View Full Version : [Design] Civics


Darque
Nov 12, 2007, 11:27 AM
Here is the list of civics to use for the mod:
Government
Despotism

Default
No Upkeep
+25% Maintanance Costs from Number of CitiesTribal Council

Req Tribal Council
Low Upkeep
-25% Maintenance Costs from number of cities
+25% War :mad:
-10% :culture: in all citiesMonarchy

Req Monarchy
Low Upkeep
+10% Maintenance costs from distance to palace
+50% :hammers:,+50% :gold: in CapitalRepublic

Req Republic
Medium Upkeep
+25% :gp: Birth Rate
:mad: Penalty for Civs without Republic
+20% :culture: in all cities
+3 :) in 5 largest citiesTheocracy

Req Theocracy
Medium Upkeep
+1 :) in Cities with State :religion:
+1 :mad: per non-State :religion: in a city
New Divine Units receive +2 XP in Cities with State :religion:
No non-State :religion: spread
Unlimited PriestPlutocracy

Req Mercantilism
High Upkeep
+20% :gold: in all cities
+1 :) from Market
-1 :food: from Farm
Unlimited MerchantMagocracy

Req Magocratic Law
High Upkeep
+10% :science: in all cities
Unlimited Sages
+1 :) from Library
+1 :science: per specialist
New Arcane Units receive +2 XP

Darque
Nov 13, 2007, 09:49 PM
Labor
Tribalism

Default
No UpkeepSlavery

Req Slave Trade
Low Upkeep
Can sacrifice population to Finish Production in city
+1 :hammers: from Quarry
+1 :hammers: from Mine
Enables Slavery featuresFeudalism

Req Feudal System
Medium Upkeep
Can spend :gold: to Finish Production in a City
Lower Military Unit Support Costs
Can Draft 3 Units per Turn
-10% :culture:,-10% food in all Cities
Guilds

Req Guilds
Medium Upkeep
Unlimited Bard, Merchant
+10% :hammers: in All Cities
Can spend :gold: to Finish Production in a CityFree Labor

Req Metaphysics
High Upkeep
+15% :hammers:,-10% :gold: in All Cities
+1 :food: per Farm, Windmill, WatermillGuild Socialism

Req Socialism
High Upkeep
No Maintenance Costs from Distance to Palace
Unlimited Merchants
+10% :hammers:,-10% :gold: in All Cities
-15% Maintenance Costs from Guilds
Can spend :gold: to Finish Production in a City

Darque
Nov 13, 2007, 10:11 PM
Economy
Decentralization

Default
No UpkeepBarter System

Req Trade
Low Upkeep
+1 :health: in All Cities
+5% :culture: in All CitiesMercantilism

Req Mercantilism
Medium Upkeep
No Foreign Trade Routes
+20% :gold: in All Cities
+1 :) from MarketCapitalism

Req Capitalism
High Upkeep
+1 Trade Routes per City
-25% Maintenance Costs from Guilds
Risk of DepressionSocialist Economics

Req Economics
High Upkeep
No Maintenance Costs from Distance to Palace
Guilds have no effect
+1 :food: from Workshop, Watermill
-10% :science: in all CitiesFree Trade

Req Globalism
High Upkeep
+2 Trade Routes per City
-10% :gold:, +20% :culture:,-10% :hammers: in All Cities

Darque
Nov 13, 2007, 10:14 PM
Religion
Paganism

Default
No UpkeepOrganized Religion

Req Ceremony
Low Upkeep
Can Build Missionaries without a Temple
Cities with State :religion: Construct Buildings +25% FasterFundamentalism

Req Priesthood
Medium Upkeep
+15% :gp: Birth Rate
+2 :) in Cities with State :religion:
+2 :mad: in Cities with Non-State :religion:
Can Build Missionaries without a TempleSecularism

Req Metaphysics
Low Upkeep
No State :religion:
+1 :) per Non-State :religion: in a City
+10% :science: in All CitiesHoly War

Req Fanaticism
High Upkeep
-50% :gp: Birth Rate
-75% War :mad:
+2 :) in Cities with State :religion:
Cities with State :religion: Train Units +25% Faster
No Non-State :religion: Spread
Must be at War
Blocks the building of non-military units and buildings
Can't start diplomacy with civilizations you are at war with

Darque
Nov 13, 2007, 10:25 PM
Military
Militia

Default
No Upkeep
-10% Military Unit :hammers:
Can Draft 1 Unit per TurnRegular Army

Req Code of Laws
Low Upkeep
Can Draft 3 Units per TurnNational Service

Req Impressment
Medium Upkeep
+10% Military Unit :hammers:
-25% War :mad:
Can Draft 3 Units per TurnVolunteer Service

Req Military Tradition
Low Upkeep
+10% Military Unit :hammers:
+1 :gold: Support Cost per Military UnitParamilitary

Req Adv Military Tactics
Medium Upkeep
-1 War :mad:
New Units Receive +2 XP
+2 :gold: Support Cost per Military UnitPacifism

Req Philosophy
Low Upkeep
+50% :gp: Birth Rate
+25% War :mad:
+1 :gold: Support Cost per Military Unit

Darque
Nov 13, 2007, 10:38 PM
Education
No Education

Default
No UpkeepBasic Education

Req Writing
Low Upkeep
+10% :science: in All CitiesApprenticeship

Req Chivalry
Low Upkeep
New Units Receive +2 XP
-10% Military Unit :hammers:Religious Education

Req Theology
Medium Upkeep
Unlimited Priest
+2:) in Cities with State :religion:
+1 :mad: per Non-State :religion: in a City
+10% :science: in All CitiesScholarship

Req Education
High Upkeep
Unlimited Sage
+20% War :mad:
+15% :science: in All Cities
+1 :science: per Specialist
+1 :) from Library

woodelf
Nov 14, 2007, 04:08 AM
It all looks good. Another "playtesting will decide all" item really, but it's good to get a rough idea down and balance it later.

rocklikeafool
Mar 20, 2008, 02:40 PM
Question. Could someone explain to me the purpose of Paramilitary? Cuz I don't see it.

Darque
Mar 20, 2008, 03:04 PM
Paramilitary represents the use of mercenaries for the civ's military in place of a national army. (Outside of the mercs in the merc mod) This is represented by the higher support cost and better training that new units receive.

rocklikeafool
Mar 20, 2008, 10:22 PM
Ah, like when Rome hired Mercenaries from the Barbarians when it was nearing the end of its Empire. Ok, I see.