Hi, this is my first mod. The idea was to redo the civic system, to come up with something that made more sense to me personally. If anyone else enjoys it or wants to use it in another mod, edit it or whatever, that's fine.
The template I used for this was a mod by ArbitraryGuy. The python file is his, as are a few of the civic icons. Credit is due to him.
To install, unzip to the mods directory in your CivIV folder.
To play it, load the game and go to ADVANCED->LOAD A MOD->MyCivics.
The new civic list:
Government:
Might Makes Right,
Tribal Council,
Monarchy,
Representation,
Dictatorship,
Universal Suffrage
Social Model:
Barbarism,
Social Order,
Aristocracy,
Meritocracy,
Classless Society,
Fair/Utopian Society
Economic Base:
Survival,
Slavery,
Feudal Agriculture,
Mercantilism,
Laissez-Faire,
State-Property
Culture:
Ignorance,
Religious Morality,
Humanism,
Liberty,
Jingoism,
Consumerism
Religion:
Paganism,
Organized Religion,
Theocracy,
Pacifism,
Free Religion,
State Atheism
Note: watch out for some of the modifiers, as some of them are negative - which you may not notice at a glance. For example, the Classless Society civic makes it HARDER for you to generate Great People, despite its other benefits. The standard communist model tends to crush individuality and encourage everyone to be an average person.
Also note that the State Atheism civic makes religious people very unhappy. However, if you are trying to stop the spread of religion, it also works in a similar way to the theocracy civic, in that it stops the spread of non-state religions. Since State Atheism stops you having a State religion, it effectively prevents any religion spreading in your empire at all.
So, if you don't manage to pick up any religions before the Industrial Age, you could turn this apparent setback to your advantage and get the science bonuses of State Atheism.
Finally, be sure to look over the effects of each civic carefully. Some familiar civics now have different effects.
The only thing I'm not happy with is the Tech Requirement for Fair/Utopian society. I reluctantly chose Genetics in the end because it is one of the most advanced techs before Future Tech. Really this should have it's own corresponding tech. I am learning, and can only do XML editing so far. If anyone can edit techs and would like to implement a better choice than Genetics, that would make the mod better...
For a fuller look at all the civics, just load up the mod and take a look.
Once again, thanks to ArbitraryGuy, whose work I've "borrowed" and built on here.
This is working fully on my computer, but I haven't really play tested it enough to know if it creates any major unbalancing issues yet. It requires version 1.5.2 of the game for the civic screen to work properly.
Comments/Suggestions/Criticisms are all welcome, although bear in mind this is just for fun, to make the game a bit more interesting and to my own tastes...
The template I used for this was a mod by ArbitraryGuy. The python file is his, as are a few of the civic icons. Credit is due to him.
To install, unzip to the mods directory in your CivIV folder.
To play it, load the game and go to ADVANCED->LOAD A MOD->MyCivics.
The new civic list:
Government:
Might Makes Right,
Tribal Council,
Monarchy,
Representation,
Dictatorship,
Universal Suffrage
Social Model:
Barbarism,
Social Order,
Aristocracy,
Meritocracy,
Classless Society,
Fair/Utopian Society
Economic Base:
Survival,
Slavery,
Feudal Agriculture,
Mercantilism,
Laissez-Faire,
State-Property
Culture:
Ignorance,
Religious Morality,
Humanism,
Liberty,
Jingoism,
Consumerism
Religion:
Paganism,
Organized Religion,
Theocracy,
Pacifism,
Free Religion,
State Atheism
Note: watch out for some of the modifiers, as some of them are negative - which you may not notice at a glance. For example, the Classless Society civic makes it HARDER for you to generate Great People, despite its other benefits. The standard communist model tends to crush individuality and encourage everyone to be an average person.
Also note that the State Atheism civic makes religious people very unhappy. However, if you are trying to stop the spread of religion, it also works in a similar way to the theocracy civic, in that it stops the spread of non-state religions. Since State Atheism stops you having a State religion, it effectively prevents any religion spreading in your empire at all.
So, if you don't manage to pick up any religions before the Industrial Age, you could turn this apparent setback to your advantage and get the science bonuses of State Atheism.
Finally, be sure to look over the effects of each civic carefully. Some familiar civics now have different effects.
The only thing I'm not happy with is the Tech Requirement for Fair/Utopian society. I reluctantly chose Genetics in the end because it is one of the most advanced techs before Future Tech. Really this should have it's own corresponding tech. I am learning, and can only do XML editing so far. If anyone can edit techs and would like to implement a better choice than Genetics, that would make the mod better...
For a fuller look at all the civics, just load up the mod and take a look.
Once again, thanks to ArbitraryGuy, whose work I've "borrowed" and built on here.
This is working fully on my computer, but I haven't really play tested it enough to know if it creates any major unbalancing issues yet. It requires version 1.5.2 of the game for the civic screen to work properly.
Comments/Suggestions/Criticisms are all welcome, although bear in mind this is just for fun, to make the game a bit more interesting and to my own tastes...