemented, didn't notice that happen yet) and just gives more. At least it's combined with some useful bonus (-50% gold maintenance on roads) but you implied it's getting a nerf to it so it won't be as pretty soon.

I also really dislike another fine example of the thing I've mentioned:
National Healthcare (now Autarky) - +1 Food/Science/Gold/Production from City connections (replaced old ability)

It's a 50% weaker Party Leadership which also requires a city connection and since the capital can't connect with itself, it doesn't benefit. What's the point of this policy? It requires more, gives less. I know it's a tier one ideology compared to a tier 2 but it's inferior even to early game policies. Such a thing wouldn't even be considered a good policy in Trad/Lib/Conquest/Piety - and shouldn't Ideologies be superior to earlier policy trees because they're present later? It gives you almost nothing late game and it even wants you to actually do something for it (...okay, you most likely have those connections anyway but the fact stands).

In general I think most - if not all - building related policies need buffs while most specialist/tile/tile upgrade ones need nerfs. The building bonuses are mostly irrelevant and unnoticeable while the specialist/tile ones are just completely over the top. Another example is that New World Order's +2 culture for some weak buildings in that very late game - what's the point really? Disorder happiness bonus doesn't matter, isn't there many things which remove/reduce it anyway already? Or +1 culture late game from buildings which can hold great works (I think it at least keeps that +bonus from vanilla to great works but I still think it's underwhelming - especially compared to all those insanely generous things!).

I think if we're judging by the list then except for the policies which give free buildings or other stuff for free (...obviously, because those are always the most generous of them all in Community Patch) all ideology stuff is nearly completely inferior to stuff like Imperialism.

Also Dictatorship of Proletariat - does it just give +1 happiness on top of the previous bonuses or were the previous bonuses removed? I don't know why you'd buff a thing which adds +25% science to Factories but since I almost always went Order to get it it's all fine with me.
 
Or that +4 gold per land trade routes. It's bad because I won't be using them anyway, a Cargo Ship costs similar production (unless the less costly Caravan change from Communitas was ninja-implemented, didn't notice that happen yet) and just gives more. At least it's combined with some useful bonus (-50% gold maintenance on roads) but you implied it's getting a nerf to it so it won't be as pretty soon.
This particular point of yours I disagree with. Early game, I build Caravans, and with the Caravansery they are pretty good. Maybe I have 3-4 Caravans before I get the opportunity to send out Cargo Ships effectively. Now, when those Caravans come up for renewal, I could scrap them and build or buy Cargo Ships -- but in that case, the extra gold per turn I get for the Cargo Ship must be balanced against the cost of replacing something I already have. I often keep a few Caravans going for a long time, and a +4 bonus (on top of the +4 for the Caravansery) makes them pretty attractive.

I won't comment on the rest for the moment -- I'm relatively new so I don't have a great feel for balance yet.
 
I feel like the policies connected to buildings are mostly, well, useless. +1 science on gold or military buildings won't be noticeable in the long run since it's already the mid-late game by the time you have it. Compared to what you should be generating at this point it's nothing.

A good rule of thumb when giving feedback- offer an alternative.

Don't forget that % yield mods are gone, so +1 science actually means a lot more than it used to. Furthermore, not all policies have to be absurdly good - most policy trees have a range of good-to-mediocre policies. This is by design.

On the other side the tile-related policies seem overly generous.

+1 Science and +1 Production from all Strategic Resources as well as +1 food +1 production per weaker tile types is a bit of an overkill in my opinion (the second policy really makes no sense too - I understand SOME sort of bonus but this is way too much. I also don't see why it omits Tundra. Why should tundra be worse off than eternal snow or a desert?) and it terribly contrasts with the weakness of those building-related policies.
Considering that Snow/Desert/Mountain have no innate bonuses, and settling on/near these things can be risky early on, I don't see this as a problem. The SR bonus is Rationalism's final policy, and is strong, but considering that each city has probably 1-2 SRs around it, it isn't that powerful.

This is a theme I've noticed all over the mod - the policies/beliefs are almost always overly generous when they give you stuff for nothing but are often very unkind and quite unrewarding when they actually require you to perform a certain thing.

Generalizations like this aren't terribly useful, and feel a bit like flame. There's no need for this.

What do I mean? Most policies/tenets which give stuff for doing/building X are mostly terrible. Meritocracy is, quite frankly, worthless.

Again, suggestions for improvement are superior to condemnation.

The Founder belief which gives yields for choosing a SP gives so little of each I didn't even notice it go off - I'd probably get more in 2-3 turns of +25% yields in capital during golden age Founder belief.

Again.

+Food/Gold for border growth is also pretty bad. +1 faith per world wonder thing is like a bad joke - it's going to give you inferior faith to almost all other pantheons at all times. It helps you get the wonders up but you're almost always going to get a late religion.

And again.

Except for insanely generous map situations nearly all pantheons which require at least a minimal effort of upgrading one's tiles are inferior to Ancestor Worship and Science-into-faith thing (I guess the exception is Camp food-faith and nat wonder thing in certain cases). Seriously, by the time I get a Pantheon Ancestor Worship is going to give me 2-3 faith instantly, I probably won't even have a single pasture/whatever upgraded by this time to give me any faith.

So you want Ancestor Worship nerfed a bit? Is that what I'm gleaning from this? It is difficult to parse out your suggestions from your hyperbole.

Or that +4 gold per land trade routes. It's bad because I won't be using them anyway, a Cargo Ship costs similar production (unless the less costly Caravan change from Communitas was ninja-implemented, didn't notice that happen yet) and just gives more. At least it's combined with some useful bonus (-50% gold maintenance on roads) but you implied it's getting a nerf to it so it won't be as pretty soon.

So it is bad because you won't be using it? That's an odd complaint.

I also really dislike another fine example of the thing I've mentioned:
National Healthcare (now Autarky) - +1 Food/Science/Gold/Production from City connections (replaced old ability)

It's a 50% weaker Party Leadership which also requires a city connection and since the capital can't connect with itself, it doesn't benefit. What's the point of this policy?

And again.

In general I think most - if not all - building related policies need buffs while most specialist/tile/tile upgrade ones need nerfs. The building bonuses are mostly irrelevant and unnoticeable while the specialist/tile ones are just completely over the top.

Finally! :) Okay, so how do you envision this? I like numbers.

Another example is that New World Order's +2 culture for some weak buildings in that very late game - what's the point really?

And we're back to this.

Disorder happiness bonus doesn't matter, isn't there many things which remove/reduce it anyway already? Or +1 culture late game from buildings which can hold great works (I think it at least keeps that +bonus from vanilla to great works but I still think it's underwhelming - especially compared to all those insanely generous things!).

Disorder does matter - I wouldn't discount it.

I think if we're judging by the list then except for the policies which give free buildings or other stuff for free (...obviously, because those are always the most generous of them all in Community Patch) all ideology stuff is nearly completely inferior to stuff like Imperialism.

That's pretty generalized. Care to explain?

Also Dictatorship of Proletariat - does it just give +1 happiness on top of the previous bonuses or were the previous bonuses removed? I don't know why you'd buff a thing which adds +25% science to Factories but since I almost always went Order to get it it's all fine with me.

On top of other bonuses, but Factories now give +3 science instead of +25% science. Yes, a nerf, I know, but a necessary one.

I appreciate your thorough responses, however I do feel they would benefit from an increase in suggestions and numbers/data, and a decrease in flame. We're in uncharted water here, and there are way more changes going on than 'balance' at this point, so some issues are to be expected. You seem offended at the mere thought of some of these changes, and that's not a terribly useful way of approaching a community project. I'm but a lowly codesmith, and I cannot see the outcome of all things at all times. :)

Cheers,
G
 
A good rule of thumb when giving feedback- offer an alternative.

Don't forget that % yield mods are gone, so +1 science actually means a lot more than it used to. Furthermore, not all policies have to be absurdly good - most policy trees have a range of good-to-mediocre policies. This is by design.

Are yield mods gone? I could've sworn I still saw the NC and Monastery have Science modifiers.

Anyway, in vanilla IIRC Markets gave 2 science. I could be wrong and mistaking it with the mint and probably am. Since you want suggestions, I'd increase the amount of science from those buildings to this.

Considering that Snow/Desert/Mountain have no innate bonuses, and settling on/near these things can be risky early on, I don't see this as a problem. The SR bonus is Rationalism's final policy, and is strong, but considering that each city has probably 1-2 SRs around it, it isn't that powerful.

Deserts have no innate bonuses but desert hills have them. Wasn't the reason for removing Petra's food/production because AI couldn't really choose well whether a city actually would benefit from it? The rationalism policy I agree about, it isn't a big deal.


Generalizations like this aren't terribly useful, and feel a bit like flame. There's no need for this.

Sorry if you perceive it that way but I just mean the policies which give you things instantly aren't exactly the most generous in this mod.

I don't mean the mod should go overboard like Communitas where the faith-for-GP thingy was a must-have but most of these things could easily use having their outputs doubled or something else added on top.



Again, suggestions for improvement are superior to condemnation.



Again.



And again.

Meritocracy is pretty easy to fix - just put a +GP generation rate on top of it and it would become okay. Maybe +points to other non-GWAM GPs after one is created? Or +1/2 to generation of the GP (from GM/GE/GS) which has generated the least Great People points in a city? Slightly encourages getting different Great People every time but it's double edged because you may not want a Great Merchant as much as you'd want an Engineer.

+Gold/Food for border growth of Tribute (not sure about the name?) could use a tiny bump, to be honest it's not as bad as I made it out to be before but it's definitely underwhelming. How about an additional +3-5 gold per turn for every terrified city state? Or maybe no Influence loss for stealing CS lands with a Citadel (rare but useful considering how often they have good natural wonders). Encourages bullying, makes it so your big military doesn't hurt your income so much and in a way does fit the name.

World Wonder one would probably be fine if it also involved the National wonders. Benefits higher difficulty players too, gives less faith but at least speeds up your National College.


So you want Ancestor Worship nerfed a bit? Is that what I'm gleaning from this? It is difficult to parse out your suggestions from your hyperbole.

Well tbh I go Ancestor Worship every game (unless surrounded by things I can put a camp on or if I see some neat natural wonders), I doubt there's a single pantheon in the game which can work every game and is never bad (well this and +1 faith for 10 science both are like that but science is slightly inferior in terms of faith from my experience - at least early on).

I am fine with this pantheon being better but AI should really prioritise it over the others. I take it even when my capital is in one of the "good" situations and has 3 cows and 2 horses nearby.

So it is bad because you won't be using it? That's an odd complaint.

I'd be using it if that heavy Communitas caravan cost reduction was implemented but right now I get Caravans only if there's no other ways to connect with a certain CS to get free Influence.

And again.

Hm, maybe make it so Autarky also grants Workers instant Pillaged Tile repair which has no movement cost? An unique thing which would probably prove useful after a conquest, still on the weaker side probably but not too bad. Sort of fits Autocracy by itself, Autarky a bit less but it could be interpreted as the local work force helping the workers get their economy back up. Could become abusable though if pillaging and repairing trick I saw someone mention still works.

Finally! :) Okay, so how do you envision this? I like numbers.

I personally love numbers. Big numbers.

Basically, I'd double most of the building related numbers. +1 science on buildings into at least +2 science so it becomes more noticeable. +2 culture on late game buildings like Constabularies/Police Stations is not good so I'd up it into 3-4 or just give them something else, like +10% production for the city for each - makes sense, police would often force oppressed people to work for free in Nazi Germany. If you don't want to use yield mods then maybe just +3-5 production each.

Also I don't think the snow/desert/mountain policy will help the AI as much as it will the player. I can just settle in a desert hill area and enjoy a free old Petra everywhere (does it also affect flood plains? The policy doesn't mention that it doesn't. If it does desert cities will suddenly become the powerhouses of the world which would be a bit weird I think).

So what'd I do? I'd change it into +1 production to each of these tiles and Tundra (perhaps exclude Flood Plains and Desert/Tundra Hills?) - not broken, still encourages expansion in different areas, doesn't make the player unfairly advantaged because he knows a desert hill area is sooner or later going to turn whatever is settled there into the best city ever. If it's bad then I'd include those theoretically excluded tiles back or just add a 50%/25% reduction of border expansion costs into "bad" tiles. Also adds synergy with Tribute from Honour which is a bit related to Imperialism.

And we're back to this.



Disorder does matter - I wouldn't discount it.

Never saw it hurt my cities much myself but then I rarely reach Industrial Era (felt slightly unfinished before, I'm certain with the new policies it'll become more interesting though).


That's pretty generalized. Care to explain?

Looked at it again and I'm no longer so sure about this one so let's forget it (if those which don't mention a complete replacement of the Policy still keep the old things that is) - there's bad apples to be sure but it's fine to have them when you have many options like in the case of Ideologies.

But yes, Creative Expression could use it's numbers being at least doubled. It's very late in the game, +1 culture on any building/great work is not going to make a big change.

On the other hand if it goes over the top then a tourism victory will be made harder. Maybe make it give +3 tourism and/or Golden Age points for each building which may hold great works? Also has a synergy with Freedom's golden age bonuses.

On top of other bonuses, but Factories now give +3 science instead of +25% science. Yes, a nerf, I know, but a necessary one.

Ehhhh, the only reason I went Order is gone. At least it got other cool stuff to play with and the others are about on pair now.

I'd suggest perhaps increasing the science to about +5 but then +50% faster factories is a good thing by itself so I don't know if it's needed.

I appreciate your thorough responses, however I do feel they would benefit from an increase in suggestions and numbers/data, and a decrease in flame. We're in uncharted water here, and there are way more changes going on than 'balance' at this point, so some issues are to be expected. You seem offended at the mere thought of some of these changes, and that's not a terribly useful way of approaching a community project. I'm but a lowly codesmith, and I cannot see the outcome of all things at all times. :)

Sorry if you've felt it's flame - it's just how I write things. I'm certainly not offended, I just don't know how to write it "kinder" as English is not my first language. Seems pretty nice to me but I'm probably wrong - to be honest you're not the first person who doesn't like how I write things so you may have a point there.
 
Now this, this I can work with!

Your numbers are helpful, though I don't think throwing 'more and more' yield bonuses on buildings via policies is a foolproof idea, necessarily. If we keep upping the ante, so to speak, there's an element of yield inflation that comes back into play. I say, at least for this build, we stick with the +1s and the +2s, and then see how the policies play out. I'd rather not over-tweak the initial version until it has some human testing under its belt.

That said, when we decide to boost such policies, feel free to tell me 'I told you so.' :)

G
 
It's cool to see the mod move on. Even if I don't really have time to play or test right now, please allow me some first observations. They are not really about balance because that requires testing..., and of course I only quote the stuff I have something to add to:

Spoiler :
Changes:

New Trait:

William: +3 Gold per turn for every Resource you Export to other Civilizations, and +2 Culture for every resource you import from other Civilizations and City-States. Very cool way of doing the UA, even if I like the +%gold-per-luxury. But does that mean Morocco has been changed?


Aesthetics: improves your ability to generate Culture and Tourism. Adopting Aesthetics allows you to earn Great Writers, Artists, and Musicians 5% faster, with each additional Aesthetics policy unlock increasing this by 5%. Receive a large amount of Culture every time you expend a Great Person. Unlocks building the Uffizi. Adopting all policies doubles the theming bonus you receive from Museums and Wonders, and grants all Great Person Improvements +1 Culture. It also allows the purchase of Great Writers, Artists, or Musicians with Faith starting in the Industrial Era.

Humanities: All Culture buildings that can hold Great Works produce +1 Culture and +1 Science.Why not apply this to the Great Work itself? That'd would make it better for tall empires as well. Too strong or too similar?

Public Galleries: 50% of excess Happiness added each turn to the amount of Culture that may be spent on Social Policies. All Great Works produce +1 Gold.

Flourishing of the Arts: Culture increased by 20% in all cities which have built a World Wonder and the empire immediately enters a Golden Age. I dislike the micromanagment of having to put a WW in every city, takes away choice. a global modifier however is not better. This can be avoided by including National Wonders as well which are built across the empire, maybe lower the % there a bit?

National Treasure: A Great Person of your choice appears near your Capital.

Cultural Exchange: Increases the Tourism modifier for shared religion, trade routes, and open borders by 20% each.


Industry: provides bonuses to empires focused on Gold and Production. Adopting Industry will grant 30 [ICON_GOLD] Gold every time you construct a building. Purchasing items in Cities requires 5% less Gold when you adopt Industry, and an additional 5% less for each Industry policy you adopt. Unlocks building Big Ben. Adopting all Policies in the Industry tree will grant +1 Gold and +1 Production from every Trading Post. It also allows the purchase of Great Merchants with Faith starting in the Industrial Era.

Mercenary Army: Allows the purchasing of Landsknechts, Foreign Legions, and Mercenaries (new unit - Marine clone, but cheaper and with Sneak Attack promotion) as their prerequisite technologies are researched. Gold maintenance for all military units reduced by 15%.

Turnpikes: +4 Gold from all your land trade routes. Maintenance paid on Roads and Railroads reduced by 50%. I gotta side with Enrico Swagolo here. I always found the distinction between land and sea trade routes/units quite random and a very ugly way for firaxis to solve their uneven design. Same is true for Workers <-> Work Boats by the way. As long as this policy doesn't lead to another I can live with it (and having 2 policies boosting all trade routes would be boring). Instead of repeating road maintenance, maybe one could boost caravanserais (and stables? no) or a new "Main Station".

Mercantilism: +1 Science from every Mint, Market, Bank, and Stock Exchange. Add Caravanserais?

Entrepreneurship: Great Merchants are earned 25% faster, and all specialists grant +2 Production.

Protectionism: Receive an additional Trade Route, and receive +2 Gold from naval Trade Routes.

Imperialism: enhances your ability to spread your empire through military power, particularly naval (and later air) supremacy. Adopting Imperialism gives +1 [ICON_MOVES] Movement for Naval units and +1 Sight for Naval combat units. Receive a +5% production speed boost for all naval and air military units, and +4% for each additional policy unlocked in Imperialism. Unlocks building the Louvre. Adopting all policies grants you 1 additional Happiness for every owned Luxury, and 1 Happiness for every city with a Garrison. It also allows the purchase of Great Admirals with Faith starting in the Industrial Era.Good Idea to boost air units, but a second direct bonus towards air seems absent from the policies themselves?

Organization: +2 Production and +1 Gold from Seaports, Workshops, and Factories.

Exploitation: +1 Food and +1 Production from Snow, Mountain, and Desert tiles. seems underwhelming, but I need to play it

Military Tradition: Earn Great Admirals and Great Generals 33% more quickly. Barracks, Armories and Military Academies provide +1 Science.

Exploration: Receive two free Archaeologists near your Capital. Allows you to see Hidden Antiquity Sites. I'd like to move that policy together with the Louvre unlock, maybe to Rationalism or to Aesthetics, it seems strange in here, even if it works gameplay-wise. Maybe that's the point? The replacement policy would make settling better - to benefit from the Snow/Desert-policy above

Civilizing Mission: Receive a free Factory, and a large sum of Gold, when you conquer a city. No Gold maintenance for Garrisons.

Patronage: enhances the benefits of City-State friendship and Global Diplomacy. Adopting Patronage will cause Influence with City-States to degrade 25% slower than normal and raise the resting point for Influence with all City-States by 5, with each subsequent Patronage policy you unlock increasing this by 3. Unlocks building the Forbidden Palace. Adopting all policies in the Patronage tree will cause allied City-States to occasionally gift you Great People.

Philanthropy: Receive double Influence from Quests completed for City-States, and +10 Influence with all known City-States every time you expend a Great Person.

Consulates: Gain two additional votes in the World Congress, and the change of rigging elections in City-States is increased by 33%.

Scholasticism: All City-States which are Allies provide a Science bonus equal to 33% of what they produce for themselves.

Cultural Diplomacy: Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 100%.

Merchant Confederacy: +3 Gold and +1 Influence (per turn) for each Trade Route with a City-State.

Rationalism: focuses on maximizing Growth and Science output. Adopting Rationalism immediately begins a Golden Age. Receive +1 Science in every city, and an additional +2 Science in your Capital for every Rationalism policy acquired. Unlocks building the Porcelain Tower.Adopting all Policies in the Rationalism tree boosts your Great Scientist rate by 33%, and increases the Growth of all cities by 25%. It also allows the purchase of Great Scientists with Faith starting in the Industrial Era.

Enlightenment: +10% Science when your empire is Happy.

Scientific Revolution: +1 Science and +1 Production from all Strategic Resources.

Academics: +1 Science and +1 Gold from every Specialist.

Sovereignty: +1 Happiness for every city Connection with the Capital, and +5 Happiness in your Capital.

Free Thought: +1 Science from every Trading Post, and +1 Culture from every Great Work. So this tree supports working strategic ressources and having specialists, which means high population and thus farms. So where do I put the Trading Posts? Maybe +1 food on Trading Posts results in the same thing, though of course science is much more flavourful :)

Ideology changes (all in addition to current bonuses unless noted)

Order

Patriotic War - 2 free Infantry units 2 seems low, but okay
Skyscrapers (now called Communism) - Wonder production +10% I liked Skyscrapers as a name, maybe Plattenbau fits more :) In any case +10% seems very circumstantial at a stage where you rush most with Great Engineers, no? Add in projects as well?

Freedom

Capitalism - five free specialists in all cities (replaced old ability) 1 free specialist of every kind? Or a free specialist slot? strong?
Their Finest Hour - a free GG spawns near Capital quite useless, then I remembered there's another bonus on here as well, the +combat strength for cities, which makes it ok again ;). By then I had already written: There is no added bonus towards Great Person Improvements yet (there should be, no?), so why not +1 tourism + 1 GA point on citadels?

Autocracy

Industrial Espionage (now called Lebensraum) - receive Culture and Production when your borders expand (replaces old ability) How many tiles will you get at this time? Is this meant for raze&replace?
 
This update looks positively awesome!

Just a couple of notes:

1. +1 yield on snow mountain and desert tiles: This still leaves them pretty useless. Unless of course it also applies to flood plains. Maybe consider making +1 yield for 3 resources (Food, production, and gold maybe?)

2. Autarky: By the time you pick this tenet, +1 yields on everything (except culture, which it doesn't provide) will likely become irrelevant. Maybe consider increasing it to +2 each? Also the capital wouldn't benefit from this from what I can tell. A shame since I like picking Autocracy to indulge my inner dictator :(
 
Alright, I've done a bit more work. Changelog below:

Changes:

New Trait:

William: +3 Gold per turn for every Resource you Export to other Civilizations, and +2 Culture for every resource you import from other Civilizations and City-States.

Buildings/Terrain/Units:

Wheat restored to former glory (+1 food at start)
Fishing boats -1 food (now just +1 food)
Adjustments to tech increases on improvement yields
Bowman moved to Engineering
Research moved back to Education
Warriors (and warrior UUs) upgrade into Spearmen, basic warrior obsoletes at Bronze Working
Fixed bugs related to free policy buildings
Horse units now more expensive (10-15%, roughly)
Promotions for City Attack reduced to 15%, Boarding Parties to 10%, and Wolfpack to 15% combat bonus
Removed 'Air Ambush' promotions (AI chose these often, used them poorly)
Mint buffed (+2 gold per resource, from +1)
Worker speed increased slightly (up to 90, from 80)
Broadcast tower Culture modifier removed.

LUA:

Economic Overview Panel now allows you to sort by Unhappiness (replaced 'sort by Strength')
Changes to other lua - reorganized (Will need to be re-meshed with stackpointer's EUI)
City banner text given flavor - more like Civ IV citizens (unhappiness expressed in thoughts, instead of generic numbers and adjectives) - only shows local unhappiness on an as-needed basis (a happy populace is a quiet populace!)


Religion:

Faith and Culture Follower beliefs reduced to +5 Max (per city) - was 10
All 'founder buildings' (Stupas, etc.) and religious national wonders (except grand temple) provide 20% of resistance against conversion, thus making it harder for outside players to change the religious majority in those cities. Only works for 'enemy' (non-owned) units, so friendly missionaries will still get the full benefit of converting a city. They also help with religious unrest.
Buffs to Founder beliefs with action-based yields.

AI:

AI more intelligent about faith purchases, and should not spam missionaries/prophets quite as wantonly (should build faith buildings and buy great people much, much more often)
Spy-related diplomacy messages can now spawn only once every 40 turns (limits spam)
Flavors optimized for new policies and ideologies
Adjusted Deal AI to trade resources for gold more often
AI will more intelligently use trade routes to combat poverty, famine, and illiteracy
Improved AI belief choice algorithms
AI defense of CSs during rebellion events optimized
AI workers won't scatter across the map to do tasks as often (Whoward's 'Local Workers' mod)

Trade:

Land/Sea trade route modifiers less stark - Sea Routes are 75% (was 100), whereas Land Routes are 50% (was 0). Big difference now is range, speed, unit cost, and danger (seas are usually more dangerous). (Whoward's Trade Scaling mod)

Happiness:

Citizens in cities can now only be 'unhappy' for one source at a time, based on precedence - If there are 4 citizens, and all 4 are poor, they cannot be 'bored' or 'illiterate,'
The tiers are as follows:

Famine
Pillaged
Poverty
Defense
Isolated
Religion
Education
Culture

As each of these 'buckets' fills up with unhappy citizens, the ones below have fewer and fewer citizens to make unhappy. If there are no unhappy citizens left for later tests, the source(s) won't cause unhappiness.

Other:

Added Process 'Arts,' which allows conversion of Production to Culture (at Drama).
Improved CSD compatibility
Improved E&D compatibility

Policies:

Conquest now called 'Might'

Tradition:
Aristocracy grants +1 Gold per 5 citizens in Capital (removed culture from world wonders)
Oligarchy grants +1 Culture per 5 citizens in Capital (removed production from pop and free food)
Landed Elite also grants +1 food in all cities
Legalism unlinked from Oligarchy (like old tree)

Liberty: unlocks Great Writers with Faith in Industrial
Parthenon now the Liberty unlock
Piety: unlocks Great Artists with Faith in Industrial
(all trees now have a unique GP, even Patronage if using CSD)

Aesthetics: improves your ability to generate Culture and Tourism. Adopting Aesthetics allows you to earn Great Writers, Artists, and Musicians 5% faster, with each additional Aesthetics policy unlock increasing this by 5%. Receive a large amount of Culture every time you expend a Great Person. Unlocks building the Uffizi. Adopting all policies doubles the theming bonus you receive from Museums and Wonders, and grants all Great Person Improvements +1 Culture. It also allows the purchase of Great Musicians with Faith starting in the Industrial Era.

Humanities: All Culture buildings that can hold Great Works produce +1 Culture and +1 Science.

Public Galleries: 50% of excess Happiness added each turn to the amount of Culture that may be spent on Social Policies. All Great Works produce +1 Gold.

Flourishing of the Arts: Culture increased by 20% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.

National Treasure: A Great Person of your choice appears near your Capital.

Cultural Exchange: Increases the Tourism modifier for shared religion, trade routes, and open borders by 20% each.


Industry: provides bonuses to empires focused on Gold and Production. Adopting Industry will grant 30 [ICON_GOLD] Gold every time you construct a building. Purchasing items in Cities requires 5% less Gold when you adopt Industry, and an additional 5% less for each Industry policy you adopt. Unlocks building Big Ben. Adopting all Policies in the Industry tree will grant +1 Gold and +1 Production from every Trading Post. It also allows the purchase of Great Merchants with Faith starting in the Industrial Era.

Mercenary Army: Allows the purchasing of Landsknechts, Foreign Legions, and Mercenaries as their prerequisite technologies are researched. Gold maintenance for all military units reduced by 15%.

Turnpikes: +4 Gold from all your land trade routes. Maintenance for Improvements reduced by 25%.

Mercantilism: +1 Science and +1 Culture from every Mint, Market, Bank, and Stock Exchange.

Entrepreneurship: Great Merchants are earned 25% faster, and all specialists grant +2 Production.

Protectionism: Receive an additional Trade Route, and receive +2 Gold from naval Trade Routes.

Imperialism: enhances your ability to spread your empire through military power, particularly naval (and later air) supremacy. Adopting Imperialism gives +1 [ICON_MOVES] Movement for Naval units and +1 Sight for Naval combat units. Receive a +5% production speed boost for all naval and air military units, and +4% for each additional policy unlocked in Imperialism. Unlocks building the Louvre. Adopting all policies grants you 1 additional Happiness for every owned Luxury, and 1 Happiness for every city with a Garrison. It also grants +2 [ICON_SCIENCE] Science from Ocean tiles, and allows the purchase of Great Admirals with Faith starting in the Industrial Era.

Organization: +2 Production and +1 Gold from Seaports, Workshops, and Factories.

Exploitation: +2 Food and +2 Production from Snow, Mountain, and (non-Floodplain) Desert tiles.

Military Tradition: Earn Great Admirals and Great Generals 33% more quickly. Barracks, Armories and Military Academies provide +1 Science and +1 Culture.

Exploration: Receive two free Archaeologists near your Capital. Allows you to see Hidden Antiquity Sites.

Civilizing Mission: Receive a free Factory, and a large sum of Gold, when you conquer a city. No Gold maintenance for Garrisons.

Patronage: enhances the benefits of City-State friendship and Global Diplomacy. Adopting Patronage will cause Influence with City-States to degrade 25% slower than normal and raise the resting point for Influence with all City-States by 5, with each subsequent Patronage policy you unlock increasing this by 3. Unlocks building the Forbidden Palace. Adopting all policies in the Patronage tree will cause allied City-States to occasionally gift you Great People. If using CSD, also grants Great Diplomat purchase with faith.

Philanthropy: Receive double Influence from Quests completed for City-States, and +10 Influence with all known City-States every time you expend a Great Person.

Consulates: Gain two additional votes in the World Congress, and the change of rigging elections in City-States is increased by 33%.

Scholasticism: All City-States which are Allies provide a Science bonus equal to 33% of what they produce for themselves. If using CSD, also grants +25% Great Diplomat production.

Cultural Diplomacy: Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 100%.

Merchant Confederacy: +3 Gold and +1 Influence (per turn) for each Trade Route with a City-State.

Rationalism: focuses on maximizing Growth and Science output. Adopting Rationalism immediately begins a Golden Age. Receive +1 Science in every city, and an additional +2 Science in your Capital for every Rationalism policy acquired. Unlocks building the Porcelain Tower.Adopting all Policies in the Rationalism tree boosts your Great Scientist rate by 33%, and increases the Growth of all cities by 25%. It also allows the purchase of Great Scientists with Faith starting in the Industrial Era.

Enlightenment: +10% Science when your empire is Happy.

Scientific Revolution: +1 Science and +1 Production from all Strategic Resources.

Academics: +1 Science and +1 Gold from every Specialist.

Sovereignty: +1 Happiness for every city Connection with the Capital, and +5 Happiness in your Capital.

Free Thought: +1 Science from every Trading Post, and +1 Culture from every Great Work.

Ideology changes:

Order

Academy of Sciences: Reduces Illiteracy by 10% in all cities. Receive a free University in every City.

Cultural Revolution: +34% Tourism to other Order civilizations. Spies steal technologies at double the normal rate.

Dictatorship of the Proletariat: +34% Tourism to civilizations with less Happiness. +1 Happiness from Factories.

Double Agents: Receive an additional Spy. Spies twice as likely to capture enemy spies attempting to steal a technology.

Hero of the People: Your Great People increases by 25%. A Great Person of your choice appears near your Capital.

Iron Curtain: Free Courthouse upon city capture. Internal trade routes provide 50% more Food or Production, and City connections generate +3 Gold.

Party Leadership: +2 Food, Production, Science, Gold, and Culture per city.

Guerilla Warfare: +15% attack bonus when fighting in friendly territory. 2 Infantry units spawn near your Capital.

Resettlement: New Cities start with an extra 3 Population. All cities gain 2 Citizens immediately.

Communism (was Skyscrapers): Gold cost of purchasing buildings reduced by 33%. +10% Production when building Wonders.

Socialist Realism: Receive a free Museum in every City.

Worker Faculties: Factories increase City Science output by +3. Build Factories in half the usual time.

Great Leap Forward (was Young Pioneers): Receive a free Technology.

Peace, Land, Bread (was Universal Healthcare): Reduces Poverty by 20% in all cities.

Freedom

Arsenal of Democracy: +15% Production when building Military Units. +20 Influence from Military Unit gifts to City-States.

Avant Garde: The rate at which Great People are born is increased by 33%.

Capitalism: 5 Specialists in each of your cities no longer cause Unhappiness.

Covert Action: Chance of rigging election in City-States doubled. Receive an additional Spy.

Creative Expression: +1 [ICON_CULTURE] Culture from Great Works. Culture buildings that can hold Great Works provide +1 Culture.

Economic Union: Receive an additional Trade Route. +3 Gold from trade routes with civilizations following Freedom.

Media Culture: +34% Tourism and +1 Happiness generated by cities with a Broadcast Tower.

Their Finest Hour: Combat Strength of Cities increased by 33%. A Great General appears near your Capital.

Universal Healthcare; Receive a free Hospital in every City.

Universal Suffrage: Golden Ages are 50% longer, and all Cities produce +1 Happiness for every 10 Citizens.

Urbanization: Farms, Plantations and Camps produce +1 Food.

Autocracy

Legacy of Clausewitz: Receive a 25% attack bonus to all Military Units for the first 50 turns after this policy is adopted, and receive one free Policy.

Cult of Personality: +50% Tourism to civilizations fighting a common enemy. A Great Person of your choice appears near your Capital.

Elite Forces: Wounded Military Units inflict 25% more damage than normal. Newly created Military Units receive +15 Experience.

New World Order (was Fortified Borders): Reduces Disorder in all Cities by 20%. Police Stations and Constabularies provide +2 Culture and +1 Production.

Futurism: +250 Tourism with all known civs when a Great Person is born.

Lebensraum (was Industrial Espionage): Receive a large sum of Culture and Production every time your City borders expand. Citadel tile-acquisition radius doubled.

Lightning Warfare: +3 Movement for Great Generals. Armor and Gun units gain +15% attack, +1 Movement and ignore enemy ZOC.

Air Supremacy (was Militarism): Receive a free Airport in every City. +25% Production when building Air units.

Military-Industrial Complex: Gold cost of purchasing units reduced by 33%. Defense buildings and Citadels produce +2 Science.

Police State: +3 Local Happiness from every Courthouse, and +1 Happiness from Police Stations. Build Courthouses in half the usual time.

Third Alternative: Quantity of Strategic Resources produced is increased by 100%. +10 Food and +10 Science in Capital.

Total War: +25% Production when building Military Units and Workers construct improvements 25% more quickly.

United Front: Militaristic City-States grant units twice as often when you are at war with a common foe. +10 Influence from Military Unit gifts to City-States.

Autarky (was Universal Healthcare): Internal Trade Routes grant +10 Gold, and City Connections provide +3 Production.

G
 
G I think your work is amazing, I highly support your direction with the vanilla policies. Is there a chance that higher happiness, lets say around 20-30, will actually benefit your yields like in Beyond Earth?
Because I see a lot of happiness upgrades and other then GA points and passing the 0 threshold it is pretty much useless...

Maybe a specific policy that increase tourism output based of your excess happiness, for example:
Tourism modifier to Civs with less Happiness then you(a policy that in vanilla), or Tourism increased if you maintain above 30 happiness(maybe 20% increase)?

With that said you could add late game Policy that gives +Production for every Citizen in each city, down to 2 Citizens, based on your happiness values :
50/Happiness * 2C (Means=>) 50 happiness +1P for every 2C, 25 happiness +1P for every 4C, 12.5 happiness +1P for every 8C and so on....
Something around these lines, that way pumping happiness policies actually have a tactical benefit other then just get out of 0 happiness threshold and get some GA points :O

Also my last suggestion, if you are with me to this point(I wont hold grudge if not :)) ,will be to implement a policy that gives you a sums of Gold based on your current total,
the same as in BE and some other modes that I saw(I don't remember), it works basically like that:
Get 2% of your current Gold in treasury every turn up to 100G per turn.
Why I like it because it possess some strategical dilemmas - Do I purchase unit/building now and lose that sweet gold per turn from the policy,
or do I save just a little bit to pump another 80G per turn for maximum effect in the long run, cash wise?
On that note, implementing policies that gives you bonuses based on your
total Gold in treasury, up to a certain point(Im counting the AI that will have 800K G on Diety)?

Thanks for the hard work and good weekend!
 
Autarky and Exploitation look better now.

I don't suppose we can stick in a +1 or +2 to embarked movement speed in a policy somewhere? It'd certainly be nice for colonization across oceans or for the late game (I'm thinking Imperialism).

Faster embarked units would also help the AI a bit and help prevent their embarked traffic jams.
 
Autarky and Exploitation look better now.

I don't suppose we can stick in a +1 or +2 to embarked movement speed in a policy somewhere? It'd certainly be nice for colonization across oceans or for the late game (I'm thinking Imperialism).

Faster embarked units would also help the AI a bit and help prevent their embarked traffic jams.

We'll see!
G
 
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