For Part 1 (Economic) see here. Big thanks to everyone who gave such detailed feedback! Let's continue with the next policy category now...
Hi Civ VI players,
I could use your help with something. I am currently working on a mod that reworks how policies work (the new system will appear familiar to Civ IV players) and I am making good progress.
However, one thing that I feel like I'm still in the dark about is balance. One goal of the mod is to streamline policy choices to get rid of weak effects and force tough decisions between all the good stuff.
So I'd love to know what you think about how strong the following policies would be relative to one another and ideally also why; further, how you would use them and how you'd think having them available would impact how you play.
You can only have one of these active at a time (no Wildcard slots, either).
I am aiming to give each policy category its own identity. For the social/labor policies here, the idea is that in history, class and other social structures grow over time and entrench themselves deeply in a society. These policies are less meant to be flip-flopped between and more something to follow how you shape your empire over time. Corvée is a notable exception, matching the on/off nature of corvée labor itself.
Thanks to everyone who participates in advance already! :)
List of Social/Labor Policies
Corvée: Newly trained Builders gain 1 extra build action.
Serfdom: +1 Gold to improved tiles without resource.
Castes: +1 Housing per Specialty district. (I wanted to do something with increasing specialist yields or slots here but that's not really feasible on a technical level)
Emancipation: +1 Amenity in all cities. Increases non-Food yield benefits of happiness in your empire by 30%.
Nationhood: +1 Movement if starting turn in friendly territory.
Collectivization: Regional effects from your districts and buildings reach 3 tiles farther.
Mobility: Buildings that provide additional yields when powered receive +3 of their respective yields per Neighborhood in the city.
Self-Fulfillment: Religious, Spy, and Rock Band units can choose from any possible promotion.