Well, I finally got around to starting my own Civ4 mod. The goal for this mod is to
change the way various systems in Civ4 work to make them more coherent with how I
feel Civ4's brand of alternate history would unfold. Essentially, I want to fix some of
the more "gamey" conventions of civ4 to something more in line with how history and
nations actually work(ed), while not only preserving good game play, but improving it.
Rather than do everything at once, I'm dividing my fixes/changes into phases and
working on one system at a time. This is the thread for my first and so far only
modcomp "Sensible Civics". After this is more or less finished, I'll probably start
working on the tech tree.
(Download attached, You'll need to grab revolutionDCM separately and install that, then
make a copy of your revolutionDCM directory so that my changes don't overwrite anything
you want to keep. Unzip my mod with the directory structure intact to the revolutionDCM directory in ../mods/. )
Sensible Civics Project Motivation:
I've found that a lot of things in the vanilla civ4 civics system don't make any sense.
-You need universal suffrage in order to rush build with gold, what? Surely that ability
would depend on your economic system, not who gets to vote?
-What kind of legal system is "vassalage" "nationhood" or "bureaucracy" or "free
speech" anyway? What do any of these things have to do with legality or the legal
system, beyond naming a single thing that might *involve* one of many legal
processes?
-And just what is a "labor" civic anyway? What does it mean to have slavery as a
civic, when using it excludes having other civics that historically went with slavery,
like a caste system or the emancipation of a non slave majority?
-Would the economic system used after the discovery of currency really be the same
as when the first permanent settlements are built in 4000 bc?
-How is it possible that State Property, an economic system that demands every
economic detail be centrally planned and managed result in the complete elimination
of local corruption, other than wishful thinking?
-Also, why is a "green" economic system exclusive of all the other kinds? shouldn't a
green economy be something you have to create using technology, city
improvements, and limiting population growth?
After tolerating the weird civic system civ4 vanilla has setup and trying out the
equally weird civic system setup by RoM, I've tried to come up with general guidelines
for what each category (civicoptions) mean, and the kind of bonuses you would get
for each option. I also want to avoid having too many civics that do too many things.
GOVERNMENT
- Describes who is at the head of government, and how that government stays
stable. Monarchy, Republic, Theocracy, Democracy, etc. Primarily changes happiness
and war wariness. The only real difference with the old system is that Theocracy is
now considered a government civic, though a theocracy now just represents
government rule selected by the church, and is no longer inherently militant.
INCORPORATION
- Describes how/what your empire is composed of. Is it a single Nation, a Federation
of States, Fiefdoms and Demesnes, or a multi-national Empire? Primarily changes
maintenance costs based on number of cities or distance to palace. Vassalage (now
fiefdom) and nationhood (now nation) are the only holdovers from the old legal civic
option.
LEGAL
- How does your legal system work; mainly, what rights do your citizens have, how do
they get those rights, and who doesn't have any rights at all? The civics are fairly
close to what labor civics used to do.
ECONOMY
-Additions include the new starting civic "agrarian" economy, barter, which you get
with currency. Now free market (and maybe other economic civics) grant hurrying
with gold, and there is no longer a green econ civic as I believe "green" economics
can be better described as practices and regulations that are applied to other civics,
rather than a civic in itself. Instead there is a new world trade civic, which functions
similar to free market.
RELIGION
- the starting religion is renamed to "Folk", because "Pagan" is really just a word
Christians used to negatively describe certain non-christian religions.
-Orthodox now represents something similar to what theocracy used to, a very closed
minded an exclusive approach to what is "correct" religious belief.
-Tolerant the idea here is a state religion that tolerates other state religions. This
concept needs some work, I think it overlaps with folk.
- Pantheist is an early kind of free religion to represent the wave of pantheist thought
during the 1700ish period or anywhere else it may have been. The concept definitely
needs some work, currently it overlaps too much with Secular and Athiest.
-Secular - free religion with a new name and more sensible effects. I could rename it
back I guess.
-Atheist - bumps up science and industry, unhappy from religions, 1/5th less culture,
but religions don't spread. I'll probably have to mod a (non-inquisition) way of purging
religions from a city for this to truly make sense.
This is the first release, my goal for this release is to get feedback on the names and
categorizations of the civics, as well as ideas for balancing civics.
Keep in mind, less is more. I think it's a much better idea to take away or change
bonuses and entire civics to get this balanced than I am to add new things.
Also I'm a brand new civ4 modder so if I could be doing something better with
modding or forum posting, let me know.
change the way various systems in Civ4 work to make them more coherent with how I
feel Civ4's brand of alternate history would unfold. Essentially, I want to fix some of
the more "gamey" conventions of civ4 to something more in line with how history and
nations actually work(ed), while not only preserving good game play, but improving it.
Rather than do everything at once, I'm dividing my fixes/changes into phases and
working on one system at a time. This is the thread for my first and so far only
modcomp "Sensible Civics". After this is more or less finished, I'll probably start
working on the tech tree.
(Download attached, You'll need to grab revolutionDCM separately and install that, then
make a copy of your revolutionDCM directory so that my changes don't overwrite anything
you want to keep. Unzip my mod with the directory structure intact to the revolutionDCM directory in ../mods/. )
Sensible Civics Project Motivation:
I've found that a lot of things in the vanilla civ4 civics system don't make any sense.
-You need universal suffrage in order to rush build with gold, what? Surely that ability
would depend on your economic system, not who gets to vote?
-What kind of legal system is "vassalage" "nationhood" or "bureaucracy" or "free
speech" anyway? What do any of these things have to do with legality or the legal
system, beyond naming a single thing that might *involve* one of many legal
processes?
-And just what is a "labor" civic anyway? What does it mean to have slavery as a
civic, when using it excludes having other civics that historically went with slavery,
like a caste system or the emancipation of a non slave majority?
-Would the economic system used after the discovery of currency really be the same
as when the first permanent settlements are built in 4000 bc?
-How is it possible that State Property, an economic system that demands every
economic detail be centrally planned and managed result in the complete elimination
of local corruption, other than wishful thinking?
-Also, why is a "green" economic system exclusive of all the other kinds? shouldn't a
green economy be something you have to create using technology, city
improvements, and limiting population growth?
After tolerating the weird civic system civ4 vanilla has setup and trying out the
equally weird civic system setup by RoM, I've tried to come up with general guidelines
for what each category (civicoptions) mean, and the kind of bonuses you would get
for each option. I also want to avoid having too many civics that do too many things.
GOVERNMENT
- Describes who is at the head of government, and how that government stays
stable. Monarchy, Republic, Theocracy, Democracy, etc. Primarily changes happiness
and war wariness. The only real difference with the old system is that Theocracy is
now considered a government civic, though a theocracy now just represents
government rule selected by the church, and is no longer inherently militant.
INCORPORATION
- Describes how/what your empire is composed of. Is it a single Nation, a Federation
of States, Fiefdoms and Demesnes, or a multi-national Empire? Primarily changes
maintenance costs based on number of cities or distance to palace. Vassalage (now
fiefdom) and nationhood (now nation) are the only holdovers from the old legal civic
option.
LEGAL
- How does your legal system work; mainly, what rights do your citizens have, how do
they get those rights, and who doesn't have any rights at all? The civics are fairly
close to what labor civics used to do.
ECONOMY
-Additions include the new starting civic "agrarian" economy, barter, which you get
with currency. Now free market (and maybe other economic civics) grant hurrying
with gold, and there is no longer a green econ civic as I believe "green" economics
can be better described as practices and regulations that are applied to other civics,
rather than a civic in itself. Instead there is a new world trade civic, which functions
similar to free market.
RELIGION
- the starting religion is renamed to "Folk", because "Pagan" is really just a word
Christians used to negatively describe certain non-christian religions.
-Orthodox now represents something similar to what theocracy used to, a very closed
minded an exclusive approach to what is "correct" religious belief.
-Tolerant the idea here is a state religion that tolerates other state religions. This
concept needs some work, I think it overlaps with folk.
- Pantheist is an early kind of free religion to represent the wave of pantheist thought
during the 1700ish period or anywhere else it may have been. The concept definitely
needs some work, currently it overlaps too much with Secular and Athiest.
-Secular - free religion with a new name and more sensible effects. I could rename it
back I guess.
-Atheist - bumps up science and industry, unhappy from religions, 1/5th less culture,
but religions don't spread. I'll probably have to mod a (non-inquisition) way of purging
religions from a city for this to truly make sense.
This is the first release, my goal for this release is to get feedback on the names and
categorizations of the civics, as well as ideas for balancing civics.
Keep in mind, less is more. I think it's a much better idea to take away or change
bonuses and entire civics to get this balanced than I am to add new things.
Also I'm a brand new civ4 modder so if I could be doing something better with
modding or forum posting, let me know.