[MODULE] Civics Revised

Riot_Starter

Warlord
Joined
May 8, 2009
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**Civics Revised**
Current Version 1.1: Compatible with FF 051 patch B and EER 1.0


This is a little module that (I hope) will make the civics more interesting and flavorful and make choosing a certain civic more meaningful and have a larger impact on gameplay.

Currently, this module only covers slavery which when I ran it, never made me feel like my empire's labor revolved around slaves. I hope this is a step towards that.

*1.1a*
1. Compatibility with EER 1.0 and FF patch B

*1.1 Changes*
1. Changed Slaves: Removed Hurry production. Added Work to Death promotion, available in cities.
Worked to Death promotion:
+3 production in city in same tile
20% chance to die every turn
2. Changed Working slave to -1 food, +1 production in city. No longer requires slavery civic.
3. Working Slave promotion blocked for Fallow civs.
3. Enslave spell now gives -1 happy for 5 turns. (Same type of unhappy as whipping)
4. Cleaned up a lot of cosmetic problems and made switching slave status more intuitive.

Older Changes:
Spoiler :

*1.0 Changes*
1. Changed Slavery Civic: Whipping disabled. Quarry Bonus Removed. Allows enslaving of population (-1 pop, +2 slaves)

2. Changed Slaves: Removed XP gain. Can gain Working Slave promotion while in your own cities. Increased Hurry Production to 15 from 10.

Working Slave promotion: Requires Slavery Civic
-2 food, +1 production in city in same tile as slave
Allows Idle promotion: Does nothing except removes working slave promotion.

3. Added Slave Market Building: Requires Trade
Can Buy/Sell slaves with Slavery Civic
Cost:120 hammers
-1 happy (+1 happy with slavery civic)
+25% gold

4. Added Slaver promotion: Requires slavery civic (lost if civic changed)
Increases enslavement chance by 75% (with slavery civic, unit has 100%)


To install:
1) Unzip Civics folder into assets/modules/NormalModules/
2) Unzip the Assets folder (will overwrite CvSpellInterface.py)

To uninstall:
Just delete/move the Civics folder. The python you can leave and it will not affect your game in any way.

I plan on taking a look at some of the other civics which feel plain and/or weak to see if I can make them more interesting. I just wanted to get this one out since I feel its playable.

I'm open to suggestions, comments, and complaints as long as they have justification.

I would like to thank deadliver, since I sort of borrowed (read: stole) a spell or 2 from his module :mischief:
 

Attachments

  • Civics 1.1a.zip
    86.6 KB · Views: 73
Yipee! Someone made a module! :happydance:


It does look like a great idea BTW. Nice to see CityBonuses getting some love from the modders out there as well, but the Module system is the newer toy, so it gets the happydance.
 
I like what you have done with this, at least in writing grr still don't have access to my civ4 computer.
 
I'd say the Working Slave thing ought to have -1 :food:, not -2:food:
-2 is effectively no different from using a citizen specialist, so hardly any benefit to slavery.

Another thought. It'd be nice to see a "Worked to Death" alternative to the Working Slave promotion. Maybe a spell you could only cast in cities. Would have the same production bonuses (or perhaps more) but with no food cost. But the promotion would have a moderate % chance to kill the slave each turn. Maybe 20% or so.
 
And costs one health less.

Even so, citizen specialists are abysmal and it will provoke micromanagement to avoid starvation.

Perhaps do it the other way around. A slave standing on a farm or plantation (only one per tile) provides +1 :food: in nearby cities. :hammers: for mines. :) for cottage-types (personal slaves make people happy).

Now that would look like an empire that relies on slaves.
 
And you're paying support costs instead, as well as food support.

Besides that, citizen specialists are really, really terrible. They're a waste of the food in 99% of circumstances, as there's usually a free tile to work, or another specialist slot to use. They're mostly only used if I have nothing else to do with a citizen.
 
The reason I didn't do -1 food is because that would make them the same food/hammer ratio as engineers without the GPP, happy cost, and health cost. I feel that is too strong for something you have unlimited access to. On the other hand, I am willing to make it -1 food +1 production if it feels like the working slave isn't worth it.

The worked to death idea seems a bit redundant because you can already sacrifice them for an instant 15 hammers. Having 2 ways to kill your slaves for hammers seems unnecessary.

Perhaps do it the other way around. A slave standing on a farm or plantation (only one per tile) provides +1 in nearby cities. for mines. for cottage-types (personal slaves make people happy).

This sounds interesting, but I would want some sort of penalty for this in nearby cities. Paying 1 gold for maintenance of the slave for either 1 food, production, or happiness seems incredibly strong and better than any other method in the game to get these. Also, the technical aspect. Can a unit change yields?

Besides that, citizen specialists are really, really terrible. They're a waste of the food in 99% of circumstances, as there's usually a free tile to work, or another specialist slot to use. They're mostly only used if I have nothing else to do with a citizen.

The thing is with working slaves, you can work that extra tile AND have a citizen (food permitting). Like I said above, I will change it if it seems too weak, but I would like for me and others to play with it.
 
CityBonus should have access to yields, so just use an AutoAcquire promotion which requires the improvement on the tile, has a range of 2 (if you are stacking cities that slave can work for both cities, but oh well), only works in your own borders, and requires slave unitclass and slavery civic. You could even put a small added penalty (more than the unit upkeep) if you think it is needed.
 
CityBonus should have access to yields, so just use an AutoAcquire promotion which requires the improvement on the tile, has a range of 2 (if you are stacking cities that slave can work for both cities, but oh well), only works in your own borders, and requires slave unitclass and slavery civic. You could even put a small added penalty (more than the unit upkeep) if you think it is needed.

What I was thinking, except acquired through a spell, to prevent more than one slave per tile.

Would certainly need more penalties than 1 upkeep as you say...


I can say though, that I would never consider using slaves to convert :food: -> :hammers: for any reasonable conversion rate. It's too much micromanagement for me. :hammers: -> :food: I'd have no problem with, the city wouldn't starve to death just because I forgot a bunch of slaves there.

But good luck with your modding.
 
The reason I didn't do -1 food is because that would make them the same food/hammer ratio as engineers without the GPP, happy cost, and health cost. I feel that is too strong for something you have unlimited access to. On the other hand, I am willing to make it -1 food +1 production if it feels like the working slave isn't worth it.

You do have a good point here. Personally, I'd lean towards making Engineer specialists more powerful as the solution. I feel 2 :hammers: isn't really enough considering how hard they are to get.

But if you're averse to that, maybe -1.5 :food:, +1 :hammers:
Sacrifice the Weak uses 1.5 food, and I'm pretty sure decimal changes are possible in those xml fields. The StW civic would actually make this kind of useless again, unless you add two versions of the promotion so that you get less :food: consumption when running StW. That would farther encourage evil civs to be more evil, which is nice :)

The worked to death idea seems a bit redundant because you can already sacrifice them for an instant 15 hammers. Having 2 ways to kill your slaves for hammers seems unnecessary.

I agree also. Why not remove the sacrifice thing instead? Worked to Death is a more logical idea, and it would add a bit of variance to proceedings, since you wouldn't know exactly how much you'd get out of each particular slave. Not all slaves will last as long, or work as hard as each other :)
 
It also removes the ability to "insta-buy" the wonders by sac'ing slaves. And allows using slaves to enhance production rates of troops and rituals instead of just buildings (target practice and Blood Magic!)

That is a good point also. For troops, it could also be thought of as slaves working in smithies making equipment, or even being conscripted into the unit itself.
 
One thing to remember: Not all civilizations use food. I've tried a Scion game and really loved using living slaves to compensate for lower population.
 
That is a good point. Fallow civs would be extremely overpowered. All the more reason the Worked to Death is needed. Slaves belonging to fallow civs should only be able to use that (there's no food for them to eat) and not the food consuming one. Otherwise you can just spam millions of slaves for every city.
 
Maybe don't let the slave work if there's no food for them? This would allow the Scions to do something with food if they had it? 0_o Dunno how to set that up without breaking Fallow.
 
Updated first post with new version.

Changelog 1.1:
1. Changed Slaves: Removed Hurry production. Added Work to Death promotion, available in cities.
Worked to Death promotion:​
+3 production in city in same tile​
20% chance to die every turn​
2. Changed Working slave to -1 food, +1 production. No longer requires slavery civic.
3. Working Slave promotion blocked for Fallow civs.
3. Enslave spell now gives -1 happy for 5 turns. (Same type of unhappy as whipping)
4. Cleaned up a lot of cosmetic problems and made switching slave status more intuitive.

I think slavery is at a good point right now, so I will move onto other civics, but I'll still tweak slavery for balance reasons or for strokes of genius.

Edit: Updated to 1.1a for compatibility with EER 1.0
 
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