Civics Improvements Suggestions

Overpowered, providing 'free specialists' for a civic.

Buildings yes, that's why I use the line of civil authority buildings, the village hall, town hall etc. Even though a maintenance penalty is incurred.

It would make caste system over powered
 
Shall we expect some tweaks to REVmod in upcoming updates? Currently that mod and civics don't seem to work well (republic spam and AI suiciding with terrible choices). For example we don't have any civics for certain gamestyles, like colonialism which doesn't really pay off as you need a huge amount of troops to upkeep a single colony. Same with Merchant Republics, you can't really make them happen as the Republics which currently are available represent rather an ancient type of that government, not medieval merchant or modern republics.
 
A "Merchant" civic is one of two Rule civics that I can actually see as different enough to justify adding. (The other would be AI). I would keep in mind perspective when it comes to adding civics; I'm willing to look at new ideas, but not interested in trying to model every possible combination. For example, I don't see enough of a difference between Athenian democracy and the Roman republic to represent the difference with two separate civics.

I think I would like to save dealing with Revolution code for a later date because it is quite complicated. The National Stability code is especially complex. The first wave of setting Republic's democracy index to 0 might be enough.
 
I'm posting some more ideas that I have come across.

I don't think Nationalist should be giving a bonus to city maintenance. Nationalist already has enough positives as it is, and there is so much gold floating around in the late game that I am really looking to trim back modifiers everywhere. The bonus does fit the Nationalist philosophy, but I really want to cut back on the number of bullet points that any one civic gets.
 
What are your suggestions for Colonial and Merchant Republic? What numbers and affects?

For Colonial I see it as a foreign policy used to intensify the profits from the colonies at the expense of homeland.
  1. It should hurt relations with other civs which adopted Colonialism
  2. Hurt relations with civs which capital is at the same continent as your colony/ies
  3. Reduce slightly production in your homeland
  4. Significantly increase the income from domestic city connections
  5. Give a minor penalty to income from foreign city connections
  6. Decrease rebelliousness in colonies
A "Merchant" civic is one of two Rule civics that I can actually see as different enough to justify adding. (The other would be AI). I would keep in mind perspective when it comes to adding civics; I'm willing to look at new ideas, but not interested in trying to model every possible combination.

My idea for those Merchant/Maritime Republics is more like a finisher, available only if you have adopted some other policies.

For example, I don't see enough of a difference between Athenian democracy and the Roman republic to represent the difference with two separate civics.

Well, eventually it will be up to you to decide if it's worth to add something or not. In this case I agree that there is no difference between these two, those are just ancient/classical republics, but keep in mind that there is a chasm between them and medieval and modern republics.

I think I would like to save dealing with Revolution code for a later date because it is quite complicated. The National Stability code is especially complex.

And I will keep my ideas for when it happens. Good thing is we won't have much to do then, no research, just quick glance at ideas from other civ4/5/6 mods plus all the stuff from Paradox games and then just group them is reasonable order. :p

Tbh with all that tech tree unfinished/empty for late renaissance and enlightenment, fixes for policies don't seem to be so necessary.
 
Wouldn't colonial policies increase rebelliousness in colonies?
 
Colonial should increase profitability of the colonies at the expense of the colonies - since they're being ruled by fiat, not democratically, their economy is under intense pressure, they're second-class citizens, etc.

Shouldn't increase or decrease rebelliousness (colonies should just -be- rebellious full stop). And it would be great if there was some way that the cities were particularly punishing to the natural environment, in such a way that the idea of multiple colonies - especially from competing civs - is definitely unsustainable. Then that would mechanically underpin the relations hit to other colonial players.


Also while I'm here, I think a core part of an A.I. rule civic should be a penalty (modest) to happiness in all cities. Being ruled over by the xenic otherness of a supermind is unsettling and causes resistance in itself, plus the fact it's not rule by other Humans either. However, if you are plentiful in diversion, luxury, amenities, etc. you would overcome this factor.
 
New raiders+caste civics are pretty strong. Feels overpowered pushing ahead so much from unlimited merchant and pillage spam. Their cities revolt soon after and are easily taken without siege units.

But I guess attrition strategies always existed this just gave me a reason to try it.
 

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  • robby BC-0305.CivBeyondSwordSave
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Hello, I am not sure if this is the right thread to report civics errors. The Regulated civic in Economy section doesn't seem to work. The town and industry tile improvements are not generating health. I am playing on rev 1079.
 
Hello, I am not sure if this is the right thread to report civics errors. The Regulated civic in Economy section doesn't seem to work. The town and industry tile improvements are not generating health. I am playing on rev 1079.

You are right. In practice, Regulated is supposed to cancel the unhealth from those improvements, but I tested it with 3 Towns and Regulated and I still saw -3 health.
 
Here's the relevant code:

Code:
                    if (eImprovement != NO_IMPROVEMENT)
                    {
                        if (GC.getImprovementInfo(eImprovement).getHealthPercent() > 0)
                        {
                            iNewGoodHealthPercent += GC.getImprovementInfo(eImprovement).getHealthPercent();
                            for (int iI = 0; iI < GC.getNumCivicOptionInfos(); iI++)
                            {
                                if (kPlayer.getCivics((CivicOptionTypes)iI) != NO_CIVIC)
                                {
                                    iNewGoodHealthPercent += std::max(0, GC.getCivicInfo(kPlayer.getCivics((CivicOptionTypes)iI)).getImprovementHealthPercentChanges(eImprovement));
                                }
                            }
                          
                        }
                        else
                        {
                            iNewBadHealthPercent += GC.getImprovementInfo(eImprovement).getHealthPercent();
                            for (int iI = 0; iI < GC.getNumCivicOptionInfos(); iI++)
                            {
                                if (kPlayer.getCivics((CivicOptionTypes)iI) != NO_CIVIC)
                                {
                                    iNewBadHealthPercent += std::min(0, GC.getCivicInfo(kPlayer.getCivics((CivicOptionTypes)iI)).getImprovementHealthPercentChanges(eImprovement));
                                }
                            }
                        }
                    }

It looks like it's made for only adding health to improvements that already provide health and adding unhealthiness to improvements that already provide unhealthiness. I see if I can fix this without breaking anything else.
 
Yeah it seemed strange because forest preserves had the same XML for providing health from improvements. Good to know more about the mechanics. I tried changing the 100% health percentage of town into -100%, hoping it would ironically provide health. The civics screen changed, stating that town provides -+1(this is not a typo) unhealthiness instead of +1 health. Town still provided 1 unhealthiness. Changing XML is by far the only test i can run...
 
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Which file do I edit to change what Civics do? Trying to remove the -33% Great Person penalty off Caste.
 
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