If this is "major major" (your words), why bother with Despotic civic? Despotic and Fascistic concepts are basically the same... You did remove Communism because of its better placement in other Civics.
So why bother still having Despotism? Is it purely for Game Play purpose?
Don't rush to much, it is not like Civ5 makes Civ4 unplayable/modable.Yes, I am willing to extend AND support until I get a final release out the door, even if it's past Civ5. I know several of you can't play Civ right away, and Civ5's SDK will not be available at release, so I can't mod it out of the gate.
Yeah, I know. Should I remove Fascism then?
very interesting. i very like that because i see you used my ideas from my original civics mod.Major, Major update to OP. PLEASE READ and EVALUATE. Thanks!
wait, i haven't posted yetBy the way, since there is not any major objections here so far, ...
actually i see your point in chiefdom with +4 anger. i didn't notice the +1 happy per military unit earlier. it enforces players to build military in similar amounts as the AI does so he cannot just concentrate on his economy. very wise choice to improve the AI without modifying it, lol. now i'll be forced to a much more similar build order like the AI. so cancel my objections on this in my prior post. i like your approach now.Thanks for the frank assessment, Killtech, that was what I was looking for. I've updated the civics. I didn't go for a military production boost to the dictator civics, I wanted a simple model.
actually i see your point in chiefdom with +4 anger. i didn't notice the +1 happy per military unit earlier. it enforces players to build military in similar amounts as the AI does so he cannot just concentrate on his economy. very wise choice to improve the AI, lol. now i'll be forced to a much more similar build order like the AI. so cancel my objections on this in my prior post.
but one thing still bugs me: despotism and monarchy are quite ancient civics. but monarchy is better in nearly everything. this is why i suggested to consider military production boost to make them more distinct and give despotism a chance. i understand your concept of keeping it clean and simple (was one of my intentions for the civics mod, too) but each civic must have some situation it is best suited for. currently despotism hasn't any. it's like a bad version of monarchy.
EDIT: hey, did you just remove fascism? not that i will miss it... but won't there be xml errors? why did you anyway delete it? redundancy can't be an argument since you still left republic, democracy and federal.
oh, the OP just changed. so nvm my comment.I did - but then re-envisioned it, and added it back.
nah, no nitpicking any more. you explained what you understand under these terms. for me these words have a somewhat different meaning. seems to be an language/culture issue of what these terms exactly mean (because i really understand Germany as being a democratic federal republic of which each term describes a certain different aspect of the state). so no sense to discuss that further. you are right this is nitpicking.I explained my separations of the differing types of government in the OP as well. Feel free to nitpick.
oh hell they are. this is why reorganized them in the first place. well, i tried...I'm wondering if Power Civics aren't redundant with the existing Government civics? Generally speaking, the government type dictates how the power is balanced. You don't see Junta-Democracies....
oh wait. i think you know my opinion on this one and seek agreement and criticism of others...So, I'm thinking about stealing Killtech's Organization Catagory, and replacing power with Organization. Organization describes how your empire is set up, Central government, City State... etc.
Chiefdom:
- 50% Distance Maintenance
- 50% Number of City Maintenance
- 50% Oversea City Maintenance
- +4 Anger in all Cities
- No Anger in the Capital City
- +1 Happy per military unit
Despotism:
- 30% Distance Maintenance
- 30% Number of City Maintenance
- 30% Oversea City Maintenance
- +3 Anger in all Cities
- No Anger in the Capital City
- +1 Happy per military unit
- 50% Faster construction of Barracks, Garrison
- +30% Military Production
Monarchy:
- Unlimited Nobles
- 15% Distance Maintenance
- 15% Number of City Maintenance
- 15% Oversea City Maintenance
- +1 Anger in all Cities
- No Anger in the Capital City
Republic:
- +25% Culture in Capital City
- +50% War Weariness
- +1 Anger per 20% Tax Rate
Democracy:
- -10% Distance Maintenance
- -10% Number of City Maintenance
- +75% War Weariness
- +1 Anger per 15% Tax Rate
- +2 Happy in All Cities
- +1 Anger per Military Unit
- -5% Production
Federal:
- -25% Distance Maintenance
- -25% Number of City Maintenance
- +100% War Weariness
- +1 Anger per 10% Tax Rate
- -15% Production
- +3 Happy in All Cities
- +1 Anger per Military Unit
Fascist:
- +25% Oversea City Maintenance
- No War Weariness
- +1 Happiness in All Cities
- +15% Production
- -15% Commerce
- -50% Culture
- +25% Military Unit Production
- -25% City Growth Rate
- +1 Espionage Per Specialist
i find this view a bit naive. a really deep crisis for the US with an unemployment rate of over 20% and a large crowd of angry people is enough to see how fragile a democracy can be. especially if there is an evil genie agitating the crowds and someone to blame for all the problems. after the 9/11 attacks you could even see how fear alone was enough to make the first steps away from democracy.[...] You can run despotism over smaller countries, but it wouldn't work on the scale of a country like the US. It's just too big. It'd fracture for sure. Plus, the expense of making sure over 300 million people did as you said, and not vice-versa would raise the tax rate to 100%. Democracies, and more open governments formed because the old ones got too expensive, too repressive, or too large. It's a simplistic model that doesn't factor in all cases, and there are exceptions (soviet union, I'm looking at you), but it's a fairly good correlation.