v3.9 - Policies

Hi guys.
Thx for your great mod.
I found a bug. When i load autosave, i get others social policies that i picked.
For example (for one time) i went for liberty tree (i had the opener and 3 social policies in it), and when i reloaded i had the opener from liberty but 2 social policies from honor tree.
(i reloaded another times and got this time 2 policies from patronage)

And sry english isnt my native language.
Great work guys !

If you could start a thread in the bug report forums that would be helpful. Also, there was a strange policy bug with 3.9 that may have been fixed in 3.9.3.
 
Doubling border expansion for Tradition seems redundant, as tall empires tend to have more culture per city already (and that free cultural building) and thus don't need faster expansion.
The idea is that Tall civs have fewer cities, and so need faster border expansion in order to control a decent amount of territory and thus have decent luxuries and strategic resources. I think it is important to keep in the Tradition tree somewhere.

Aesthetics: fine arts seems overpowered at 1:1 happy to culture. If 2:1 is underpowered, I'd suggest adding a secondary small benefit rather than doubling it.
Tourism would be much more useful.

Knowledge: instead of the +2 beakers per lighthouse in Free Thought, make it +2 beakers per external trade route.
Still very weak IMO. +14 beakers is nothing by that stage in the game.

'd rather just get rid of the landsknechts.
Agreed. The idea of a policy that unlocks unit purchases just doesn't work I think, because it has too narrow a period of time when it is useful. Its ok to have short-term policies that only benefit you for a period after being chosen, but it shouldn't be the case that such policies only have value in a particular era of the game, nor that they also require additional gold expenditure in order to function.
 
Regarding the Landsknechts, I recently found an interesting little mod, by FramedArchitect, that gave militia units that rise up to protect the empire upon invasion.
The units themselves are era locked so you get units comparable to the current powerful unit going around. They also are penalized if they go outside the borders so you can't use them as an army and they are retired after a set period of time.

If we used that as a replacement for the Landsknechts, would that solve some problems?
 
Several things on Landknechts.
1) You can already purchase units in game and they will be better units (eventually, if not immediately).

2) Foreign Legion style units come free when that tenet is picked. You don't have to buy them.

3) I'd rather have commerce be about wealth and economic power and ways to spend it on growing that further than including military dominance features, which could go in exploration (naval advantages) or honor. The pick has never felt like it fit anyway for that reason. That sounds like too much work to fix it as a feature when we could just do a policy that reduces road costs say or increases domestic city connection value, or both.
 
Yes agreed, mercenary army doesn't seem to fit, does it.

It'd be better if this was replaced with a :c5production: bonus for markets/banks/stock exchanges, or adding a :c5production: boost to external trade routes.

Even a combination that adds +1 :c5production: to gold buildings and +2 :c5production: to external trade routes would fit in the tree. You could call it Industrial Finance.
 
I'm going to put together a detailed explanation of policy design sometime this week, plus a rundown of future plans. :)

I agree Mercenary Army is a strange policy. I'd like to replace it with something. It's very difficult to come up with new effects to replace old ones. The effects we can do with unmodded tools are very limited.
 
Nice job! For months I have been filling out tradition in every game except for when I decided to get the reformation belief that lets me choose all great people, but now I find myself deliberating carefully and getting policies in Tradion, Liberty, Honor, and Piety depending on the situation. I see some bugs and theres room for improvement but overall the game has improved massively with the new policies
 
Good work on making policies more interesting!

A couple notes/thoughts (with 3.9.3)

1) I've noticed a possible issue with the "free culture building in 4 cities" policy in tradition. Seems like you only get the buildings in cities that exist when picking the policy. In vanilla it carried over until you had 4 cities, so newly built cities had a immediate monument. Which is quite good for early expansion of your first cities territory. Is this intended? It's a early policy, supposedly, so at least I usually consider taking it before having all 4 cities.

2) As for Landsknechts/Mercenary Army, I always liked that it was something different, not another small(ish) bonus here or there. But maybe it would indeed scale better if it instead gave say a smaller reduction of cost in buying all vanguard units down the line and/or giving the Landsknecht Pillage promotion to all vanguard units.

3) The +2 science per specialist in Knowledge always seemed so strong in conjuction with the Freedom Specialist bonuses that I can't help myself going that route every time. Am I misguided or is this so?
 
Good work on making policies more interesting!

3) The +2 science per specialist in Knowledge always seemed so strong in conjuction with the Freedom Specialist bonuses that I can't help myself going that route every time. Am I misguided or is this so?

I cant help but go Order most games due to +25% science from factory, -33% purchase costs to buy universities and research labs in all cities, and the free scientist and engineer to tech to bell labs and then to rush build bell labs. All the ideologies are absurdly powerful if you have enough culture to purchase the tenets so I'd disagree that the Freedom specialist bonuses make it stronger than other ideologies.
 
3.9.4 looks really promising with the policy fixes and all :goodjob:

Any chance of an ETA?

\Skodkim
 
It is strange that the walls of the liberty policy are given to newly conquered cities. It makes conquering and keeping very easy.
 
It is strange that the walls of the liberty policy are given to newly conquered cities. It makes conquering and keeping very easy.

Now I have a reason to actually pick this policy. Its really aggravating how when you take a city defense and HP stay low but when the AI takes YOUR city it gets moderate HP. Maybe this is a bug but its been incredibly frustrating.
 
It is strange that the walls of the liberty policy are given to newly conquered cities. It makes conquering and keeping very easy.

Based on my experience, I'd say this is a positive consequence, and would choose vigorously to keep this effect. If not in Liberty, maybe in Honor - but somewhere, please.

Capturing enemy cities seems by far the riskiest action one can take with a military unit. No matter how diligently one works to clear out all the enemy units in the area, the AI far too often manages to conjure up a half-dead carrack or arquebus or whatever, seemingly out of nowhere (a "rallied partisan" maybe?) which sweeps in next turn to retake the defenseless city.

This wouldn't be such a problem, except that the garrison (capturing unit) is killed in the process. A warmonger has no more valuable commodity than veteran troops, and losing a level 6, 7, 8 unit you've had since you discovered the wheel in this way is totally lame and depressing. I have no doubt I lose more troops this way than in proper combat.

It's so bad, I'm reluctant to take a city with a unit that can't move back out the same turn. That's right - the only surefire way to preserve my troops is to abandon a newly claimed city, let the AI recapture, and repeat. It's quite ridiculous really, and entirely too easy for an overmatched opponent to exploit.

To that end I think a defense building or at least some health for newly captured cities is a preferable arrangement. Not back to their original health and defense, by any means, but enough that retaking needs a halfway legitimate counterattack, not just a lonely ninja boat.
 
The only time a city should get more than default amount of hit points is when a capital is retaken by it's original owner (because the capital has +100 extra hit points).
 
It's so bad, I'm reluctant to take a city with a unit that can't move back out the same turn.

Me too. It's funny that a Knight's weakness is supposed to be cities, yet they're the most important member of my city assault army. After taking the city the first time, that knight will easily erase several enemies as each retakes the city, gets killed when the knight retakes and vacates... and repeat.

Something really needs to be done about how weak a recently captured city is.
 
Top Bottom