Hi guys,
I thought a bit about a
full game concept of
Civics now (as a first draft suggestion).
(It is a little bit
similar to our Founding Father System but still has fundamental differences.)
Here is with what I have come up.
A) Civics are a social aspect and thus should be "mainly" unlocked by "SocialCivicPoints"
(I feel it is better than unlocking them by a Tech System which is more "scientific".)
Thus we would have
"SocialCivicPoints" that are mainly calculated
from Yield Culture generated by Cities.
(Which themselves generate it from Buildings and Population.)
But we could also add a
new Profession (Philosopher)
and Expert (Great Philosopher) to generate Yield Culture (which we already have).
That Profession could work in the current
Tavern (and its upgrades) which
would simply get Profession Slots.
B) However different Civic Categories (in total 10) should also require an additional second category of "CivicPoints"
- Socal Civics: Just "SocialCivicPoints"
- Political Civics: "SocialCivicPoints" + "PoliticalCivicPoints"
- Military Civics: "SocialCivicPoints" + "MilitaryCivicPoints"
- Expansion Civics: "SocialCivicPoints" + "ExpansionCivicPoints"
- Religious Civics: "SocialCivicPoints" + "RelgiousCivicPoints"
- Trade Civics: "SocialCivicPoints" + "TradeCivicPoints"
- Domestic Civics: "SocialCivicPoints" + "DomesticCivicPoints"
- Slavery Civics: "SocialCivicPoints" + "SlaveryCivicPoints"
- Native Relation Civics: "SocialCivicPoints" + "NativeRelCivicPoints"
- Education Civics: "SocialCivicPoints" + "EducationCivicPoints"
C) Calculation of Civic Points
- "SocialCivicPoints" --> see A)
- "PoliticalCivicPoints" --> calculated just as "PoliticalFounderFatherPoints"
- "MilitaryCivicPoints" --> calculated just as "MilitaryFounderFatherPoints"
- "ExpansionCivicPoints" --> Number from Plots Owned, Number of Improvements built, Number of Pioneers owned, Number of WagonTrains/Coastal Ships owned
- "RelgiousCivicPoints" --> calculated just as "ReligiousFounderFatherPoints"
- "TradeCivicPoints" --> calculated just as "TradeFounderFatherPoints"
- "DomesticCivicPoints" --> calculated from Buildings owned, Yield Health per turn, Domestic Market Sale amount per turn
- "SlaveryCivicPoints" --> calculated from Number of Slaves owned, "Slaves becoming Free" and DLL-Diplo-Events related to Slaves
- "NativeRelCivicPoints" --> calculated from Native Contacts (Trading, Missioning, DLL-Diplo-Events with Natives, Relations with Natives)
- "EducationCivicPoints" --> calculated from Yield Education and "Learning by Doing"
D) Number of Civics per Category, Unlocking and Switching
- Every Civic Category will have at least 3 Civics to unlock or switch in between. (More could be possible but 3 is a good value to start with.)
- You can however select freely which Civics you want to unlock first (and spend your "SocialCivicPoints" on - because they will limit everything)
- You can also switch back and forth again between Civics if you like or if game situation changes (but that will also cost "SocialCivicPoints")
- Switching a Civic in the same Civic Category can however only be done every 20 turns (with modifier of Game Speed considered) - it will be displaye when you can do again
- The Civics in every category will have an order (1, 2, 3) - you can not directly jump from 1 to 3 or from 3 to 1 - you need to go through 2 first.
- You start with Level 1 Civic and once you acquired enough Civics you can unlock Level 2 Civic, then Level 3 Civic.
- Level 1 / 2 / 3 are however not always better or worse - they just have completely different modifiers - and thus could be useful for specific game situations or not
E) User Interface Concept - Civic Screen
- The Civic Screen shows 10 separate sub-areas (1 for each Category) with the specific Civics in there.
- The current amount of Civic Points to unlock next Civiv in every Category will be displayed as Bars (similar to Founding Father Screen)
- Civic Screen will always display all Civics in every Category but those not yet unlocked will be greyed-out.
- For Unlocking (if you have enoug Civic Points) you will see a Button (Unlock Civic) in every Category
- If all Civics are unlocked a Category the Button for the Category will not be displaye anymore.
- Once unlocked you will also get the choice to directly set the new Civic
F) Specific Civics per Category and their game effects (first draft)
1) Socal Civics: Hard but Fair, Basic Comforts, Taken Care Of
--> Affects "City Needs", Health Produced, Growth Limit, Prices on Domestic Market, Demands on Domestic Market, ...
2) Political Civics: Dependent Colony, First Self Government, Partial Autonomy
--> Affects Taxes, DLL-Diplo-Events with King, Generally Kings Attitude, unlocking Diplomatic Options, ...
3) Military Civics: Defensive only, Ready for Everything, full Militarization
--> Affects Upkeep, Costs of Military Units in Europe, Combat Modifiers (in specific game situations), ...
4) Expansion Civics: First Exploration, Increased Expansion, To the Pacific
--> Affects Prices and Yields needed for Pioneers, Scouts, Wagon Trains, "Profession Settler", ...
5) Religious Civics: State Religion, Tolerated Other Religions, Free Religion
--> Affects Immigration Limits, "Religions of the New World", ...
6) Trade Civics: Full Protectionism, Limitted Protected Goods, Open Markets
--> Affects Prices in Europe, Probability of Price Changes in Europe, Prices for Sales in Custom Houses, ...
7) Domestic Civics: Planned Production, Strategic Subventionism, Capitalism
--> Affects Production Speed, Cost for Tools/Lumber/Stone, Hurrying Costs, ...
8) Slavery Civics: Slavery is Gods Will, Freedom by Hard Work, All Men are Equal
--> Affects Slaves Production Modifiers, Costs of Slaves in Africa, Slaves Running away, Slaves becoming Free by Hard Word, Slaves all becoming Free / Acquiring Slaves no more allowed
9) Native Relation Civics: We are the Conquerors, We are Neighbours, We are Brothers
--> Affects all interactions with Natives: Conversion of Natives by Missions, Success Chances of Missions, Chances for Bargaining, DLL-Diplo-Events, ...
10) Education Civics: Teach yourself, Public Elementary Schools, Free Education
--> Affects Education Costs and Times (of Plot Professions vs. Building Professions), Learning by Doing Chances, ...
G) AI concept
tbd
-----------
Summary:
- Civics is independent of Techs and should stay that.
- Civics works a bit similar than Founding Fathers but has totally different effects.
- Civics is a very "high tier" feature that interacts with lots of base features (some would first need to be implemented)
- This is really a lot of effort to implement (specifically all the ties into the effects) and has relatively high risks of bugs
- Impact on performance needs to be considered as well but should be ok (most of the calculations however either already exist or juest need to be modified slightly)