Artistry is really terrible and needs to be completely reworked IMO.
There are two major problems: most of the tree doesn't scale, and half of the tree is useless for about 1.5 eras, and both of these facts only apply to artistry. In a game that really rewards snowballing, it just doesn't work to choose policies that are useless for over an era when you could choose policies that instantly help you.
On the topic of scaling:
What the tree has instead of useful scaling bonuses is flat yield boosts to great works and artifacts. The problem is that none of these scale and there comes a point where it makes much more sense to expend great people for the instant yields rather than for the great work. Maybe others play different from me, but I rarely make more than maybe 4-6 great works of writing before the instant culture outweighs the low per turn yields. So Humanism would be giving +12-18 faith per turn...basically irrelevant beyond the medieval era or so. Same goes for all the other policies.
The other issue is the anachronism in the tree. Unless I'm playing Egypt the +2 science from artifacts is totally useless until the end of the industrial era, when I probably have an Ideology...despite this being a medieval era tree. Antiquity sites are a post-industrial mechanic and therefore it makes no sense to have medieval era buffs regarding them. Exact same logic applies to the finisher unlocking hidden antiquity sites. This should be tied to an Industrial Era tree or an ideology. The same issue applies to a lesser extent to the Great Works of Music, which if you went tradition you'll have maybe 1-2 of before researching Acoustics at the end of the Renaissance era, and otherwise you will have none of.
Here is a possible revamp. Maybe this is swinging too far the other way and making it OP. But I feel like this would make this an actually interesting/exciting policy tree for a tall cultural civ producing lots of great people.
There are two major problems: most of the tree doesn't scale, and half of the tree is useless for about 1.5 eras, and both of these facts only apply to artistry. In a game that really rewards snowballing, it just doesn't work to choose policies that are useless for over an era when you could choose policies that instantly help you.
On the topic of scaling:
- Fealty has -25% faith cost to purchase religious units or religious buildings, +33% yields from internal trade routes, +15% production during WLTKD, +100% border growth during WLTKD, 25% of happiness converted to culture, and +50% religious pressure to cities without your religion. All of these are always good, with the last two being OKish.
- Statecraft has +50% city state rewards, +25% international trade route yields, gives you city state alliances whose benefits scale with era, 25% of science generated by allied city states, up to +30% culture in the capital, whatever % bonuses you get from city state resource monopolies, +15% tourism from trade routes, and culture, science, and gold every world congress session that scales with era, and with all policies +50% influence from diplomatic missions. Again, all of these are always good.
- Meanwhile, artistry has -25% golden age points to trigger a golden age, gold from building wonders that scales with era, +50% theming bonuses, 25% of culture from world wonders and tiles added to tourism, +25 GWAM rate, +10% culture during golden ages, +100% of happiness added to progress towards a golden age, and +10% tourism from open borders. Of these the reduced required golden age points, increased GWAM rates, and extra culture during golden ages are great. The problem is that these are the opener and 1st policy, and all of the others are bad. The increased theming bonuses, extra happiness added to progress towards a golden age, and extra tourism from open borders are decent. But the gold from building wonders is hardly noticeable unless you're already winning enough that you can build every wonder. And the 25% culture from tiles and wonders added to tourism is not noticeable at this stage of the game except for a couple of civs.
What the tree has instead of useful scaling bonuses is flat yield boosts to great works and artifacts. The problem is that none of these scale and there comes a point where it makes much more sense to expend great people for the instant yields rather than for the great work. Maybe others play different from me, but I rarely make more than maybe 4-6 great works of writing before the instant culture outweighs the low per turn yields. So Humanism would be giving +12-18 faith per turn...basically irrelevant beyond the medieval era or so. Same goes for all the other policies.
The other issue is the anachronism in the tree. Unless I'm playing Egypt the +2 science from artifacts is totally useless until the end of the industrial era, when I probably have an Ideology...despite this being a medieval era tree. Antiquity sites are a post-industrial mechanic and therefore it makes no sense to have medieval era buffs regarding them. Exact same logic applies to the finisher unlocking hidden antiquity sites. This should be tied to an Industrial Era tree or an ideology. The same issue applies to a lesser extent to the Great Works of Music, which if you went tradition you'll have maybe 1-2 of before researching Acoustics at the end of the Renaissance era, and otherwise you will have none of.
Here is a possible revamp. Maybe this is swinging too far the other way and making it OP. But I feel like this would make this an actually interesting/exciting policy tree for a tall cultural civ producing lots of great people.
Name | Current | Proposed | Justification | |
Opener | +25% GWAM rate, +10% culture during golden ages, +100% Production towards guilds | Unchanged | Strong opener. | |
Scaler | +1 science in every city, +20% of excess happiness produced in each city is added as progress towards a Golden Age. | Unchanged | Decent and comparable to other Medieval scalers. | |
Humanism | +3 Faith from Great Works of Writing. -25% Golden Age Points needed to trigger a Golden Age. +1 Happiness from all Guilds. | +10% Faith in city for every Great Work of Writing. -25% Golden Age Points needed to trigger a Golden Age. | Make great works of writing actually useful to make in the late game by giving them some kind of scaleable bonus, and this policy is already great so move the guild happiness to a weaker policy. | |
Refinement | +2 Culture from Great Works of Art. 1 Specialist in all cities does not produce unhappiness from urbanization. +1 Culture from Specialists. | +10% culture in city for every Great Works of Art. 1 Specialist in all cities does not produce unhappiness from urbanization. +1 Culture from Specialists. | Make great works of art valuable to make in the late game. | |
National Treasure | +2 Science from Artifacts, a Great Person of your choice appears near your Capital, gain 250 Gold when you construct World Wonders scaling with Era. | +10% Tourism from city for every world wonder it contains. A great person of your choice appears near your Capital. | Right now this policy is basically only useful to spawn and pop a great writer to try to take another policy. Incentivize cultural victory by connecting wonder building to tourism output. | |
Heritage | +4 Gold from Great Works of Music. +50% to all theming bonuses. 25% of the culture from World Wonders and Tiles is added to the tourism output of the city. | +10% Gold in city for every Great Work of Music it contains. +50% to all theming bonuses. Guilds reduce 1 unhappiness from all Needs in the city in which they are built. Also, swap the order of this policy and Cultural Exchange. | Make the buff to great works of music actually relevant to later in the game. And move this policy down in the tree so the player is closer to Acoustics when they take it. Support tall play by allowing you to greatly reduce unhappiness in the cities you build guilds in. | |
Cultural Exchange | +1 Happiness for every 3 Great Works in a city. +2 Production and Culture from Amphitheaters, Galleries, and Opera Houses. +10% Tourism modifier for Open Borders with other civilizations. | +1 Happiness for every Great Work in a city. Amphitheaters, Galleries, and Opera Houses increase culture in the city by 5%. +20% Tourism modifier for Open Borders with other civilizations. | +1 Happiness for every 3 Great Works is basically unnoticeable. As is +6 culture and production per city once you're at the point where you're building galleries and opera houses. And why does the cultural victory tree give a smaller tourism bonus for open borders than the diplomatic victory tree does a for trade route, when civs can just not give you open borders if your tourism is too high but they can't avoid you sending them a trade route without declaring war on you? | |
Finisher | Unlocks Louvre, completing an Archaeological Dig or Starting a Golden Age triggers or strengthens an existing Historic Event, Allows you to see Hidden Antiquity Sites, +3 Science from Landmarks, allows for the purchase of Great Musicians with Faith starting in the Industrial Era. | Unlocks Louvre,
| Move all bonuses to artifacts/antiquity sites/landmarks to the industrial era policies (Rationalism/Imperialism) or ideologies (Freedom/Order). Make great works more valuable in a meaningful way and play into the cultural civ style of striving to be in a permanent golden age. |