View Full Version : Requesting Civic Help Japan 15th-17th Cent
Ket Sep 28, 2006, 03:14 PM I am working on a project right now and I'm close to a playable, but one of the things I wanted to do was add some "realisitic" and fairly ballanced Civics to cover the period that I am representing.
Not know all that much about the period in question, but know a good deal about the game's that represent these periods I was wondering if I could look for the community for a bit of help in comeing up with logical civics for this time period.
References:
http://en.wikipedia.org/wiki/Sengoku
http://en.wikipedia.org/wiki/History_of_Japan
Any help would be wonderful!!!!
strategyonly Sep 28, 2006, 04:16 PM I was working on a map about early Japan, maybe this will help?
GRM7584 Sep 28, 2006, 05:17 PM Some of this depends on how different aspects of the mod are implemented. Are the civs all daimyo-led clans? Is religion left largely intact (Buddhism, Taoism, Confucianism, Shinto, Christianity [Late Game]) or is it going to be something more like the Warlords China scenario? Between what years does the mod span? Etc etc. I'm sure that will all be answered when it goes fully public, but until then...
Assuming that all civs are daimyo-led clans and the religion mechanic still represents religion and that the game spans from around 1450-1600, I'd say:
-Aristocracy (starter civic)
-Meritocracy (Handing power from Daimyo to Daimyo by designation. Unstable, but efficient)
-Hereditary Rule (Handing power from Daimyo to Daimyo by family. Stable, but stagnant.)
-Monastic (Handing power from Daimyo to Daimyo by religious appointment or influence. Unstable, but wins points with the monks and peasants.)
-Distribution (Handing power from Daimyo to Daimyo by dividing it amongst the 'acceptable' successors, who are expected to come to one another's aid, and keep all territory in clan possession. Unstable, but less expensive to manage)
-Decentralization (Starter Civic)
-Sectarian (Strict adherence to a specific ideology, good for State Religion, bad for others)
-Syncretism (Melding of diverse cultural and religious views [Shinto, Taoism, Buddhism, etc.] into a more cohesive whole, good for Non-State religions, subversive of 'state' culture)
-Isolationism (Not sure if this is doable, but halting trade and religious spread for Christianity [Portuguese]. Good for culture, not so good for anything else.)
-Western (Not sure if this is doable, but increasing trade and religious spread for Christianity [Portuguese]. Good for most things, not so good for culture or happiness)
-Depression (Starter Civic; Japan starts in a very nasty economic state)
-Estates (close aherence to a hierarchal system of rice tax, easiest for most of the population but unpleasant for peasants)
-Oppressive (Working the peasantry to death. Super for production and money, but the peasants are somewhat resentful of the dying part)
-Generous (Hearty and frequent donations of land to Monasteries in exchange for a higher acceptable tax rate. Everyone is happy, unless the Daimyo runs out of conquered lands to donate.)
-Mercantilism (A newfangled Western economical system)
-Upheaval (Starter civic; Japan starts in a period of intermittent and chaotic revolutions by peasants and upstart daimyo)
-Bushido (Strict adherence to a Code of Honor for Samurai. Troops are led by experienced and well-liked generals, who remove their intestines forcefully if they lose a battle. Don't lose any battles.)
-Conscription ('Excessive' conscription of Peasantry. Troop morale isn't high, but the army is cheap to maintain and large)
-Vassalage (Acceptance of Samurai from other clans following conquest; potentially dangerous for loyalty, but ensures a large and experienced military.)
-Military Tradition (Acceptance of Western ideals of military organization. Highly effective, but harmful to culture and not well-received amongst Samurai nobles.)
Some of the "last line" civics may seem unrealistic, since they wouldn't historically happen until the Meiji Restoration, but I don't think its unreasonable to say that they couldn't have happened earlier had Tokugawa not closed borders as recklessly.
Ket Sep 28, 2006, 05:20 PM I was working on a map about early Japan, maybe this will help?
I would love to use it....
Ket Sep 28, 2006, 05:45 PM Some of this depends on how different aspects of the mod are implemented. Are the civs all daimyo-led clans? Is religion left largely intact (Buddhism, Taoism, Confucianism, Shinto, Christianity [Late Game]) or is it going to be something more like the Warlords China scenario? Between what years does the mod span? Etc etc. I'm sure that will all be answered when it goes fully public, but until then...
Assuming that all civs are daimyo-led clans and the religion mechanic still represents religion and that the game spans from around 1450-1600, I'd say:
-Aristocracy (starter civic)
-Meritocracy (Handing power from Daimyo to Daimyo by designation. Unstable, but efficient)
-Hereditary Rule (Handing power from Daimyo to Daimyo by family. Stable, but stagnant.)
-Monastic (Handing power from Daimyo to Daimyo by religious appointment or influence. Unstable, but wins points with the monks and peasants.)
-Distribution (Handing power from Daimyo to Daimyo by dividing it amongst the 'acceptable' successors, who are expected to come to one another's aid, and keep all territory in clan possession. Unstable, but less expensive to manage)
-Decentralization (Starter Civic)
-Sectarian (Strict adherence to a specific ideology, good for State Religion, bad for others)
-Syncretism (Melding of diverse cultural and religious views [Shinto, Taoism, Buddhism, etc.] into a more cohesive whole, good for Non-State religions, subversive of 'state' culture)
-Isolationism (Not sure if this is doable, but halting trade and religious spread for Christianity [Portuguese]. Good for culture, not so good for anything else.)
-Western (Not sure if this is doable, but increasing trade and religious spread for Christianity [Portuguese]. Good for most things, not so good for culture or happiness)
-Depression (Starter Civic; Japan starts in a very nasty economic state)
-Estates (close aherence to a hierarchal system of rice tax, easiest for most of the population but unpleasant for peasants)
-Oppressive (Working the peasantry to death. Super for production and money, but the peasants are somewhat resentful of the dying part)
-Generous (Hearty and frequent donations of land to Monasteries in exchange for a higher acceptable tax rate. Everyone is happy, unless the Daimyo runs out of conquered lands to donate.)
-Mercantilism (A newfangled Western economical system)
-Upheaval (Starter civic; Japan starts in a period of intermittent and chaotic revolutions by peasants and upstart daimyo)
-Bushido (Strict adherence to a Code of Honor for Samurai. Troops are led by experienced and well-liked generals, who remove their intestines forcefully if they lose a battle. Don't lose any battles.)
-Conscription ('Excessive' conscription of Peasantry. Troop morale isn't high, but the army is cheap to maintain and large)
-Vassalage (Acceptance of Samurai from other clans following conquest; potentially dangerous for loyalty, but ensures a large and experienced military.)
-Military Tradition (Acceptance of Western ideals of military organization. Highly effective, but harmful to culture and not well-received amongst Samurai nobles.)
Some of the "last line" civics may seem unrealistic, since they wouldn't historically happen until the Meiji Restoration, but I don't think its unreasonable to say that they couldn't have happened earlier had Tokugawa not closed borders as recklessly.
All the Civ's are daimyo-led clans except for the holders of Koyoto which I think will be super/uber barbarians holding something to do with the victory but thats still up in the air.
Regicide is in effect and working, now if I can just get some help in the python to assign it to the right event so it fires when the Daimyo dies not at the end of the turn.
There are at least 2 modes of play...
Free Form - Settler/Scout no cities but barbs are in place.
I'd like to have a few different maps small, medium, large, Beawolf Cluster
Scenario based, right now my test bed scenerio is "Sengoku"
I've got Shinto and Buddhism in right now. And the tech tree is being ripped out and reworked which is going to be interesting to say the least.
GRM7584 Sep 28, 2006, 06:03 PM Is there a way to randomly place barbarian cities at the start of a scenario? It would be very cool if you could start with "random" barb cities (possibly using the historical city name setup that Rhye has, but instead of multiple city names for each location, just one) and instead of a settler and scout, have your Daimyo, a peasant worker, and a few military units based on clan...then you have to take your first city instead of founding it. Not sure if the AI would understand completely, but it would definitely set the stage for the game.
I also think that if you're up to it, Revolution (and associated mods) have a place in this scenario/mod...clans rose and fell throughout the period, and implementing that sort of dynamic would make it very replayable.
Shinto and Buddhism are good, but Taoism should almost certainly be in (with a lower spread rate) and there should be some sort of game mechanic to represent the introduction of Christianity, since it is fairly important to the end of the period. I would say that Confucianism isn't a stretch, either...having too few religions makes civic religious modifiers kind of worthless, and limits your options there. Might even want to divide buddhism into 2 or 3 "religions" for different sects thereof.
Ket Sep 28, 2006, 08:01 PM As you may or may not know I'm all over jdog500 to get him to get a version of Revolutions/Rebellions out that will handle modified civics / religions as I want it in XL as well.
Ok Its a go on those religions and civics...
We can expand from there... its a good base...
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