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Chattel Slavery: Captured builders only get 1 charge, generates a lot of grievances with the affected civilization.
Great Migration: Settlers consume two additional citizens.
Viking Raid: Military units gain XP at 50% of the normal pace.
Counter Reformation: Cities without a majority religion lose 5 loyalty. As an accompanying buff, less religious pressure from other religions.
Slave Trade: -0.4 gold per citizen on cities with a commercial district.
Labour Camps: -1 (or more) Loyalty penalty per mine, quarry and lumber mill on cities with an industrial district.
Child Soldiers: Land units are trained 50% faster. Population growth in all cities -50%.
End of History: -30% Culture. -40% Science. On the other hand, this policy could increase both citizen Loyalty pressure and population growth.
I have a rationale for each of these, but character limits and whatnot...
Runtime Error: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1796764862\Lua\JFD_DAPolicies_Functions.lua:156: attempt to index a nil value
stack traceback:
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1796764862\Lua\JFD_DAPolicies_Functions.lua:156: in function 'JFD_DAPolicies_UnitKilledInCombat'
[C]: in function 'func'
[C]: in function '(anonymous)'
1) During a Monumentality golden age, if you have Public Works active, Builders and settlers are free in those cities. While the math works out for builders...I'm pretty sure that shouldn't happen to settlers... Maybe 20-30%% is enough so that there is still some sort of nominal payment on settlers?
2) It seems to trigger off buying buildings with Faith (i.e. with the Jesuit Education belief), is that normal?
Any special reasons why the dark age policies are in the civic tree and golden age in the tech?