MrAzure
May 24, 2012, 12:18 AM
The C2C Labor Civ Addon adds the Labor Civic which represents the different classes of labor throughout history.
Simply, This civic recognizes what system is responsible for most of a society's labor This civic will provide benefits and negative to certain buidings and units.
The main theme of the Labor Civic is increasing :hammers: at a certain expense.
Status: Alpha Stage
Disclaimer
Anyone can work on a Labor Civics seperately and use my ideas here to create it for any mod (even C2C) as long as I get credit for the idea. My only goal is to see a Labor Civic in C2C.
Survivalism
Upkeep: None
This is the starting Labor choice. This society is lacking concern to improve their standard of life and members are not sure were even their next meal will come from. Mothers feed their children until they are able to take care of themselves.
Family Labor (small boost)
Upkeep: None
Subsistence is self-sufficiency labor in which the the parents focus on growing enough food to feed themselves and their families.
+ 5% :hammers: +5% science + 5% culture
buildings
Unlocked by: Nomadic Lifestyle
Community Labor (bigger boost)
Upkeep: Low
The community works together as a whole unit to benefit it as a whole and almost every member above a certain age has a job description to fulfill but usually currency is unheard of. This type of labor is only achievable with a small population of people.
+ 10% :hammers: +10% science + 10% culture +15% war weariness
buildings
Unlocked by: Tribalism
Corvee System (production focus)
Upkeep: Low
Corvee is unpaid labor that is required of people of lower social standing and imposed on them by the state or by a superior (such as an aristocrat or noble) for certain weeks or months of the year.
Unlocked by: Oratory
+ 25% :hammers: -10% science + -10% culture - 15% war weariness
+3 mad: in each city
buildings
Craftmanship ( culture focus)
Upkeep: Medium
Most of the labor is done by skilled craftsman who sell their goods and services in exchange for currency or barter.
+ 25% :hammers: +20% culture +5% science +20% war weariness
buildings
Unlocked by: Currency
Mertiocracy (science focus)
Upkeep: Medium
Labor responsibilities are assigned to individuals based upon their "merits", namely intelligence, credentials, and education,; determined through evaluations or examinations.
+ 25% :hammers: + 30% science +5% culture +35% war weariness +2 happy in each city
buildings
Unlocked by: Meritocracy
Incarceration Labor (big production focus)
Upkeep: Medium
Most of society's manual labor is accomplished by criminals or prisoners of war as a disciplinary action until they are l released, or if they survive in several tournaments of combat sports they are released for time served.
+ 35% :hammers: -10% science -15% culture - 25% war weariness
buildings
Unlocked by: Combat Sports
Servitude (stable focus)
Upkeep: Medium
Most of society's labor is performed by peasants or skilled servants, usually under free will in exchange for transportation, food, clothing, lodging and other necessities during the term of service.
+ 25% :hammers: +20%:science: +20% culture + 2 mad in each city
buildings
Unlocked by: Agricultural Tools
Entrepreneurship(gold focus)
Upkeep: High
Most of society's labor is done by people who or work for those that create innovations,or explore the world in order to find new resources and establish colonies and sell their economic goods.
+ 30% :hammers: +10% science +10% Science +25% war weariness
buildings
Unlocked by: Economics
Factory System (production and war weariness focus)
Upkeep: Expensive
The main characteristic of the factory system was the use of machinery and and assembly line as societies main labor. Other characteristics of the system mostly derive from the use of machinery or economies of scale instead of skilled craftsman. Huge production boost but being working all the time as a wage slave doesnt improve the mind.
+ 50% :hammers: -20% culture -30% science -30% war weariness
buildings
Unlocked by: Assembly Line
Retail Service (happy focus)
Upkeep: High
Most of society's labor is in the form of retail where the marketplace is based on corporation franchised locations where goods and services are exchanged, and manufacturers are the primary source of manual labor .
+35% :hammers: + 20% science + 20% culture +7 Happy in each city
buildings
Unlocked by: Manufacturing
Informational Sector (stable)
Upkeep: Medium
Most of society's labor is based on working for corporations as skilled or white collar labor in offices in an information economy .
+35% :hammers: +20 % culture + 15 %science +35% war weariness
buildings
Unlocked by: Computer Networks
Automated Society (huge production)
Upkeep: Expensive
The major portion of society's labor is from automated machines replace most of manual labor, and retail outlets are employed by artificial intelligence service workers. This may highly increase production but unskilled jobs become scarce and the masses have to learn creative skills to just make minimal wage.
+40% :hammers +35 % culture + 35% science +5 Mad in each city +15% war weariness
buildings
Unlocked by: Advanced Computers
Binary Endeavor (mega production boost but at a cost)
Upkeep: Astronomical
Virtually all of manual labor is performed by androids that as a collective are globally responsible of the planets economics and most humans the concept of manual work is considered barbaric and most of the actual labor humans perform is highly skilled labor or skills unable to reproduce by machines. Very expensive but your society has abundance of free time.
+70% :hammers: +20 % culture + 25 % science + 5 Happy in each city +30% war weariness
buildings
Unlocked by: Planetary Economics
Stellar Mercantilism (all around but expensive)
Upkeep: Astronomical
Most of societies labor is based on merchants on asteroids and manufacturing bases located in our solar system with cargo transported to manufacturers in cities. Nanobots take care of most labor domestically. Most transhumans have abundant free time to focus on social entertainment or higher learning, but its astronomically expensive.
+50% :hammers: +45 % culture + 45 % science + 10 Happy in each city
buildings
Unlocked by: Planetary Manufacturing
changelog
r1. changed Negligence to Survivalism
r2. changed Subsistence to Family Labor
Simply, This civic recognizes what system is responsible for most of a society's labor This civic will provide benefits and negative to certain buidings and units.
The main theme of the Labor Civic is increasing :hammers: at a certain expense.
Status: Alpha Stage
Disclaimer
Anyone can work on a Labor Civics seperately and use my ideas here to create it for any mod (even C2C) as long as I get credit for the idea. My only goal is to see a Labor Civic in C2C.
Survivalism
Upkeep: None
This is the starting Labor choice. This society is lacking concern to improve their standard of life and members are not sure were even their next meal will come from. Mothers feed their children until they are able to take care of themselves.
Family Labor (small boost)
Upkeep: None
Subsistence is self-sufficiency labor in which the the parents focus on growing enough food to feed themselves and their families.
+ 5% :hammers: +5% science + 5% culture
buildings
Unlocked by: Nomadic Lifestyle
Community Labor (bigger boost)
Upkeep: Low
The community works together as a whole unit to benefit it as a whole and almost every member above a certain age has a job description to fulfill but usually currency is unheard of. This type of labor is only achievable with a small population of people.
+ 10% :hammers: +10% science + 10% culture +15% war weariness
buildings
Unlocked by: Tribalism
Corvee System (production focus)
Upkeep: Low
Corvee is unpaid labor that is required of people of lower social standing and imposed on them by the state or by a superior (such as an aristocrat or noble) for certain weeks or months of the year.
Unlocked by: Oratory
+ 25% :hammers: -10% science + -10% culture - 15% war weariness
+3 mad: in each city
buildings
Craftmanship ( culture focus)
Upkeep: Medium
Most of the labor is done by skilled craftsman who sell their goods and services in exchange for currency or barter.
+ 25% :hammers: +20% culture +5% science +20% war weariness
buildings
Unlocked by: Currency
Mertiocracy (science focus)
Upkeep: Medium
Labor responsibilities are assigned to individuals based upon their "merits", namely intelligence, credentials, and education,; determined through evaluations or examinations.
+ 25% :hammers: + 30% science +5% culture +35% war weariness +2 happy in each city
buildings
Unlocked by: Meritocracy
Incarceration Labor (big production focus)
Upkeep: Medium
Most of society's manual labor is accomplished by criminals or prisoners of war as a disciplinary action until they are l released, or if they survive in several tournaments of combat sports they are released for time served.
+ 35% :hammers: -10% science -15% culture - 25% war weariness
buildings
Unlocked by: Combat Sports
Servitude (stable focus)
Upkeep: Medium
Most of society's labor is performed by peasants or skilled servants, usually under free will in exchange for transportation, food, clothing, lodging and other necessities during the term of service.
+ 25% :hammers: +20%:science: +20% culture + 2 mad in each city
buildings
Unlocked by: Agricultural Tools
Entrepreneurship(gold focus)
Upkeep: High
Most of society's labor is done by people who or work for those that create innovations,or explore the world in order to find new resources and establish colonies and sell their economic goods.
+ 30% :hammers: +10% science +10% Science +25% war weariness
buildings
Unlocked by: Economics
Factory System (production and war weariness focus)
Upkeep: Expensive
The main characteristic of the factory system was the use of machinery and and assembly line as societies main labor. Other characteristics of the system mostly derive from the use of machinery or economies of scale instead of skilled craftsman. Huge production boost but being working all the time as a wage slave doesnt improve the mind.
+ 50% :hammers: -20% culture -30% science -30% war weariness
buildings
Unlocked by: Assembly Line
Retail Service (happy focus)
Upkeep: High
Most of society's labor is in the form of retail where the marketplace is based on corporation franchised locations where goods and services are exchanged, and manufacturers are the primary source of manual labor .
+35% :hammers: + 20% science + 20% culture +7 Happy in each city
buildings
Unlocked by: Manufacturing
Informational Sector (stable)
Upkeep: Medium
Most of society's labor is based on working for corporations as skilled or white collar labor in offices in an information economy .
+35% :hammers: +20 % culture + 15 %science +35% war weariness
buildings
Unlocked by: Computer Networks
Automated Society (huge production)
Upkeep: Expensive
The major portion of society's labor is from automated machines replace most of manual labor, and retail outlets are employed by artificial intelligence service workers. This may highly increase production but unskilled jobs become scarce and the masses have to learn creative skills to just make minimal wage.
+40% :hammers +35 % culture + 35% science +5 Mad in each city +15% war weariness
buildings
Unlocked by: Advanced Computers
Binary Endeavor (mega production boost but at a cost)
Upkeep: Astronomical
Virtually all of manual labor is performed by androids that as a collective are globally responsible of the planets economics and most humans the concept of manual work is considered barbaric and most of the actual labor humans perform is highly skilled labor or skills unable to reproduce by machines. Very expensive but your society has abundance of free time.
+70% :hammers: +20 % culture + 25 % science + 5 Happy in each city +30% war weariness
buildings
Unlocked by: Planetary Economics
Stellar Mercantilism (all around but expensive)
Upkeep: Astronomical
Most of societies labor is based on merchants on asteroids and manufacturing bases located in our solar system with cargo transported to manufacturers in cities. Nanobots take care of most labor domestically. Most transhumans have abundant free time to focus on social entertainment or higher learning, but its astronomically expensive.
+50% :hammers: +45 % culture + 45 % science + 10 Happy in each city
buildings
Unlocked by: Planetary Manufacturing
changelog
r1. changed Negligence to Survivalism
r2. changed Subsistence to Family Labor