Riot_Starter
Warlord
- Joined
- May 8, 2009
- Messages
- 169
**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:
*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
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