Civics Improvements Suggestions

Back on Atheism civic discussion:

How about a civic building for the two atheist civics:
Atheist Propaganda or Religion Ban or whatever...
Replaces all Temples. Religions without their main spread building will go decay faster... at least in theory...

I like the idea, the names are not too subtle though...

How about "Skeptics Society", "Rationalist Society", "Skeptical Movement" or "Church of Science" (maybe with some additional science bonus)..

Something like that...
 
Why do you say that there are two atheist civics? Secularism is categorically not atheist, as its main bonus is to get loads of culture from religions present in each city.
 
Why do you say that there are two atheist civics? Secularism is categorically not atheist, as its main bonus is to get loads of culture from religions present in each city.

I thought of Personality Cult ;)

No surprise you didn't think of it; PC as a separate civic is quite questionable. I never liked the idea of it :rolleyes:
 
Ah. It's essentially a modern version of Divine Cult, venerating one person above all else.
 
I thought of Personality Cult ;)

No surprise you didn't think of it; PC as a separate civic is quite questionable. I never liked the idea of it :rolleyes:

I think it makes perfect sense - and PC has nothing to do with Atheism per se...
 
PC allows you no state :religion: so it is the same (in its philosophy) as Atheism, but in a dictatorial version. PC would be to represent Stalinism/Maoism etc, which was already possible to mimic in RAND without PC.
 
Back on Atheism civic discussion:

How about a civic building for the two atheist civics:
Atheist Propaganda or Religion Ban or whatever...
Replaces all Temples. Religions without their main spread building will go decay faster... at least in theory...

Going a little further on this, AFAIK it is also possible to automate this by making the civic building available for free with Industrial era --> Switching to Atheist will automatically shut down all temples. Switching out will restore them. Same as Omnifactory.
What do you think?
 
Going a little further on this, AFAIK it is also possible to automate this by making the civic building available for free with Industrial era --> Switching to Atheist will automatically shut down all temples. Switching out will restore them. Same as Omnifactory.
What do you think?

The Atheist civic should disable all religious buildings and make religions decline by default.
 
SVN 985

Late game civic choices.

I feel there maybe more of an anomaly in your late game choices.

Both Democracy and Federation are great late game civic choices.

BUT for a large empire, I'm talking 2/3's of a continent under Gigantic map size, Monarchy wins hands down.

with 25% over Federation on City and distance to palace maintenance its hard to go past it.

In my current game, its a difference of >800+:gold:

Late game, it should have some inherent problems, such as increased unrest for democratic rule, a reduction in maintenance bonuses, as you grow past a certain size or era.

To me, Personally, it seems out of balance.

Is it too hard to fix...I don't know, I suggest idea's as that's easier than implementing them.

It just makes it too easy for huge empires.
 
More on Late game Civics choices.

As it stands, the selection is great, it starts to have problems in the late game, or with Large empires.

Monarchy should have more stabilisation for Larger empires. Peoples should want self Rule, or "No taxation with out representation", should be higher.

Monarchy should only be for a medium sized civ, once you hit the large size, how to measure scaled to map size, say 20-30%, it should be affected by nationalism, self rule, autonomy and resentment to foreign rule.

How to implement?

Maybe code in more destabilization for large empires and more distant cities. Late Game, running Monarchy is just too easy.

As its a mid range choice, the options should gain attraction as you go through the ages. Smaller civs, yes Monarchy is and should be a great choice, but make it lesser of a choice for larger civs.

Solution - Code in demerits for Larger civs, later in the game/tech tree for the Monarchy civic.
 
Is there a reason the iDomesticConnectednessModifier tag in the XML file is closed with a iForeignConnectednessModifier tag? I don't think it has an effect in the game, but it's weird (and it also prevents the file from being opened in MS Word).

More importantly, what's the reasoning behind the nobility civic? The decreased supply costs and increased city defense suggest it's suited for a war strategy but then there's a military production penalty. For financial bonuses patrician is stronger. I suppose it is a helpful civic when you run a specialists economy, but I have the feeling the civic doesn't really fit anywhere.
Wouldn't it make more sense if the civic had a production penalty, but not for military units, rather than the other way around?
 
Is there a reason the iDomesticConnectednessModifier tag in the XML file is closed with a iForeignConnectednessModifier tag? I don't think it has an effect in the game, but it's weird (and it also prevents the file from being opened in MS Word).

More importantly, what's the reasoning behind the nobility civic? The decreased supply costs and increased city defense suggest it's suited for a war strategy but then there's a military production penalty. For financial bonuses patrician is stronger. I suppose it is a helpful civic when you run a specialists economy, but I have the feeling the civic doesn't really fit anywhere.
Wouldn't it make more sense if the civic had a production penalty, but not for military units, rather than the other way around?
I don't know about Nobility, but the wrong XML is probably a leftover. I think I corrected it months ago in AND original files, but the modmod hasn't been updated yet.
 
Uhm I'm not playing with the original files then? Or what exactly are you referring to?
 
Uhm I'm not playing with the original files then? Or what exactly are you referring to?
Uh, sorry, wrong thread. I thought you were using Improved Civics from AND Chronicles, which is a modmod of AND. If you're using the latest revision, it means that I haven't uploaded my fix for the bug you reported. I'm away from my modding PC and can't check unfortunately.
 
Yepp, that's my modmod (see more in my signature).

When working with civics I copied&edited the original file to make it modular, but I didn't ever see such "bug". I use FOXE for editing xml files and it usually shows such mistakes. So I think it happened in some of the newer revs.
 
I was thinking of possibilities for new civics for the Modern and Transhuman Eras. We only have 4 Modern and 4 Transhuman Civics, and on a weighted average, we should have 9 for the Modern and 10 for the Transhuman. I don't think we can go that far, but I did come up with two ideas. I don't have any hard numbers yet.

Cosmopolitan
Foreign Affairs civic, requires Globalization
Your nation represents itself as one among equals, in theory if not in fact.

Benefits:
  • Increased relations with all leaders
  • Reduced food for cities to grow
  • Increased production speed of United Nations, Nanite Defuser
Drawbacks:
  • Decreased espionage in all cities
  • Increased war weariness
  • Possibly decreased culture in all cities
What I want: This is a civic choice for those trying for a Diplomatic Victory. It is supposed to represent you advocating for the equality of all nations. It doesn't have the cultural edge that Redevelopment does. I would also like for it to focus on world-benefiting Wonders, but I don't think we can use anything to adjust the speed of Project building. If I could, this would help the production of most World Projects.

Shadow War
Warfare civic, requires Mass Media
You fight your battles with propaganda and espionage rather than military force.

Benefits:
  • Increased culture and espionage in all cities
  • Increased production of Espionage units
  • Increased production of Intelligence Agency, Security Bureau, Security Center, The Agency
Drawbacks:
  • Lose all abilities from other military civics: no increased XP (Volunteer Army), no drafting (Mobilization), no heavy nukes (MAD/Unmanned Warfare)
What I want: This is a Cold War civic for those who don't want to go nuclear. I specifically want it in the Modern Era rather than the Industrial (so it is NOT at Propaganda). Instead of producing nukes, it focuses on producing espionage points and units, with some culture to represent propaganda effects. It's not quite Pacifism, but it is opposed to foreign conflict. I think it would be very appropriate for civilizations that had an MAD partner in an alliance.
 
I was thinking of possibilities for new civics for the Modern and Transhuman Eras. We only have 4 Modern and 4 Transhuman Civics, and on a weighted average, we should have 9 for the Modern and 10 for the Transhuman. I don't think we can go that far, but I did come up with two ideas. I don't have any hard numbers yet.

Cosmopolitan
Foreign Affairs civic, requires Globalization
Your nation represents itself as one among equals, in theory if not in fact.

Benefits:
  • Increased relations with all leaders
  • Reduced food for cities to grow
  • Increased production speed of United Nations, Nanite Defuser
Drawbacks:
  • Decreased espionage in all cities
  • Increased war weariness
  • Possibly decreased culture in all cities
What I want: This is a civic choice for those trying for a Diplomatic Victory. It is supposed to represent you advocating for the equality of all nations. It doesn't have the cultural edge that Redevelopment does. I would also like for it to focus on world-benefiting Wonders, but I don't think we can use anything to adjust the speed of Project building. If I could, this would help the production of most World Projects.

Shadow War
Warfare civic, requires Mass Media
You fight your battles with propaganda and espionage rather than military force.

Benefits:
  • Increased culture and espionage in all cities
  • Increased production of Espionage units
  • Increased production of Intelligence Agency, Security Bureau, Security Center, The Agency
Drawbacks:
  • Lose all abilities from other military civics: no increased XP (Volunteer Army), no drafting (Mobilization), no heavy nukes (MAD/Unmanned Warfare)
What I want: This is a Cold War civic for those who don't want to go nuclear. I specifically want it in the Modern Era rather than the Industrial (so it is NOT at Propaganda). Instead of producing nukes, it focuses on producing espionage points and units, with some culture to represent propaganda effects. It's not quite Pacifism, but it is opposed to foreign conflict. I think it would be very appropriate for civilizations that had an MAD partner in an alliance.
I like the ideas. I'm actually very tempted to merge more civics and perhaps civics classes from ZN modmod, if he allows: it's a very nice modmod. If most people like it we could merge it at least partially, while of course leaving the chance to install ZN's full version as it's now.
 
45°38'N-13°47'E;14356889 said:
I like the ideas. I'm actually very tempted to merge more civics and perhaps civics classes from ZN modmod, if he allows: it's a very nice modmod. If most people like it we could merge it at least partially, while of course leaving the chance to install ZN's full version as it's now.

I really don't want any more civic categories at this time, and I'd also like to leave our current civics the way they are now. Each new category adds a new dimension of complexity to the civics picture. I think we are at just the right level of overall complexity for the base mod and we should leave additional levels of complexity for modmods. That way, you don't have to handle super-amounts of new stuff all at once.
 
I'm all in favour of more late-game civics, provided that the UN "World X" resolutions are updated accordingly.
 
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