Concept for a massive civic mod

TheFourGuardian

Chieftain
Joined
Jun 30, 2004
Messages
86
Not listing the effects now, but rather just the raw civics with an explanation if asked for. I'd appreciate comments:



Government:

Despotism
Hereditary Rule
Divine Rule
Democracy
Oligarcy
Aristocracy
Republic
Theocracy
Dictator
International Body

Labor

Tribalism
State Service
Slavery
Serfdom
Military
Caste System
Guilds
Coorperate
State organized
Free Workers

Economics

Barter System
Material Currency
Trading State
Nationalized Currency
Mercantalism
Capitalism
State Property
Communism
Socialism
Environmentalism

Culture

Decentralized
Divine Favor
Utilitarian
Scientific
State Enforced
Church Organized
Private Purchace
Leisure
Commercial
National Funding

Military

City Militia
National Army
Caste System
Citizenship
Church Ordained
Pacifism
Expansionism
Military Police
Mercenary
Volunteer Army

Legal

Barbarism
City States
Cultural Bloc
Empire
Regional Civilization
Colonization
Nation State
Federalism
Organized Alliance
Internationalism

Social

Tribal
Economic Pyramid
Caste System
Fuedalism
Religious
National Superiority
Nationalism
Consumerist
Internationalist
Economic Equality

Religion
Paganism
Mythology(note: this one I took straight from another mod. I found the description to be perfect. I belive it was AG's mod.)
Philisophical
Organized Religion
Divination
Leader Worship
Hiearchy
Singular Religion
Humanism
Free Religion



Noteably none of these are meant to be generally the "best" but rather circumstantial. A person seeking religious victory could choose Singular Religion, theocracy, a church ordained military, a religious social condition and church organized culture for a grand culture based on a powerful religion. However a military based fellow might go for an expanisionist military, a dictatorship, a military based labor system, a nation state and nationhood.

I'm not trying to put these in any order but chronological(and if you need proof of that, I'm a moderatel libertarian putting National Funding, socialism, and environmentalism at the ends of some sections.
 
i do think that most of your civics make more sense than those in the game, but there are too many of them and too many categories. i would remove the extra categories and slightly cut down on the civic options to say, 7.
 
This blows away most, if not all, of the other civic expansion ideas I've seen floating around, my own included! However, I am inclined to say that without seeing some of the effects I'd have to agree with niffweed and wonder if some might be redundant... still, provide that info in your own time, if you want to at all.
 
Yeah, but everyone else has started coding, so don't expect this to be an immediate thing, however much I would like it to be.

My main goal is simply to provide realistic options.

However, I could kill the social option, as it is fairly redundant and isn't something that normally a leader controls. Then if we listen to marx(not saying I do exactly, but he makes a point) there isn't much that changes socially anyway.

So I'll likely kill that.

And I know divine rule and hereditary rule and dictatorship sound redundant, but they aren't in many ways. Divine rule gets a plus from religion while hereditary rule would likely have less anarchy if possible. A dicatorship is really what I was hoping to refer to in the modern day was a Hitler/Stalin authoritarian as opposed to the Emperor type figures. A charismatic "elect" which isn't based off of anything more than parties and politics as opposed to divinity and religion. However I might replace hereditary rule as it is similar to divine rule in many ways, although it isn't necessarily that way.
 
AlCosta15 said:
Military
City Militia
National Army
Caste System
Citizenship
Church Ordained
Pacifism
Expansionism
Military Police
Mercenary
Volunteer Army

Caste system is already covered under labor and it is more a labor system then a military system. You could maybe replace it with guerillia or insurgency, thought correctly moding those shall be very hard because they don't use conventional warfare nor is their a clear distinction between civilian and guerillia fighter. It is also rather the culture/nationalism that produces guerillias rather then the industrial output.

Thought guerillia wars often put the nation in complete chaos and cost many lives(I believe vietnam lost 10% of it's population) so this could be the downside of it.
 
kolpo said:
Caste system is already covered under labor and it is more a labor system then a military system. You could maybe replace it with guerillia or insurgency, thought correctly moding those shall be very hard because they don't use conventional warfare nor is their a clear distinction between civilian and guerillia fighter. It is also rather the culture/nationalism that produces guerillias rather then the industrial output.

Thought guerillia wars often put the nation in complete chaos and cost many lives(I believe vietnam lost 10% of it's population) so this could be the downside of it.

Increased military production at the cost of food use? That seems to be the only thing I could think of without creating several new units for a single civic option. O__o
 
Well, don't know if people are interested, but I have made my FIRST change to the Civic system-altering the parameters of 'Despotism' (Good for war, BAD for city Growth), and adding the early Civic 'Dictatorship' (Good for fast build up of improvements/units, but bad for city health). I have also successfully added the tech 'Warrior Code' as the prerequisite for the Civic 'Dictatorship'.
Now, for the problems.

(a) I can't get rid of the 'TXT_WARRIOR_CODE' and 'TXT_DICTATORSHIP' lines within the actual game-any clues how to remove these?

(b) Adding in Dictatorship has, unfortunately, made the Civics Interface look pretty awful-as the government civics no longer fit within the interface. Any idea how to change the UI?

(c) Another change I want to make is to have slavery add 2-free SLAVE specialists. Well, there is no trouble adding specialists within the CivicsInfo.xml file, but I don't know how to specify what a free specialist should be. Again, can anyone tell me how to get around this?

If people can help me get over these initial speed-bumps, then I will be happy to continue my work on my broader civic system.
Yours,
Aussie_Lurker.
 
Actually, State Property and Communism are basicly the same and leader worshipping (without Atheism) is also considered pagan.
 
You need to change/add entries in XML\Text\CIV4GameTextInfos_Objects.xml to set what the text to display for each civic. You'll need to do this for each of the TXT_KEY_... entries you create/modify in CIV4CivicInfos.xml EXCEPT for the Civilopedia entry... you'll find that one in XML\Text\CIV4GameText_Civilopedia\CivicsReligion.xml.

Take a look at my sig if you want a utility to help you do the translations to each of the foreign languages.
 
Kaiserguard said:
Actually, State Property and Communism are basicly the same and leader worshipping (without Atheism) is also considered pagan.


Eh, I consider State Property to be Stalin/Maoism, and Communism to be more of the no state version.

Paganism refers to many things, simply that in the game it only refers to worship of everything natural. So, I keep leader worship in(sounds great for a military civ.)
 
kolpo said:
Caste system is already covered under labor and it is more a labor system then a military system. You could maybe replace it with guerillia or insurgency, thought correctly moding those shall be very hard because they don't use conventional warfare nor is their a clear distinction between civilian and guerillia fighter. It is also rather the culture/nationalism that produces guerillias rather then the industrial output.

Thought guerillia wars often put the nation in complete chaos and cost many lives(I believe vietnam lost 10% of it's population) so this could be the downside of it.


The Caste System in India, as I understand from a history class, had a warrior class, which is what I was going for here.
 
TheFourGuardian said:
The Caste System in India, as I understand from a history class, had a warrior class, which is what I was going for here.

Yes but have caste system is already covered under the labor civic. Labor policies can certainly influence the military but they are still labor policies not military ones. A nation that would only use the caste system for soldiers but not for other professions seems me rather strange, most nations had either a caste system for all regular professions or no caste system at all.

Unlimited soldiers specialists(if your mod shall have them) could indeed be added to the caste system but the caste system would still be a labor policy not a military one.
 
Hmm, the point of this mod is to combine civics to create real governments and not what simply fits.

It may seem strange to do it without a basic overall caste system, and I may change it, but I use many things twice over where things can be different in meaning.

A caste system military wise, may only have the sons of soldiers being soldiers and everyone else just being whatever they want, or it could be serfdom with a section being reserved for military. Even spartan life may be considered a caste system in that regards.
 
Back
Top Bottom