Ahriman
Tyrant
Designed to work in conjunction with the religion redesign.
http://forums.civfanatics.com/showthread.php?t=330907
Still a work in progress... suggestions very welcome!
Incomplete but I am out of time for now.
The goal of civics is to:
a) Provide a range of different strategic options. Every civic should be useful in some circumstances; there should be no no-brainer civics choices. The opportunity cost of one civic is not being able to get others.
b) Add to Dune universe immersion.
Since my religion redesign is something of an "ethos" system, I eliminate the Religion civics category.
I'm considering replacing it with a Values system, though I worry that there is too much overlap.
My intention is for most of these techs to be available in the early-midgame, and so have fairly low tech requirements.
Government civics
Despotism
Tech tier (/20): 0
Effect: -25% war weariness. +10% city maintenance from distance.
Upkeep cost: Low
Feudalism (or: Hereditary Rule)
Tech tier (/20): ~5
Effect: +1 happiness per military unit stationed in a city. +1 free unit per 10 population.
Upkeep cost: low
Meritocracy
Tech tier (/20): 8
Upkeep cost: high
Effect: +50% Great people generation. +1 beaker per specialist. +1 culture per specialist.
Imperium.
Tech tier (/20): 7
Upkeep cost: low
Effect:
-50% city maintenance from number of cities. -50% city maintenance from city distance. -25% culture.
Theocracy.
Tech tier (/20): 5
Upkeep cost: High
Effect: No non-state religions cannot be spread within borders. -25% war weariness. +25% production for buildings in all cities with state religion. +1xp point for units built in cities with your state religion.
Legal civics
Trial by Combat: +10% military production.
Tech tier (/20): 0
Desert Law: +1 free unit per 5 population. +1 free xp for newly created units.
Upkeep low.
Tech tier (/20): 4
Great Convention (or maybe Landsraad Council): +1 happy in all cities, +100% culture.
Upkeep medium.
Tech tier (/20): 9
Imperial Fealty. Can draft 3 units per turn. +3 happy in 5 largest cities. Low upkeep.
Tech tier (/20): 10
Kanly: -10% military production. +4 free xp points for newly created units. Upkeep medium.
[Formal feud or vendetta under the rules of the Great Convention carried on according to the strictest limitations.]
Tech tier (/20): 10
War of Assassins
Low upkeep.
+100% espionage points. +10% war weariness.
[the purpose of the war of assassins is to prevent collateral damage from wars]
[seems weak, probably needs something else?]
Tech tier (/20): 10
Labor civics
Subsistence. Low upkeep, -10% worker build speed.
Tech tier (/20): 0
Slavery.
Requires tech:
Upkeep: medium
Effect: Can sacrifice population for production. +1 unhealth in all cities. +1unhappy in all cities. +1 hammers from shallow mine, deep mine, core mine, spice refinery.
[overlords with whips make people work harder]
Tech tier (/20): 5
Serfdom
Requires tech:
Upkeep: low
Effect: +50% worker improvement construction rate. Can sacrifice population for production.
Tech tier (/20): 5
Private property:
Upkeep cost: Medium
+100% growth rate for cottages. +1 gold from village, town. Can spend gold for production. +25% war weariness.
Tech tier (/20): 7
Faufreluches ["The rigid rule of class distinction enforced by the Imperium. 'A place for every man and every man in his place.] ie a caste system variant
Tech tier (/20): 9
Upkeep cost: low
Effect: allows unlimited nobles, traders, engineers. +1 gold per specialist.
Economy civics
These need to come earlier in the tech tree than they currently do.
Decentralization.. Low upkeep. No tech requirement.
Tech tier (/20): 0
Free trade
Tech tier (/20): 7
+1 free trade route per city.
Low upkeep.
Mercantilism.
Tech tier (/20): 8
No foreign trade routes. +1 free specialist per city. +1 commerce from refinery improvement.
Water discipline. High upkeep. +1 water from dew collectors, windtraps.
Tech tier (/20): 9
Planned economy
High upkeep
+1 hammer from village, town.
Tech tier (/20): 10
Arrakis future civics
Spice Economy.
Tech tier (/20): 6
Upkeep: medium
Effect:
-6 diplomacy penalty to way of liet users.
+1 hammer, +1 commerce from spice harvester improvement.
50% lower chance of spice resource being removed [can you tie the spice mechanics to civics?]
Neutral. No effect. no upkeep. Tech tier (/20):0
Way of Liet.
Tech tier (/20): 6
Upkeep: high
-6 diplomacy penalty to Spice Economy users.
Spice blows cannot spawn within friendly your cultural borders.
Allows construction of the Catchbasin and Reservoir buildings that trigger terraforming.
http://forums.civfanatics.com/showthread.php?t=330907
Still a work in progress... suggestions very welcome!
Incomplete but I am out of time for now.
The goal of civics is to:
a) Provide a range of different strategic options. Every civic should be useful in some circumstances; there should be no no-brainer civics choices. The opportunity cost of one civic is not being able to get others.
b) Add to Dune universe immersion.
Since my religion redesign is something of an "ethos" system, I eliminate the Religion civics category.
I'm considering replacing it with a Values system, though I worry that there is too much overlap.
My intention is for most of these techs to be available in the early-midgame, and so have fairly low tech requirements.
Government civics
Despotism
Tech tier (/20): 0
Effect: -25% war weariness. +10% city maintenance from distance.
Upkeep cost: Low
Feudalism (or: Hereditary Rule)
Tech tier (/20): ~5
Effect: +1 happiness per military unit stationed in a city. +1 free unit per 10 population.
Upkeep cost: low
Meritocracy
Tech tier (/20): 8
Upkeep cost: high
Effect: +50% Great people generation. +1 beaker per specialist. +1 culture per specialist.
Imperium.
Tech tier (/20): 7
Upkeep cost: low
Effect:
-50% city maintenance from number of cities. -50% city maintenance from city distance. -25% culture.
Theocracy.
Tech tier (/20): 5
Upkeep cost: High
Effect: No non-state religions cannot be spread within borders. -25% war weariness. +25% production for buildings in all cities with state religion. +1xp point for units built in cities with your state religion.
Legal civics
Trial by Combat: +10% military production.
Tech tier (/20): 0
Desert Law: +1 free unit per 5 population. +1 free xp for newly created units.
Upkeep low.
Tech tier (/20): 4
Great Convention (or maybe Landsraad Council): +1 happy in all cities, +100% culture.
Upkeep medium.
Tech tier (/20): 9
Imperial Fealty. Can draft 3 units per turn. +3 happy in 5 largest cities. Low upkeep.
Tech tier (/20): 10
Kanly: -10% military production. +4 free xp points for newly created units. Upkeep medium.
[Formal feud or vendetta under the rules of the Great Convention carried on according to the strictest limitations.]
Tech tier (/20): 10
War of Assassins
Low upkeep.
+100% espionage points. +10% war weariness.
[the purpose of the war of assassins is to prevent collateral damage from wars]
[seems weak, probably needs something else?]
Tech tier (/20): 10
Labor civics
Subsistence. Low upkeep, -10% worker build speed.
Tech tier (/20): 0
Slavery.
Requires tech:
Upkeep: medium
Effect: Can sacrifice population for production. +1 unhealth in all cities. +1unhappy in all cities. +1 hammers from shallow mine, deep mine, core mine, spice refinery.
[overlords with whips make people work harder]
Tech tier (/20): 5
Serfdom
Requires tech:
Upkeep: low
Effect: +50% worker improvement construction rate. Can sacrifice population for production.
Tech tier (/20): 5
Private property:
Upkeep cost: Medium
+100% growth rate for cottages. +1 gold from village, town. Can spend gold for production. +25% war weariness.
Tech tier (/20): 7
Faufreluches ["The rigid rule of class distinction enforced by the Imperium. 'A place for every man and every man in his place.] ie a caste system variant
Tech tier (/20): 9
Upkeep cost: low
Effect: allows unlimited nobles, traders, engineers. +1 gold per specialist.
Economy civics
These need to come earlier in the tech tree than they currently do.
Decentralization.. Low upkeep. No tech requirement.
Tech tier (/20): 0
Free trade
Tech tier (/20): 7
+1 free trade route per city.
Low upkeep.
Mercantilism.
Tech tier (/20): 8
No foreign trade routes. +1 free specialist per city. +1 commerce from refinery improvement.
Water discipline. High upkeep. +1 water from dew collectors, windtraps.
Tech tier (/20): 9
Planned economy
High upkeep
+1 hammer from village, town.
Tech tier (/20): 10
Arrakis future civics
Spice Economy.
Tech tier (/20): 6
Upkeep: medium
Effect:
-6 diplomacy penalty to way of liet users.
+1 hammer, +1 commerce from spice harvester improvement.
50% lower chance of spice resource being removed [can you tie the spice mechanics to civics?]
Neutral. No effect. no upkeep. Tech tier (/20):0
Way of Liet.
Tech tier (/20): 6
Upkeep: high
-6 diplomacy penalty to Spice Economy users.
Spice blows cannot spawn within friendly your cultural borders.
Allows construction of the Catchbasin and Reservoir buildings that trigger terraforming.