Home of the Civ V Unofficial Patch, G&K Enhanced, and Vanilla Enhanced Mod

v159.2

Policies

  • Communism: +1 +10% production from factories and power plants.

Misc

  • Added some debug output to help identify a bug. Click for details.

3 responses

  1. Intaka

    I was having a rather unproductive discussion with someone and found myself brainstorming about the order tree and possible policies relating to it, should someone object to the very focused production stacking of the tree. So I have copied some of my thoughts here to get them into the right hands, so to speak.

    Disclaimer: I just threw this together off the top of my head. I believe that the order tree feeds into the Science (spaceship building) endgame and Military endgame, but not so much into the Culture or Diplomacy endgames so most of my suggestions will have synergy with those presuppositions. Also, since this is brainstorming, I’m not going to justify them. If they aren’t a good fit, then we just disregard them. Also, all numbers are just placeholders to convey ideas without using algebraic +X%.

    Infrastructure: +33% movement on roads / railroads inside cultural borders.

    Emergency Protocols: -25% nuclear weapon damage taken inside cultural borders, stacks with Military Base, but unlike a military base would help safeguard armies inside cultural borders.

    Training Standardization: All units produced in any city gain the Morale promotion once Heroic Epic is built. Alternatively, you could make this apply to military city state units, but this would be stepping on Alexander’s toes.

    ASIDE: In fact, now that I think of it, any policy which could morph the ability of an existing wonder could make for exciting game play combinations. I know that when I first saw “Democracy: Increases power of National Wonders” in the freedom policy tree, I was pretty excited. Even though the tooltip is pretty vague. ;p Perhaps narrow the focus of that and move some into this venue.

    Coordinated Defense: +12 to city defense

    Ongoing Training: +2 xp per turn for garrisoned military units, stacking with Oligarchy

    Launch Priority: +50% to spaceship factory production

    Synthetic Materials: +5 modern strategic resources (thus allowing a civ to build more spaceship factories) on a map where you didn’t get good materials placement.

    Mission propaganda: +25% to spaceship part production while the empire is happy

    Ok, I’m sure there’s more to be had, especially when you consider expanding on the wonder morphing concept, but hopefully some of these thoughts will be useful. On larger maps especially, the +33% road/railroad movement inside cultural borders could be a wonderful perk.

    Also, just for the record, I am happy with the +1 and 10% structure currently in this version for communism. These were just some stray thoughts to branch out from the +culture/hammer/gold etc variations already in place in the policies.

    June 5, 2012 at 1:45 am

    • Anonymous

      In this version the Maccu Pichu gives 10x what it says it gives, 50food, 50production, 50 gold, 20 culture..

      June 8, 2012 at 10:35 pm

      • Try the things on the common checklist. In particular, make sure you only have 1 version of the mod installed in the mods folder.

        June 11, 2012 at 2:25 pm

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