Would policies be more interesting if the interacted with districts?

Would policies be more interesting if the interacted with districts?

  • Yes

    Votes: 9 56.3%
  • No

    Votes: 1 6.3%
  • No effect

    Votes: 1 6.3%
  • If done a different way.

    Votes: 5 31.3%

  • Total voters
    16
Joined
Feb 5, 2017
Messages
660
Location
Minneapolis, MN
Would policies be more interesting if the interacted with districts? There are a few right now that do and could be extended to more policies. For example:

Agoge: +25% Production towards Ancient and Classical era melee and ranged units. Increases to +50% production with an encampment.

Colonization: +50% Production towards Settlers. Increased to +50% Production towards Settlers with a Harbor or Commercial Hub.

Praetorium: Governors provide +2 Loyalty per turn to there city. Increased to +3 Loyalty per turn to there city with a Holy Site or Campus.
 
50% science to campus buildings
20% to rocket projects with a seaport or MA
100 gold per appeal when replacing a farm with neighbourhood
50/100% adjacency
There is quite a few that directly or indirectly do

I tried to think of an alternative as there was a vote for that
I think troops not trained in an encampment are at -10 until their first promotion would be interesting.
 
It could be a nice way to buff up some buildings, by leaving them sub-par unless you work for it by slotting a card with a nice bonus. I could see that working out nicely.
 
I would like more population-based bonuses, and buildings,in fact. For example:
- Public Education(unlocks at Urbanization) - doubles population science.
- State Loansunlocks at Ideology) - +1 Gold per turn per population
- Defense of the Motherland(Ideology, Military card) - +1 CS and ranged strength to cities per population point
- National Memorials(Scorched Earth) - doubles population culture.
And for the buildings part:
- Public College(unlocks at Education) - +2 science. +1 science per district in the city. Cannot be built in a Campus with a University.
- Fertilizer Factory(unlocks at Chemistry) - +4 food. +1 production to all flat tiles without a feature in the city. Requires 2 power. Cannot be built in an IZ with a Factory.
 
Might as well give the world to the barbs.

It would reflect that when just pulling together a military unit from the citizen body you run the risk of them being slaughtered by experienced troops or 'barbs' who have grown up with a way of life that is raiding and fighting. Newly formed Roman legions faired legendary poorly against Hanibal, Gauls who beat Maceadonea and Rome until Marius reform's started turning the Legions into a professional fighting force.

But from a game perspective, yes, that would tough.
 
I would like more population-based bonuses, and buildings,in fact. For example:
- Public Education(unlocks at Urbanization) - doubles population science.
- State Loansunlocks at Ideology) - +1 Gold per turn per population
- Defense of the Motherland(Ideology, Military card) - +1 CS and ranged strength to cities per population point
- National Memorials(Scorched Earth) - doubles population culture.
And for the buildings part:
- Public College(unlocks at Education) - +2 science. +1 science per district in the city. Cannot be built in a Campus with a University.
- Fertilizer Factory(unlocks at Chemistry) - +4 food. +1 production to all flat tiles without a feature in the city. Requires 2 power. Cannot be built in an IZ with a Factory.

Something which favours larger cities would be nice.

- Defense of the Motherland(Ideology, Military card) - +1 CS and ranged strength to cities per population point

Would be extremely OP.
 
Something which favours larger cities would be nice.
Could it be something that favors large numbers of districts in the city? I know that we have Democracy and Digital Democracy(the whole republic/democracy line seems to interact well with large developed cities), but it could also be buildings and policy cards. For example, Defense of the Motherland could be +1 CS and RS to all troops in the city per 5 population of said city, and my other card ideas could only work in cities above 10 population.
 
I agree with the military production policies not having much interaction with districts, which is probably very much to the detriment of Encampments, but I don't think that's general policy design. Most other policies have pretty clear interactions with districts imo.

Would one count policies that buff adjacency bonuses as having interactions with districts?

Would one count policies that buff trade routes as interacting with Harbors and Commercial Hubs?

I do think some districts are missing policy support though. In particular, the green districts and Aerodromes don't get a lot of policy support, and I think that hurts them a lot.

Veterancy including Harbor and Harbor buildings was a fantastic change, and I wish Aerodromes get rolled in as well. Revisiting the earlier mentioned military production policies, it would be nice if there were additional bonuses for having the right buildings.

Some ideas:
Agoge also applies +2 combat strength to the units it affects if the city they're trained in has a Barracks.
Lightning Warfare also applies +1 movement to the units it affects if the city they're trained in has a Military Academy.
Public Works also grants +2 charges to Military Engineers, and +1 Amenity to any city with a green district.
 
Last edited:
Back
Top Bottom