MyCivics

MattS07

Chieftain
Joined
Apr 8, 2006
Messages
3
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...
 

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I'm thinking Liberty might be overpowered. +100% research is huge, and all you're balancing it with is +50% war weariness. Also, I don't know about your merging of the Economic and Labor options. Slavery is not mutually exclusive with, say, Free Market and having them in different categories was really the whole point of the civic system to begin with. Perhaps Slavery would fit in "Social Model", as slaves are really a very very low social class. Finally, I think you rely on improvements and buildings too much, it seems every second civic alters an improvement or a building in some way.

Aside from that, I think you've done a very good job. Reworking the civics isn't always done very well, but I think you've handled it nicely.
 
Thanks - yes, I played it some more last night, and I tend to agree a couple of the civics may be a bit overpowered so far. I wanted to make the "flavor" of each civic type more distinct, but I may have gone slightly overboard in one or two areas. Glad you liked it on the whole though!
 
For anyone interested, I'm currently working on a new (more advanced version) of this mod. I finally figured how to edit enough of the python file to allow two additional categories, Education and Healthcare. With about 7 options per category, that's a lot of new stuff to tinker with. It also fixes a few areas that were too unbalanced the first time around.

It's a lot of fun to play at the moment (the version in development) - makes the game easier in some areas while harder in others, and makes your civic stance on a lot of things all the more important.

I'm thinking about developing this into a full modpack - new resources, new features, etc. I have a lot of ideas of things I'd like to change - it's just how to implement them now. More as soon as I do it...
 
Hey there Matt, some suggestions 4 ur mod, and plz don't think i'm trying 2 be harsh, if this is ur first mod, it's really good, down 2 the civilopedia entries and text. HOWEVER....

1. Civics that come 2 late. Most people who download this mod will want 2 play from ancient on. This will completely eliminate the usefulnessof 2 of ur more interesting additions: Fair Society and Consummerism. Move Consummerism 2 replaceable parts and perhaps change its upkeep so its more beneficial earlier. Fair Society can be moved 2 Liberalism.
2. Civics 2 early in the game. What is up with tribal council available right away with mysticism, but having no upkeep? What is with State Property being available in the beginning and having no change from vanilla? If u must, change all the baseline civics 2 no upkeep, but give tribal council SOME effect, and move State Property and the other one, with the hammer and sickle graphic, 2 communism, that's where they belong anyway.
3. Social Balance: The one that gives +1:) from courthouse is worthless in comparison. It needs buffing, perhaps a free merchant from courthouses or something. Also, Aristocracy needs 2 have no palce bonus, but +2 happiness from monuments, Or Unicersities, or something. This one is one of my favorites, but it should be made more effective.
4. Don't change liberty, it's better balanced than 1.61 Free Speech.
5. Perhaps more sweeping change is in order 2 the religion column, becuase FR and OR are unchanged, and Theocracy hasn't changed much.
Thanx for hearing me out, if u implemented some of thsese changes, the mod would be much improved. :thanx:
 
Just so you know, Norbet, having a civic which grants a free specialist from courthouse would require extensive modification of the SDK, as none of the tags currently allow for it. Just FYI :).
@MattS-looks pretty good so far, mate. Can never have too many civics mods IMHO :).

Aussie_Lurker.
 
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