Kailric
Jack of All Trades
To do List
All the new art can be found HERE.
What we are wanting to do is port in the Civics screen of Civ4 BTS. This should be simpler than porting in the tech tree which we have already done. We are looking for suggestions and going over the options. I know Civ5 has a unique approach to this so we will be testing out all the current types, styles and ideas to determine which route we want to take here at M:C.
Here is the github link that keeps up with the current development https://github.com/Nightinggale/Medieval_Tech/issues?state=open
Issues mark as Needs Play Tested are hmmm.. ready for play testing and feed back. You are allowed to freely change between Civics at the moment for play testing purposes.
Here is the list of current suggestions. We need feedback and ideas on Bonuses:
Original post:
To start us off orlanth, in reply to the religion thread, has posted some suggestions...
add Tech Requirementsadd Anarchy Timesadd Civic Buttonsadd Buttons for new Units- review Tech, Trade Perk, and Civic bonuses and play test
add New Unit Pedia Help Textadd Help Text for Allow Immigration code
[*]add GameSpeed modifiers etc.
All the new art can be found HERE.
What we are wanting to do is port in the Civics screen of Civ4 BTS. This should be simpler than porting in the tech tree which we have already done. We are looking for suggestions and going over the options. I know Civ5 has a unique approach to this so we will be testing out all the current types, styles and ideas to determine which route we want to take here at M:C.
Here is the github link that keeps up with the current development https://github.com/Nightinggale/Medieval_Tech/issues?state=open
Issues mark as Needs Play Tested are hmmm.. ready for play testing and feed back. You are allowed to freely change between Civics at the moment for play testing purposes.
Here is the list of current suggestions. We need feedback and ideas on Bonuses:
Commerce
- Minimum
- Manorial - Manors receive a bonus (the current center plot bonus)
- Market
- Guilds - growth units have a chance to be Master or Experts
- Centralized
Piety
- Apathy - don't care
- Ritualistic - aka Catholicism
- Divine Revelation - aka Islam
- Patriarch - a king that is also the high priest
- Religious Tolerance
Government
- Localism
- Monarchy
- Feudalism
- Theocracy
- Parliament
Labor
- Tribalism
- Slavery - Slaves require no food
- Serfdom - Serfs require only one food
- Wage Labor
- Bureaucracy
Legal
- Anarchist - Vendetta (you kill my bro, I kill yours, your sister, and yo moma!)
- Local Customs - Common Law, Trial by Ordeal
- Ecclesiastical
- Codex - written laws, similar to old Roman Law
- Charter Law -Magna Carta is a famous one
Original post:
To start us off orlanth, in reply to the religion thread, has posted some suggestions...
Maybe Religion is a good opportunity to put the Civics system to use (ie reactivating the Civics system from base Civ4Bts, and let Religion be one category). IIRC it's possible to have some Civics cause relative like/dislike of certain others, and to have leaders get a propensity for certain Civics. I think it's also possible to coerce defeated foreigners to convert to one of your Civics using a diplomacy demand. That would allow for historicity in starting conditions and religious propensities, while also allowing for the possibility of conversion and a variety of intriguing religious/diplomatic circumstances.
Other possible Civics categories:
Government:
Tribalism
Despotism
Feudalism
Absolute Monarchy
Constitutional Monarchy
Philosophy:
Superstition
Dogmatism
Scholasticism
Enlightenment
Royal Favour:
Favour Nobility
Favour Clergy
Favour Peasantry