View Full Version : Military Civics


Afforess
Jun 30, 2009, 01:30 AM
As many of you long time Rise of Mankind players may remember, there used to be a civic class for the military. That civic group was removed in the vast civic changes implemented in ROM 2.6.

I'm here today, to reintroduce Military Civics (http://forums.civfanatics.com/downloads.php?do=file&id=12838). Civics represent major foundations of how your government operates, and your military strategy is no less important.

The Military civics adds a new Civic group at the end of the existing groups. The new options are:



Banditry (available at start)

+10% Maintenance costs


Conscription

+15% Maintenance costs
Military units produced with food
Can draft
+25% war weariness
+10 free military units
+ 1 Unhappiness in largest cities


Vassalage

Unlimited Nobles
+25% Great General Appearance
+30% Distance costs
+15% Maintenance Costs
+3xp to new units
-15% Military production
+1 Happy per military unit stationed in each city


Standing Army

+25% Great General Appearance
+25% Distance costs
+1xp to new units
+15% Military production
+15 free military units
+ 1 Unhappiness in largest cities
Can Draft


Volunteer Army

+25% Great General Appearance
+5xp to new units
+10% science
+1 Happiness in largest cities
+1 military support costs
-10% Military Production


Pacifism

Unlimited Artist
+100% Great People birth rate
-50% Military production
+2 Unhappiness per military unit stationed in each city
+100% War Weariness
+100% Culture
+2 happiness in largest cities
+1 Unhappiness from Barracks, Garrison, Military Airbase, Intelligence Agency
+1 military support costs


Mutually Assured Destruction (M.A.D)

+50% Great General Appearance
+100% Military Production
No Foreign Trade
Unhappiness penalty for civilizations without M.A.D
-50% Culture
+1 Unhappiness in largest cities


Unmanned Warfare

-50% War Weariness
+15% Science
+2 happiness in largest cities
+1 military support costs



Made for Rise of Mankind 2.71


To install, delete any old version and copy the "Rise of Mankind" folder overtop of the existing one in your Beyond the sword/Mods folder.

Version 1.12.

Changes From 1.11:
Fixed a minor text bug where Conscription did not read correctly in the civics screen.
Fixed the bug where Banditry was not enabled at start.
Added -10% military production to volunteer army

Download Here (http://forums.civfanatics.com/downloads.php?do=file&id=12838)

Sarkyn
Jun 30, 2009, 06:36 AM
Top idea.

I'll give it a whirl in my next game, for sure :)

Arakhor
Jun 30, 2009, 05:21 PM
This sounds like quite good fun. I'll have to try it out!

Deon
Jul 06, 2009, 06:00 AM
Woah, I missed this civic part.

Samael
Jul 06, 2009, 11:20 PM
I like this idea very much but when I installed it, it seemed that no civic is set to default for it - I had to have a revolution to accept Banditry.

little_cyclone
Jul 07, 2009, 12:00 AM
I'm here today, to reintroduce Military Civics.

:eek: O. M. G. You're my freakin' hero! Well, besides Zap of course ;) I was just thinking about resubmitting this (http://forums.civfanatics.com/showpost.php?p=6560491&postcount=1001) to some more experienced modders :D

:badcomp: If only teh internetz downloaded fasters! :cry:

CivEikka
Jul 07, 2009, 12:19 AM
Nice addon, but there is one mistake, you really aren't in banditry when you start the game, you need to revolt to gain the banditry. Which is stupid though. :D

Afforess
Jul 07, 2009, 12:53 AM
I like this idea very much but when I installed it, it seemed that no civic is set to default for it - I had to have a revolution to accept Banditry.

Nice addon, but there is one mistake, you really aren't in banditry when you start the game, you need to revolt to gain the banditry. Which is stupid though. :D

Not my fault, it's a deficiency of modules. I'll see what I can do, but in the mean time, everyone will have to suffer through a turn or two of anarchy. The AI too, so at least its fair.

climat
Jul 07, 2009, 04:44 AM
Afforess, I think it can be done with xml.
In Civ4CivilizationInfos.xml, there is <InitialCivics> tag.

CivEikka
Jul 07, 2009, 07:26 AM
What about some synergies/building discounts like feudal/monarchy (cheap castles)? Free Church and Pasifism would be good pair.. so on. Really nice modmod.

Afforess
Jul 07, 2009, 10:15 AM
Afforess, I think it can be done with xml.
In Civ4CivilizationInfos.xml, there is <InitialCivics> tag.

Indeed. I updated it, so all players now began with Banditry. The only problem is that anyone playing as a leader from Zappara's larger leader package will still have to change to Bandits.

climat
Jul 07, 2009, 02:13 PM
Yes, xml in that folder also have to be updated if someone wants to use this and extra leaders at the same time..

Afforess
Jul 07, 2009, 02:30 PM
Yes, xml in that folder also have to be updated if someone wants to use this and extra leaders at the same time..

It's way too minor a bug to bother releasing two versions for that.

Afforess
Jul 08, 2009, 03:51 PM
Updated. Please check the first post.

James009
Jul 09, 2009, 11:12 PM
Two quick questions:
1) Is the update save game compatible?
2) Is it just me or is the revolution status a little more difficult due to the new civics?

Don't get me wrong, I enjoy the added challenge. It also seems to balance armies a little more and make it and all around more interesting game.

All around and excellent modmod!

Afforess
Jul 10, 2009, 10:04 AM
Two quick questions:
1) Is the update save game compatible?

No, sorry.



2) Is it just me or is the revolution status a little more difficult due to the new civics?

Don't get me wrong, I enjoy the added challenge. It also seems to balance armies a little more and make it and all around more interesting game.


Yes, and No. In the early game, yes; in the late game, no. In the early game some of them increase rebelliousness, but in the late game they decrease it, so will have a harder time early on but an easier modern era. Overall, it's a wash.

Afforess
Jul 16, 2009, 05:04 PM
Updated for Rise of Mankind 2.71. Please re-download.

civhelp121
Jul 19, 2009, 02:51 PM
can you add a link or tell me what these civics do? I'm not that saavy with mods and i usually invest a lot of time making mistakes and such trying to download mods :)

Afforess
Jul 19, 2009, 08:28 PM
can you add a link or tell me what these civics do? I'm not that saavy with mods and i usually invest a lot of time making mistakes and such trying to download mods :)

The installation of this addon is very simple, and provided in the first post. I updated the first post with the descriptions of the civics.

little_cyclone
Jul 20, 2009, 12:42 AM
Volunteer Army should probably receive a slight penalty to military production, to recreate the "lack of people willing to volunteer" mentioned in the civilopedia :)

Afforess
Jul 20, 2009, 12:45 AM
Volunteer Army should probably receive a slight penalty to military production, to recreate the "lack of people willing to volunteer" mentioned in the civilopedia :)

I will include it in my next update. It might be a while, as I'm busy with getting Jooyo's DLL fixed, but I promise I'll include it eventually. (-10% sound good?)

little_cyclone
Jul 20, 2009, 01:01 AM
I will include it in my next update. It might be a while, as I'm busy with getting Jooyo's DLL fixed, but I promise I'll include it eventually. (-10% sound good?)

With the 5xp and 10% science bonuses, I'd go -15% to balance it out a bit more. :)

Afforess
Jul 20, 2009, 01:58 AM
With the 5xp and 10% science bonuses, I'd go -15% to balance it out a bit more. :)

Maybe, but Military civics aren't meant to be balanced. Later age civics will be stronger than earlier era ones. Plus, I have to have a viable alternative to M.A.D.

Afforess
Jul 27, 2009, 08:19 PM
Updated. Please check the bug fixes for the changes.

JaeChunDaeSung
Sep 24, 2009, 05:48 AM
Are you still deliberating on Civic-unique structures?

Afforess
Sep 24, 2009, 06:24 AM
Are you still deliberating on Civic-unique structures?

Yeah, but it's not high on my list. Oh, and I'm currently, sick. So I haven't been modding. :(

NBAfan
Sep 24, 2009, 12:50 PM
I hope you get well soon Afforess.:)

little_cyclone
Sep 24, 2009, 06:39 PM
Are you still deliberating on Civic-unique structures?

GeneralStaff has developed a mod for modular civic buildings (http://forums.civfanatics.com/showthread.php?t=326394) for the regular RoM civics.

Afforess
Sep 24, 2009, 07:01 PM
GeneralStaff has developed a mod for modular civic buildings (http://forums.civfanatics.com/showthread.php?t=326394) for the regular RoM civics.

That's what he was asking me, if I was going to make buildings like generalstaffs, but for the military civics.

generalstaff
Sep 26, 2009, 03:50 PM
On the subject of buildings, I did design some. If Afforess wants, I would be happy to make them. Here is the list:

Banditry (Hideout: Req: Hunting. Obsolete: Code of Laws. +1 Gold, +10% Defense, +1 Happiness: Alcohol)
Conscription (Conscription Center: Req: Nationalism. -50% Whipping Anger, +20% War Weariness, +5% Military Production)
Vassalage (Training Yard: Obsolete: Flintlock. +10% Military Production, +2 EXP: Melee Units)
Standing Army (Parade Grounds: Obsolete: Military Robotics. +3 Culture, -10% War Weariness, +1 Happiness per 20% Espionage, +1 EXP: Mounted Units)
Volunteer Army (Recruitment Office: Req: Modern Warfare. +5% Science, +10% Maintenance, +15% Military Production)
Pacifism: (Volunteer Corps: Req: Compulsory Education. Obsolete: Androids. +3 Health, +1 Happiness, +10% Culture, +5% Science, -10% Military Production)
M.A.D. (Leadership Bunker: Req: Cement, Steel, Radar Station. +1 Espionage, -20% Nuke Damage, -20% Aircraft Damage, +5% Espionage Defense, +1 Free Specialist per Bunker)
Unmanned Warfare (Control Center: +3 EXP: Robot. +2 EXP: Aircraft, Dreadnought, Assault Mech)

I would leave off Civic reliant bonuses for ease of compatibility.

JaeChunDaeSung
Sep 26, 2009, 09:06 PM
Generalstaff, neither you nor Afforess cease to amaze.

Afforess
Sep 26, 2009, 09:28 PM
On the subject of buildings, I did design some. If Afforess wants, I would be happy to make them. Here is the list:

Banditry (Hideout: Req: Hunting. Obsolete: Code of Laws. +1 Gold, +10% Defense, +1 Happiness: Alcohol)
Conscription (Conscription Center: Req: Nationalism. -50% Whipping Anger, +20% War Weariness, +5% Military Production)
Vassalage (Training Yard: Obsolete: Flintlock. +10% Military Production, +2 EXP: Melee Units)
Standing Army (Parade Grounds: Obsolete: Military Robotics. +3 Culture, -10% War Weariness, +1 Happiness per 20% Espionage, +1 EXP: Mounted Units)
Volunteer Army (Recruitment Office: Req: Modern Warfare. +5% Science, +10% Maintenance, +15% Military Production)
Pacifism: (Volunteer Corps: Req: Compulsory Education. Obsolete: Androids. +3 Health, +1 Happiness, +10% Culture, +5% Science, -10% Military Production)
M.A.D. (Leadership Bunker: Req: Cement, Steel, Radar Station. +1 Espionage, -20% Nuke Damage, -20% Aircraft Damage, +5% Espionage Defense, +1 Free Specialist per Bunker)
Unmanned Warfare (Control Center: +3 EXP: Robot. +2 EXP: Aircraft, Dreadnought, Assault Mech)

I would leave off Civic reliant bonuses for ease of compatibility.

I actually have them 95% done. I worked on them today. Funny how our Standing Army, Conscription and Voluntary Army buildings are exactly the same. I picked Parade Grounds, Draft office and Recruitment Center too. However, I basically went overboard (in a good way) and added some SDK changes so I could have the buildings I wanted.

For modders who care, I added a new building integer tag, that controls the food needed for a city to progress to the next size, and a UnitClassProductionModifer (Similar to the DomainProductionModifier, but for specific units.)

Oh GeneralStaff, if you dislike, or just want to add your other suggestions on your own, feel free to do it. All my modmod's are public domain. Do whatever you want with them. That's the whole point of modding.

So, without further ado, here's the buildings I chose:

Banditry:
Watch Tower:
+15% Defense

Conscription:
Draft Office:
+1 unhappiness
+25% military unit production
Cities grow 25% slower

Vassalage:
Shanty Town (where the serfs had to live):
Cities grow 25% faster
+3 unhealthiness
+3 production

Standing Army:
Parade Grounds:
+2 XP for new troops
+25% War Weariness

Volunteer Army:
Recruitment Office:
+20% maintenance
+25% Military production

Pacifism:
Art Gallery:
+2 Happiness
+5 Culture
+10% GPP
(Sidenote: I know I made Pacifism building really good, but it makes up for the fact that the civic sucks so much.)

M.A.D:
Missile Lab
+50% Cruise Missile, ICBM, Tactical Nuke, Bio-Warfare Missile Production
(Combined with M.A.D's existing 100% Military unit production boost, ICBM's get a 150% Production boost. Mwahaha!)

Unmanned Warfare:
(I actually like GeneralStaff's Idea here more than mine, So I'm scrapping mine and doing his.)

I didn't bother to include the techs req. and obsolete, cause I'm lazy and don't remember them offhand, but they will have appropriate ones.

Afforess
Sep 27, 2009, 12:46 PM
My Military Civics buildings are done. They will be released in my modmodpack v 1.4

MrAdam
Sep 27, 2009, 03:22 PM
Conscription:
Draft Office:
+1 unhappiness
+25% military unit production
Cities grow 25% slower

That 25% slower growth seems a little crazy.

Afforess
Sep 27, 2009, 03:25 PM
That 25% slower growth seems a little crazy.

You get exactly the same boost in military production. It's basically a translation from growth to production. Also, it isn't to be confused with 25% less food, it is literally 25% slower growth.

little_cyclone
Oct 26, 2009, 04:31 PM
Will this work for 2.8 or is an update required?

Afforess
Oct 26, 2009, 05:58 PM
Will this work for 2.8 or is an update required?

This is in my beta's.

DRJ
Oct 27, 2009, 12:51 PM
Pacifism isn't used by AI. They tend to stack too many units in their cities. Adopting it yourself and then bribing others into the same civic again and again brakes the hardest enemy.
I think the unhappy face/military unit in city should be changed somehow, maybe +50% or even +100% War Wariness, additional to the already +100% could have the same unhappiness effect,
or maybe a huge +5 unhappy faces malus for garrison, draft office, police station etc.

Afforess
Oct 27, 2009, 01:05 PM
Pacifism isn't used by AI. They tend to stack too many units in their cities. Adopting it yourself and then bribing others into the same civic again and again brakes the hardest enemy.
I think the unhappy face/military unit in city should be changed somehow, maybe +50% or even +100% War Wariness, additional to the already +100% could have the same unhappiness effect,
or maybe a huge +5 unhappy faces malus for garrison, draft office, police station etc.

Pacifism isn't a really good strategy, in a game where domination and conquest are very prevalent. How do these changes seem?

(The real reason the AI never takes Pacifism was because I set the AI weight to -50. The AI would take this civic too often, and shoot themselves in the foot...)



Pacifism

Unlimited Artist
+100% Great People birth rate
-100% Military production
+100% War Weariness
+100% Culture
+2 happiness in all cities
+2 Unhappiness from Barracks, Garrison, Military Airbase, Intelligence Agency
+1 military support costs

DRJ
Oct 27, 2009, 02:04 PM
Yeah, I like this idea, seems balanced and ready for AI use now.

Arakhor
Oct 27, 2009, 06:37 PM
Wow. That's a powerhouse civic for a culture win :P -100% must mean that there is no military production whatsoever.

Afforess
Oct 27, 2009, 06:46 PM
Wow. That's a powerhouse civic for a culture win :P -100% must mean that there is no military production whatsoever.

Yeah, but you would have to pray the enemy doesn't decide that it's high time to invade.

generalstaff
Nov 08, 2009, 07:59 PM
Just a thought while playing through, could Banditry have a "useful" effect? It only increases Maintenance (and instability) currently. If it gives an effect an effect that is not in the screen which I am not noticing, please say so.

Afforess
Nov 08, 2009, 08:03 PM
Just a thought while playing through, could Banditry have a "useful" effect? It only increases Maintenance (and instability) currently. If it gives an effect an effect that is not in the screen which I am not noticing, please say so.

Yes/No. It allows players to build an outpost, which is a cheap +15% defense. Otherwise, no. It has no positives.

dexter_inside
Nov 09, 2009, 02:48 AM
Pacifism isn't a really good strategy, in a game where domination and conquest are very prevalent. How do these changes seem?

(The real reason the AI never takes Pacifism was because I set the AI weight to -50. The AI would take this civic too often, and shoot themselves in the foot...)



Pacifism

Unlimited Artist
+100% Great People birth rate
-100% Military production
+100% War Weariness
+100% Culture
+2 happiness in all cities
+2 Unhappiness from Barracks, Garrison, Military Airbase, Intelligence Agency
+1 military support costs





I agree, Pacifism has to have more disadvantages. Like, -90% Military production. This is especially true for late industrial where I have a huge cultural boost because of it (+13000 per turn)

Earlydawn
Dec 03, 2009, 03:56 PM
I like this design a lot, but I'd personally like to see one choice that represents the Reserve-centric model for a standing military, a la the U.S. - I'd represent it with decreased maintenance costs a lot of free units, but counter-balanced with high ramp-up times (slower construction) and increased deployment costs (units in enemy territory). That would pretty accurately model the advantages and disadvantages to the reserve-based system - you can sustain a pretty massive military during peacetime, but it can get extremely expensive to deploy in a general sense, without a specific objective in mind.

Also, just to throw it out there; I'm sorry to dig up this thread and the Ideology thread. I'm new to the board and don't know what the "culture" is regarding thread necro. If mods prefer me to make a new cumulative thread next time, just let me know :)

Afforess
Dec 03, 2009, 04:18 PM
I like this design a lot, but I'd personally like to see one choice that represents the Reserve-centric model for a standing military, a la the U.S. - I'd represent it with decreased maintenance costs a lot of free units, but counter-balanced with high ramp-up times (slower construction) and increased deployment costs (units in enemy territory). That would pretty accurately model the advantages and disadvantages to the reserve-based system - you can sustain a pretty massive military during peacetime, but it can get extremely expensive to deploy in a general sense, without a specific objective in mind.

You mean something like this?

Reserve Army


-10% City Growth
-20% Military Production
+1 gold per military unit
+30 Free Military Unit Support
+2xp per military unit
Constructs Barracks, Garrison, Intelligence Agency, Naval Base, Drydocks, Ammo Factory 50% Faster
+1 :hammers: to Forts


I just pulled it out of thin air, so it probably isn't balanced. Also, it needs a unique building to go along with it.

Thread Necromancy is fine, as long as you aren't spamming. ;)

little_cyclone
Dec 03, 2009, 06:58 PM
Is there any way to tweak support cost for units in enemy territory? That would be a good way to enforce a civic for a civ defensive minded military.

Afforess
Dec 03, 2009, 08:15 PM
Is there any way to tweak support cost for units in enemy territory? That would be a good way to enforce a civic for a civ defensive minded military.

Civics, ATM, can not.

Lomion
Dec 09, 2009, 02:22 PM
Was this updated for 2.81?

Afforess
Dec 09, 2009, 02:36 PM
Was this updated for 2.81?
Please do not dig up old threads. Check the Rise of Mankind: A New Dawn forum for details.