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#1 |
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Biohazard
Join Date: May 2005
Location: The North
Posts: 3,080
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Hia, I had a look at the civics and I can see some good stuff in there but I think its a little disorganised and confusing, so I have come up with some potential alternatives, I thought I would post it here for some discussion.
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._______________________________________________________________________________________________. |Government |Legal |Labour |Economy |Religion |Military | |_______________________________________________________________________________________________| |Despotism |Fist Law |Tribalism |Barter |Shamanism |Horde | |+25% Military |:) from |Soldiers can |+50% gold in |no religion +s.|No unit upkeep | |production |military |build improvm. |capital |+1 :) and +1 |Drafting | | | | | |culture/city |creates 2 units| |-----------------------------------------------------------------------------------------------| |Hereditory Rule|Ancient Law |Slavary |Naturism |God King |Clan Soldiers | |+25% espionage |+10% production|can whip |+3 health/city |1/2 whip :( |Build Soldiers | |+2 :) per city |+10% gold |pop. + slaves |+1 happy+gold |+2 :), +5cultur|with Food | | | |can join cities|from forest |in capital | | | | | | |No Religion +s.| | |-----------------------------------------------------------------------------------------------| |Oligarchy |City states |Caste System |Mercantalism |Magocracy |Mercenaries | |+3 gold/ |Earn interest |Unlimited, sage|No foreigntrade|+1 beaker, +1 |Can build | |Specialist |on treasury. |Merchant, Bard |+1 free |:) from sages |Mercenary | | |hurry with gold| |specialist | |guilds | |-----------------------------------------------------------------------------------------------| |Aristocracy |Vassalage |Serfdom |Feudal |Theocracy |Chivalric Duty | |+2 gold/farm |2 free solders |50% faster |No Maintanence |No non state |Mounted units | |+1 hammer/ |per city. |workers |from number |+2 xp/unit |Start with | |Fort+castle |+2 XP/soldier |+1 food/farm |of cities |+1 prod./priest|+4 XP | |-----------------------------------------------------------------------------------------------| |Representation |Nationhood |Citizenship |Foreign Trade |Tollarence |Standing Army | |+3 happiness in|Infinate spies |+1 gold from |+2 trade routes|+50%gp birth |+15% Military | |top 6 cities |+1 free spy |village/town | |+1:),+1 culture|Unit production| | | | | |from non state |2freeunits/city| |-----------------------------------------------------------------------------------------------| | | | | |Misotheism | | | | | |Imortality/no state religion | | | | | |only. -2 :(, -2 culture from | | | | | |none-state, No religion +s. | | | | | |+15% science | | | | | |+10% gold | +¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬+
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My Map Thread
Last edited by kairob; Jun 17, 2008 at 02:01 PM. |
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#2 |
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Wizard in the Making
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ooo mercenarys looks interesting. i already have ideas for a mercenarys guild floating in my head
:buildable in citys with military district 2, could possibly make a python function that randomly builds a UU from any other civ that your civ is on friendly terms with, provided you have the required technology. and im not sure if you can grant specific promos via civics, would have to look into that. perhaps extra exp for a certain unit combat is ok, but not specific promos perhaps standing army should have x free troops / city instead of, or as well as increased production, thus the 'standing'
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Try it... You know you want to...![]() (Forum) (Download) (Design Overview) (Design Discussion) AVATAR Mod Development![]() (Main Development Thread) Last edited by Psychic_Llamas; Apr 01, 2008 at 06:07 AM. |
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#3 |
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academic precarity
Join Date: Feb 2006
Location: Berlin
Posts: 4,748
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I agree that the civics as they are still need some improvement but I'm not much convinced your suggestions will make them much better. A big no go for me is to have the initial civics that much beneficial as you propose. There's not much reason to advance techwise. And there are many other concerns I have.
Some examples why I'm sceptical: -the AI will allways choose to join cities and never will use a unit that can join for another purpose. I made workers able to join cities once just t try it out - the result was the AI totally failed to improve tiles just got large and very unhealthy and unhappy cities. -If warriors can improve the land with tribalism why should you build a more expensive worker then in the early game? One of the most important choices of the early game wether to build a settler or a worker first gets lost. -unlimited unspecific specialists + hurrying production with gold is just way too powerful for a single civic. -your Fist law effectivly makes it unnecessary to search for happyboni early on. Just build cheap warriors and you won't face unhappy citizens till midgame etc. Last edited by Ploeperpengel; Apr 01, 2008 at 01:01 PM. |
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#4 |
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Biohazard
Join Date: May 2005
Location: The North
Posts: 3,080
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This was written with the Rhyes and fall mechenism in mind, so most civs would start off with access to sevoral options in each row, it therefore seams wastefull in my mind to have space for civics that would not be used.
Also, if the are problems with indevidual civics and balance then we could keep working on the list to make it fair and balanced. Also the maintenance cost of each can also be used as a balancing factor if things are just a little bit out. Obviously its your choice in the end, but I have updated some of your recomendations on the top just in case.
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My Map Thread
Last edited by kairob; Apr 05, 2008 at 02:36 PM. |
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