[Design] Civics

Darque

Chaotic Lord of Dragonia
Joined
Oct 15, 2004
Messages
1,147
Location
Illinois
Here is the list of civics to use for the mod:
Government
Spoiler :
Despotism
  • Default
  • No Upkeep
  • +25% Maintanance Costs from Number of Cities
Tribal Council
  • Req Tribal Council
  • Low Upkeep
  • -25% Maintenance Costs from number of cities
  • +25% War :mad:
  • -10% :culture: in all cities
Monarchy
  • Req Monarchy
  • Low Upkeep
  • +10% Maintenance costs from distance to palace
  • +50% :hammers:,+50% :gold: in Capital
Republic
  • Req Republic
  • Medium Upkeep
  • +25% :gp: Birth Rate
  • :mad: Penalty for Civs without Republic
  • +20% :culture: in all cities
  • +3 :) in 5 largest cities
Theocracy
  • 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 Priest
Plutocracy
  • Req Mercantilism
  • High Upkeep
  • +20% :gold: in all cities
  • +1 :) from Market
  • -1 :food: from Farm
  • Unlimited Merchant
Magocracy
  • 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
 
Labor
Spoiler :
Tribalism
  • Default
  • No Upkeep
Slavery
  • Req Slave Trade
  • Low Upkeep
  • Can sacrifice population to Finish Production in city
  • +1 :hammers: from Quarry
  • +1 :hammers: from Mine
  • Enables Slavery features
Feudalism
  • 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 City
Free Labor
  • Req Metaphysics
  • High Upkeep
  • +15% :hammers:,-10% :gold: in All Cities
  • +1 :food: per Farm, Windmill, Watermill
Guild 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
 
Economy
Spoiler :
Decentralization
  • Default
  • No Upkeep
Barter System
  • Req Trade
  • Low Upkeep
  • +1 :health: in All Cities
  • +5% :culture: in All Cities
Mercantilism
  • Req Mercantilism
  • Medium Upkeep
  • No Foreign Trade Routes
  • +20% :gold: in All Cities
  • +1 :) from Market
Capitalism
  • Req Capitalism
  • High Upkeep
  • +1 Trade Routes per City
  • -25% Maintenance Costs from Guilds
  • Risk of Depression
Socialist 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 Cities
Free Trade
  • Req Globalism
  • High Upkeep
  • +2 Trade Routes per City
  • -10% :gold:, +20% :culture:,-10% :hammers: in All Cities
 
Religion
Spoiler :
Paganism
  • Default
  • No Upkeep
Organized Religion
  • Req Ceremony
  • Low Upkeep
  • Can Build Missionaries without a Temple
  • Cities with State :religion: Construct Buildings +25% Faster
Fundamentalism
  • 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 Temple
Secularism
  • Req Metaphysics
  • Low Upkeep
  • No State :religion:
  • +1 :) per Non-State :religion: in a City
  • +10% :science: in All Cities
Holy 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
 
Military
Spoiler :
Militia
  • Default
  • No Upkeep
  • -10% Military Unit :hammers:
  • Can Draft 1 Unit per Turn
Regular Army
  • Req Code of Laws
  • Low Upkeep
  • Can Draft 3 Units per Turn
National Service
  • Req Impressment
  • Medium Upkeep
  • +10% Military Unit :hammers:
  • -25% War :mad:
  • Can Draft 3 Units per Turn
Volunteer Service
  • Req Military Tradition
  • Low Upkeep
  • +10% Military Unit :hammers:
  • +1 :gold: Support Cost per Military Unit
Paramilitary
  • Req Adv Military Tactics
  • Medium Upkeep
  • -1 War :mad:
  • New Units Receive +2 XP
  • +2 :gold: Support Cost per Military Unit
Pacifism
  • Req Philosophy
  • Low Upkeep
  • +50% :gp: Birth Rate
  • +25% War :mad:
  • +1 :gold: Support Cost per Military Unit
 
Education
Spoiler :
No Education
  • Default
  • No Upkeep
Basic Education
  • Req Writing
  • Low Upkeep
  • +10% :science: in All Cities
Apprenticeship
  • 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 Cities
Scholarship
  • Req Education
  • High Upkeep
  • Unlimited Sage
  • +20% War :mad:
  • +15% :science: in All Cities
  • +1 :science: per Specialist
  • +1 :) from Library
 
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.
 
Question. Could someone explain to me the purpose of Paramilitary? Cuz I don't see it.
 
Ah, like when Rome hired Mercenaries from the Barbarians when it was nearing the end of its Empire. Ok, I see.
 
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