I was thinking about synergy between civics, and here are my thoughts:
First there is the normal civic bonuses, then combination bonus, also there is also civic combos which give only negative bonus (so you should avoid them!)
Also I would like to have comments, (and compliments) about this subject.
I was thinking about this would make a modcomp.
PS: My english is not so good, so please forgive me.
Goverment civics that gain bonuses/negative bonuses from certain civics
Chiefdom:
+25% GG emergence inside cultural borders
+25% maintenance costs from distance to palace
+100% maintenance costs from number of cities
+100% xp gained from combat in own borders
Increases local and national rebelliousness
-20% warweariness
+10% food in capital.
Should get bonus from Divine Cult (explained later) and should get negative bonus from Slavery (explained later).
Despotism
+50% Maintenance costs from distance to palace
+20% military unit production
Increases local and national rebelliousness
-25% war weariness
25% defense in all cities
+25% production in capital
-20% science, -45% culture in All Cities
50% faster construction of barracks, garrison
Should get bonus from divine cult, Conscription, Survival, Intolerant, Junta.
Should get negative bonuses from Proletariat, Voluunteer Army, Liberal, Senate, Marxist. (explained later)
Monarchy
Unlimited Noble
+25% GG emergence
New units +1xp
Increases local and national rebelliousness
no unhappiness in capital city
extra unhappiness per 15% tax rate
+1 from barracks, +1 from garrison
50% faster castle construction.
Should get bonuses from: Nobility, vassalage (the power civic), Bourgeois, Feudal, vassalage (military civic).
Should get negative bonuses from Church (welfare civic), state church, intolerant, patrician, Parliament. (explained later)
Republic
Causes your civlization to have fixed borders
+25% GG emergence
+25% maintenance costs from distance to palace
Decreases local and national rebelliousness
+25% gold and culture in capital
+3 unhappiness in 6 largest cities.
Should gain bonus from patrician, senate, charity, proletariat, secular, public works, volunteer army. Should gain negative bonuses from junta, caste, slavery, feudal, intolerant. (explained later)
Federal:
causes your civilization to have fixed borders,
-50% maintenance costs from distance to palace and from number of cities
+25% maintenance costs from corporations
Decreases local and national rebelliousness
+50% war weariness
+1 happiness in all cities
-10% production in all cities
+25% gold and espionge in all cities
+2 unhappiness from slavemarket
Should gain bonus from senate, charity, proletariat, secular, public works, volunteer army. Should gain negative bonuses from junta, caste, slavery, feudal, intolerant, patrician. (explained later)
Democracy
Causes your civilization to have fixed borders
+25% GP birthrate
+25% exp gained from combat in own borders
Decreases local and national rebelliousness
+50% war
+10% gold, culture, espionge in all cities
+2 unhappiness in 6 largest cities
+1 support per military unit
Should gain bonuses from: Parliament, President, Liberal, Marxist, Free Market, Secular, Subsidized, Volunteer army, Pacifism.
Should gain negative bonuses from Nobility, Caste, Bourgeois, Feudal, Slavery, State church, Divine Cult, Intolerant, Conscription.
Fascist
Causes your civilization to have fixed borders
Unlimited spy
New units receive +2xp
+1 per military unit stationed in a city
Decreases national rebelliousness
-50% war
+15% war
-15% gold, -50% culture in all cities
+1 espionge points per specialist
+1 happiness per intelligence agency, security bureau
Should gain bonuses from: Junta, Nationalist, Proletariat, Planned, Corporatist, Atheist, Subsidized, Socialized, M.A.D.
Should gain negative bonuses from: Liberal, Proletariat, Bourgeois, Free Church, Church, Pacifism, Senate.
Combinations for Chiefdom:
First there is the normal combination of civics, then there is my suggestion.
Chiefdom + Divine Cult =
+25% GG emergence inside cultural borders
+25% maintenance costs from distance to palace
+100% maintenance costs from number of cities
+100% xp gained from combat in own borders
Increases local*2 (Divine Cult increases local and decreases national rebelliousness.)
-45% war weariness (-25% from divine cult)
+10% food in capital.
-50% GP birthrate
+6 free military units
State religion with holy city decreases rebelliousness and state religion without holy city increases rebelliousness.
+1 happiness from state religion.
-25% gold and culture in all cities
+50% in capital
+1 happy from palace, forbidden palace, ceremonial altar, pyramids, taj mahal, mauseoleum of maussollos. +2 happy from monument and pyramid of the magician.
My suggestion:
+50% GG emergence inside cultural borders (upgrade 25%)
+25% maintenance costs from distance to palace (no change)
+75% maintenance costs from number of cities (upgrade -25%)
+100% xp gained from combat in own borders (no change)
Increases local rebelliousness *2 (no change)
-50% war weariness (5% upgrade)
+10% food in capital (no change)
-70% GP birthrate (20% downgrade)
+7 free military units (1 extra free military unit)
State religion with holy city decreases rebelliousness, while state religion without holy city should increase more rebelliousness than before. (More rebelliousness without holy city).
+1 Happiness from state religion (no change)
-20% gold and -30% culture in all cities. (+ 5% gold per cities, -5% culture in all cities)
+1 happy from palace, forbidden palace, ceremonial altar, pyramids, taj mahal, mauseoleum of maussollos. +2 happy from monument and pyramid of the magician. (no change)
Divine cult should give more military power and more abilities to expand the empire, since the people think their leader is god. Also this would result as fewer great people, (no one should be greater than the son of god)
Chiefdom + Slavery
+25% GG emergence inside cultural borders
+25% maintenance costs from distance to palace
+85% maintenance costs from number of cities (-15% from slavery)
+100% xp gained from combat in own borders
Increases local and national rebelliousness *2 (Slavery also increases both local and national rebelliousness)
-20% war weariness
+10% food in capital.
+1 unhealthiness in all cities
workers build improvents 50% faster
happiness boost for civs without slavery
cities require +50% food to grow
+1 unhappiness in all cities
10% commerce and production in all cities.
+1food from farm, plantation.
+1 hammer from mine, shaft mine, modern mine, workshop, lumbermill, quarry.
+1 commerce from farm, plantation, winery, silk farm, olive orchard
+100% production of worker
can build slave market and national auction.
My suggestion:
+25% GG emergence inside cultural borders (no change)
+40% maintenance costs from distance to palace (+15% downgrade)
+95% maintenance costs from number of cities (+10% downgrade)
+100% xp gained from combat in own borders (no change)
Increases local and national rebelliousness *2,5 (more rebelliousness)
-20% war weariness (no change)
+10% food in capital, + 10% production in capital (+10% production)
+1 unhealthiness in all cities (no change)
workers build improvents 50% faster (no change)
happiness boost for civs without slavery (no change)
cities require +50% food to grow (no change)
+1 unhappiness in capital, +2 unhappiness in all other cities (+2 unhappiness in all other cities)
10% commerce and production in all cities. (no change)
+1food from farm, plantation. (no change)
+1 hammer from mine, shaft mine, modern mine, workshop, lumbermill, quarry. (no change)
+1 commerce from farm, plantation, winery, silk farm, olive orchard (no change)
+100% production of worker (no change)
can build slave market and national auction. (no change)
lower military unit support costs (no change)
Slavery should disallow the small tribe to grow to bigger tribe, first there is the +50% food needed to grow, then there is the higher maintenance costs. So you should use slavery only when in despotism, or monarchy.
Combinations for Despotism
Despotism + Divine cult
Unlimited priest
-50% GP birth rate
+50% Maintenance costs from distance to palace
Lower Military unit support costs
+20% military unit production
Increases local rebelliousness*2 (Divine cult decreases national rebelliousness)
-50% war weariness (extra -25% from divine cult)
25% defense in all cities
State religion with holy city decreases rebelliousness, state religion without holy city increases.
+25% production in capital
+1 from state religion
-20% science, -70% culture -25% gold in All Cities (-25% culture and gold from divinecult)
50% faster construction of barracks, garrison
+50% gold in capital
+1 happy from palace, forbidden palace, ceremonial altar, pyramids, Taj Mahal, Mausoleum of Mausollos
+2 happy from Monument, pyramid of magician.
My suggestion
-60% GP birth rate (10% downgrade)
+40% Maintenance costs from distance to palace (10% upgrade)
Lower Military unit support costs (no change)
+30% military unit production (10% upgrade)
Increases local rebelliousness*2 (Divine cult decreases national rebelliousness) (no change)
-60% war weariness (10% upgrade)
20% defense in all cities (5% downgrade)
State religion with holy city decreases rebelliousness, state religion without holy city increases. (no change)
+25% production in capital, 5% production in other cities (5% upgrade)
+1 from state religion (no change)
-25% science, -65% culture -20% gold in All Cities (-5% science, +5% culture, +5% gold)
50% faster construction of barracks, garrison, 25% faster construction of divine monument (divine monument)
+50% gold in capital (no change)
+1 happy from palace, forbidden palace, ceremonial altar, pyramids, Taj Mahal, Mausoleum of Mausollos (no change)
+2 happy from Monument, pyramid of magician. (no change)
I think that the godlike despot would gain somewhat good bonuses to warring and expanding, though cities gain minor gold, culture bonuses, they gain science disadvantages and fewer GPP points. (This is like there is no-one greater than the god-like despot)
Despotism + Conscription
+15% maintenance costs from number of cities
+50% Maintenance costs from distance to palace
Lower military support costs
+20% military unit production
military units produced with food
Increases local and (national rebelliousness *2 due the face conscription increases it also)
can draft 7 units per turn
+-0% war weariness (conscription adds 25% war weariness)
25% defense in all cities
+25% production in capital
+1 unhappiness in 6 largest cities
-20% science, -45% culture in All Cities
can build draft office
50% faster construction of barracks, garrison
My suggestion
+10% maintenance costs from number of cities (5% upgrade)
+50% maintenance costs from distance to palace (no change)
Lower military support costs (no change)
+25% military units production (+5% upgrade)
Military units produced with food (no change)
Increases local and (national rebelliousness *2) (no change)
can draft 8 units per turn (can draft 1 more)
+10% war weariness (10% downgrade)
25% defense in all cities (no change)
+25% production in capital (no change)
+1 unhappiness in 6 largest cities (no change)
-25% science, -40% culture in All Cities (5% downgrade in science, 5% upgrade to culture)
can build draft office (no change)
50% faster construction of barracks, garrison, draft office, archery range, stables. (50% faster construction of draft office, archery range, stables)
The war weariness is 10% due the fact there are people who are forced into army, and don't want to fight war. Building construction bonus is the main thing.
Despotism + Survival
+50% Maintenance costs from distance to palace
+30% military unit production (survival adds 10%)
Increases local and (national rebelliousness)*2 (survival increases also)
-25% war weariness
25% defense in all cities
+25% production in capital
-20% science, -45% culture in All Cities
50% faster construction of barracks, garrison
+1 happiness from ceremonial altar, stonehenge, the oracle
+1 health from healers hut
My suggestion
+50% Maintenance costs from distance to palace (no change)
+35% military unit production (5% extra)
Increases local and (national rebelliousness)*2 (no change)
-30% war weariness (5% extra)
30% defense in all cities (5% extra)
+25% production in capital (no change)
-20% science, -45% culture in All Cities (no change)
50% faster construction of barracks, garrison, 25% faster construction of walls (25% faster construction of walls)
+1 happiness from ceremonial altar, stonehenge, the oracle (no change)
+1 health from healers hut (no change)
Survival.. yes, it is kinda militaristic, but it also should help to survive (that's why the defensive bonus)
Despotism + Intolerant
+50% Maintenance costs from distance to palace
+1 unhappiness in all cities
+40% military unit production (+20% from intolerant)
Lower military unit support costs
Increases local and national rebelliousness
Inquisitor Units may purge non state religion from cities where state religion is present
State religion with holy city decreases rebelliousness
State religion without holy city increases rebelliousness
-65% war weariness (-40% from intolerant)
25% defense in all cities
+3 happiness per state religion
+2xp in cities with state religion
no non-state religion spread
+25% production in capital
-70% science, -45% culture in All Cities (-50% science from intolerant)
50% faster construction of barracks, garrison
+3 happiness from King Richard's crusade
My suggestion
+40% Maintenance costs from distance to palace (10% upgrade)
+2 unhealthiness in all cities (+1 unhealthiness)
+50% military unit production in cities with state religion (+10% upgrade, only cities with state religion)
Lower military unit support costs (no change)
Increases local and national rebelliousness (no change)
Inquisitor Units may purge non state religion from cities where state religion is present (no change)
State religion with holy city decreases rebelliousness (no change)
State religion without holy city increases rebelliousness (no change)
-70% war weariness (-5% upgrade)
30% defense in all cities (5% upgrade)
+3 happiness per state religion (no change)
+2xp in cities with state religion Religion's special promotion in cities with state religion
no non-state religion spread (no change)
+25% production in capital (no change)
-80% science, -50% culture in All Cities (-10% science downgrade, -5% culture downgrade)
50% faster construction of barracks, garrison, religion buildings (religion building construction bonus)
+3 happiness from King Richard's crusade (no change)
Despotism + Junta
+50% Maintenance costs from distance to palace
+40% military unit production (Junta adds 20%)
Increases local and national rebelliousness*2 (Junta increases both local and national rebelliousness)
-25% war weariness
25% defense in all cities
+25% production in capital
-20% science, -45% culture in All Cities
50% faster construction of barracks, garrison
Lower military support costs
+1 happiness from walls, high walls, barracks
My suggestion
+50% Maintenance costs from distance to palace (no change)
+50% military unit production (+10% extra)
Increases local and national rebelliousness*2 (no change)
-30% war weariness (-5% extra)
25% defense in all cities (no change)
+25% production in capital (no change)
-20% science, -45% culture in All Cities (no change)
50% faster construction of barracks, garrison (no change)
Lower military support costs (no change)
+1 happiness from walls, high walls, +2happiness from barracks (+1 happiness from barracks)
Nothing much to say, Junta is the beginning civic, little synergies needed.
Despotism + Proletariat
+50% Maintenance costs from distance to palace
+25% maintenance costs from corporations
+20% military unit production
+1 healthiness in all cities
Increases national rebelliousness *2 (Proletariar decreases local, andds national)
-25% war weariness
25% defense in all cities
+25% production in capital
-20% science, -45% culture in All Cities
50% faster construction of barracks, garrison
+1 hammer from lumbermill
+2 commerce from farm, workshop, pasture
+1 happiness from guild hall, school, colosseum, agora
+2 happiness from labor union
+2 unhappiness from central bank
50% faster construction of granary, fisherman's hut, Butchery, Bakery, Artesian Well.
My suggestion
+55% maintenance costs from distance to palace (5% downgrade)
+25% maintenance costs from corporations (no change)
+10% military unit production (10% downgrade)
+1 healthiness in all cities (no change)
Increases national rebelliousness *2, Increases local rebelliousness (rebelliousness)
-20% war weariness (5% downgrade)
25% defense in all cities (no change)
+25% production in capital (no change)
-20% science, -45% culture in All Cities (no change)
45% faster construction of barracks, garrison (5% downgrade)
+1 hammer from lumbermill (no change)
+2 commerce from farm, workshop, pasture (no change)
+1 happiness from guild hall, school, colosseum, agora (no change)
+2 happiness from labor union (no change)
+2 unhappiness from central bank (no change)
40% faster construction of granary, fisherman's hut, Butchery, Bakery, Artesian Well. (10% downgrade)
Should get negative bonuses from , Voluunteer Army, Liberal, Senate, Marxist. (explained later)
to be continued, coz I need to do school stuff also, so I think I will add more of this stuff tomorrow, if the idea is accepted
First there is the normal civic bonuses, then combination bonus, also there is also civic combos which give only negative bonus (so you should avoid them!)
Also I would like to have comments, (and compliments) about this subject.
I was thinking about this would make a modcomp.
PS: My english is not so good, so please forgive me.
Goverment civics that gain bonuses/negative bonuses from certain civics
Chiefdom:
+25% GG emergence inside cultural borders
+25% maintenance costs from distance to palace
+100% maintenance costs from number of cities
+100% xp gained from combat in own borders
Increases local and national rebelliousness
-20% warweariness
+10% food in capital.
Should get bonus from Divine Cult (explained later) and should get negative bonus from Slavery (explained later).
Despotism
+50% Maintenance costs from distance to palace
+20% military unit production
Increases local and national rebelliousness
-25% war weariness
25% defense in all cities
+25% production in capital
-20% science, -45% culture in All Cities
50% faster construction of barracks, garrison
Should get bonus from divine cult, Conscription, Survival, Intolerant, Junta.
Should get negative bonuses from Proletariat, Voluunteer Army, Liberal, Senate, Marxist. (explained later)
Monarchy
Unlimited Noble
+25% GG emergence
New units +1xp
Increases local and national rebelliousness
no unhappiness in capital city
extra unhappiness per 15% tax rate
+1 from barracks, +1 from garrison
50% faster castle construction.
Should get bonuses from: Nobility, vassalage (the power civic), Bourgeois, Feudal, vassalage (military civic).
Should get negative bonuses from Church (welfare civic), state church, intolerant, patrician, Parliament. (explained later)
Republic
Causes your civlization to have fixed borders
+25% GG emergence
+25% maintenance costs from distance to palace
Decreases local and national rebelliousness
+25% gold and culture in capital
+3 unhappiness in 6 largest cities.
Should gain bonus from patrician, senate, charity, proletariat, secular, public works, volunteer army. Should gain negative bonuses from junta, caste, slavery, feudal, intolerant. (explained later)
Federal:
causes your civilization to have fixed borders,
-50% maintenance costs from distance to palace and from number of cities
+25% maintenance costs from corporations
Decreases local and national rebelliousness
+50% war weariness
+1 happiness in all cities
-10% production in all cities
+25% gold and espionge in all cities
+2 unhappiness from slavemarket
Should gain bonus from senate, charity, proletariat, secular, public works, volunteer army. Should gain negative bonuses from junta, caste, slavery, feudal, intolerant, patrician. (explained later)
Democracy
Causes your civilization to have fixed borders
+25% GP birthrate
+25% exp gained from combat in own borders
Decreases local and national rebelliousness
+50% war
+10% gold, culture, espionge in all cities
+2 unhappiness in 6 largest cities
+1 support per military unit
Should gain bonuses from: Parliament, President, Liberal, Marxist, Free Market, Secular, Subsidized, Volunteer army, Pacifism.
Should gain negative bonuses from Nobility, Caste, Bourgeois, Feudal, Slavery, State church, Divine Cult, Intolerant, Conscription.
Fascist
Causes your civilization to have fixed borders
Unlimited spy
New units receive +2xp
+1 per military unit stationed in a city
Decreases national rebelliousness
-50% war
+15% war
-15% gold, -50% culture in all cities
+1 espionge points per specialist
+1 happiness per intelligence agency, security bureau
Should gain bonuses from: Junta, Nationalist, Proletariat, Planned, Corporatist, Atheist, Subsidized, Socialized, M.A.D.
Should gain negative bonuses from: Liberal, Proletariat, Bourgeois, Free Church, Church, Pacifism, Senate.
Combinations for Chiefdom:
First there is the normal combination of civics, then there is my suggestion.
Chiefdom + Divine Cult =
+25% GG emergence inside cultural borders
+25% maintenance costs from distance to palace
+100% maintenance costs from number of cities
+100% xp gained from combat in own borders
Increases local*2 (Divine Cult increases local and decreases national rebelliousness.)
-45% war weariness (-25% from divine cult)
+10% food in capital.
-50% GP birthrate
+6 free military units
State religion with holy city decreases rebelliousness and state religion without holy city increases rebelliousness.
+1 happiness from state religion.
-25% gold and culture in all cities
+50% in capital
+1 happy from palace, forbidden palace, ceremonial altar, pyramids, taj mahal, mauseoleum of maussollos. +2 happy from monument and pyramid of the magician.
My suggestion:
+50% GG emergence inside cultural borders (upgrade 25%)
+25% maintenance costs from distance to palace (no change)
+75% maintenance costs from number of cities (upgrade -25%)
+100% xp gained from combat in own borders (no change)
Increases local rebelliousness *2 (no change)
-50% war weariness (5% upgrade)
+10% food in capital (no change)
-70% GP birthrate (20% downgrade)
+7 free military units (1 extra free military unit)
State religion with holy city decreases rebelliousness, while state religion without holy city should increase more rebelliousness than before. (More rebelliousness without holy city).
+1 Happiness from state religion (no change)
-20% gold and -30% culture in all cities. (+ 5% gold per cities, -5% culture in all cities)
+1 happy from palace, forbidden palace, ceremonial altar, pyramids, taj mahal, mauseoleum of maussollos. +2 happy from monument and pyramid of the magician. (no change)
Divine cult should give more military power and more abilities to expand the empire, since the people think their leader is god. Also this would result as fewer great people, (no one should be greater than the son of god)
Chiefdom + Slavery
+25% GG emergence inside cultural borders
+25% maintenance costs from distance to palace
+85% maintenance costs from number of cities (-15% from slavery)
+100% xp gained from combat in own borders
Increases local and national rebelliousness *2 (Slavery also increases both local and national rebelliousness)
-20% war weariness
+10% food in capital.
+1 unhealthiness in all cities
workers build improvents 50% faster
happiness boost for civs without slavery
cities require +50% food to grow
+1 unhappiness in all cities
10% commerce and production in all cities.
+1food from farm, plantation.
+1 hammer from mine, shaft mine, modern mine, workshop, lumbermill, quarry.
+1 commerce from farm, plantation, winery, silk farm, olive orchard
+100% production of worker
can build slave market and national auction.
My suggestion:
+25% GG emergence inside cultural borders (no change)
+40% maintenance costs from distance to palace (+15% downgrade)
+95% maintenance costs from number of cities (+10% downgrade)
+100% xp gained from combat in own borders (no change)
Increases local and national rebelliousness *2,5 (more rebelliousness)
-20% war weariness (no change)
+10% food in capital, + 10% production in capital (+10% production)
+1 unhealthiness in all cities (no change)
workers build improvents 50% faster (no change)
happiness boost for civs without slavery (no change)
cities require +50% food to grow (no change)
+1 unhappiness in capital, +2 unhappiness in all other cities (+2 unhappiness in all other cities)
10% commerce and production in all cities. (no change)
+1food from farm, plantation. (no change)
+1 hammer from mine, shaft mine, modern mine, workshop, lumbermill, quarry. (no change)
+1 commerce from farm, plantation, winery, silk farm, olive orchard (no change)
+100% production of worker (no change)
can build slave market and national auction. (no change)
lower military unit support costs (no change)
Slavery should disallow the small tribe to grow to bigger tribe, first there is the +50% food needed to grow, then there is the higher maintenance costs. So you should use slavery only when in despotism, or monarchy.
Combinations for Despotism
Despotism + Divine cult
Unlimited priest
-50% GP birth rate
+50% Maintenance costs from distance to palace
Lower Military unit support costs
+20% military unit production
Increases local rebelliousness*2 (Divine cult decreases national rebelliousness)
-50% war weariness (extra -25% from divine cult)
25% defense in all cities
State religion with holy city decreases rebelliousness, state religion without holy city increases.
+25% production in capital
+1 from state religion
-20% science, -70% culture -25% gold in All Cities (-25% culture and gold from divinecult)
50% faster construction of barracks, garrison
+50% gold in capital
+1 happy from palace, forbidden palace, ceremonial altar, pyramids, Taj Mahal, Mausoleum of Mausollos
+2 happy from Monument, pyramid of magician.
My suggestion
-60% GP birth rate (10% downgrade)
+40% Maintenance costs from distance to palace (10% upgrade)
Lower Military unit support costs (no change)
+30% military unit production (10% upgrade)
Increases local rebelliousness*2 (Divine cult decreases national rebelliousness) (no change)
-60% war weariness (10% upgrade)
20% defense in all cities (5% downgrade)
State religion with holy city decreases rebelliousness, state religion without holy city increases. (no change)
+25% production in capital, 5% production in other cities (5% upgrade)
+1 from state religion (no change)
-25% science, -65% culture -20% gold in All Cities (-5% science, +5% culture, +5% gold)
50% faster construction of barracks, garrison, 25% faster construction of divine monument (divine monument)
+50% gold in capital (no change)
+1 happy from palace, forbidden palace, ceremonial altar, pyramids, Taj Mahal, Mausoleum of Mausollos (no change)
+2 happy from Monument, pyramid of magician. (no change)
I think that the godlike despot would gain somewhat good bonuses to warring and expanding, though cities gain minor gold, culture bonuses, they gain science disadvantages and fewer GPP points. (This is like there is no-one greater than the god-like despot)
Despotism + Conscription
+15% maintenance costs from number of cities
+50% Maintenance costs from distance to palace
Lower military support costs
+20% military unit production
military units produced with food
Increases local and (national rebelliousness *2 due the face conscription increases it also)
can draft 7 units per turn
+-0% war weariness (conscription adds 25% war weariness)
25% defense in all cities
+25% production in capital
+1 unhappiness in 6 largest cities
-20% science, -45% culture in All Cities
can build draft office
50% faster construction of barracks, garrison
My suggestion
+10% maintenance costs from number of cities (5% upgrade)
+50% maintenance costs from distance to palace (no change)
Lower military support costs (no change)
+25% military units production (+5% upgrade)
Military units produced with food (no change)
Increases local and (national rebelliousness *2) (no change)
can draft 8 units per turn (can draft 1 more)
+10% war weariness (10% downgrade)
25% defense in all cities (no change)
+25% production in capital (no change)
+1 unhappiness in 6 largest cities (no change)
-25% science, -40% culture in All Cities (5% downgrade in science, 5% upgrade to culture)
can build draft office (no change)
50% faster construction of barracks, garrison, draft office, archery range, stables. (50% faster construction of draft office, archery range, stables)
The war weariness is 10% due the fact there are people who are forced into army, and don't want to fight war. Building construction bonus is the main thing.
Despotism + Survival
+50% Maintenance costs from distance to palace
+30% military unit production (survival adds 10%)
Increases local and (national rebelliousness)*2 (survival increases also)
-25% war weariness
25% defense in all cities
+25% production in capital
-20% science, -45% culture in All Cities
50% faster construction of barracks, garrison
+1 happiness from ceremonial altar, stonehenge, the oracle
+1 health from healers hut
My suggestion
+50% Maintenance costs from distance to palace (no change)
+35% military unit production (5% extra)
Increases local and (national rebelliousness)*2 (no change)
-30% war weariness (5% extra)
30% defense in all cities (5% extra)
+25% production in capital (no change)
-20% science, -45% culture in All Cities (no change)
50% faster construction of barracks, garrison, 25% faster construction of walls (25% faster construction of walls)
+1 happiness from ceremonial altar, stonehenge, the oracle (no change)
+1 health from healers hut (no change)
Survival.. yes, it is kinda militaristic, but it also should help to survive (that's why the defensive bonus)
Despotism + Intolerant
+50% Maintenance costs from distance to palace
+1 unhappiness in all cities
+40% military unit production (+20% from intolerant)
Lower military unit support costs
Increases local and national rebelliousness
Inquisitor Units may purge non state religion from cities where state religion is present
State religion with holy city decreases rebelliousness
State religion without holy city increases rebelliousness
-65% war weariness (-40% from intolerant)
25% defense in all cities
+3 happiness per state religion
+2xp in cities with state religion
no non-state religion spread
+25% production in capital
-70% science, -45% culture in All Cities (-50% science from intolerant)
50% faster construction of barracks, garrison
+3 happiness from King Richard's crusade
My suggestion
+40% Maintenance costs from distance to palace (10% upgrade)
+2 unhealthiness in all cities (+1 unhealthiness)
+50% military unit production in cities with state religion (+10% upgrade, only cities with state religion)
Lower military unit support costs (no change)
Increases local and national rebelliousness (no change)
Inquisitor Units may purge non state religion from cities where state religion is present (no change)
State religion with holy city decreases rebelliousness (no change)
State religion without holy city increases rebelliousness (no change)
-70% war weariness (-5% upgrade)
30% defense in all cities (5% upgrade)
+3 happiness per state religion (no change)
+2xp in cities with state religion Religion's special promotion in cities with state religion
no non-state religion spread (no change)
+25% production in capital (no change)
-80% science, -50% culture in All Cities (-10% science downgrade, -5% culture downgrade)
50% faster construction of barracks, garrison, religion buildings (religion building construction bonus)
+3 happiness from King Richard's crusade (no change)
Despotism + Junta
+50% Maintenance costs from distance to palace
+40% military unit production (Junta adds 20%)
Increases local and national rebelliousness*2 (Junta increases both local and national rebelliousness)
-25% war weariness
25% defense in all cities
+25% production in capital
-20% science, -45% culture in All Cities
50% faster construction of barracks, garrison
Lower military support costs
+1 happiness from walls, high walls, barracks
My suggestion
+50% Maintenance costs from distance to palace (no change)
+50% military unit production (+10% extra)
Increases local and national rebelliousness*2 (no change)
-30% war weariness (-5% extra)
25% defense in all cities (no change)
+25% production in capital (no change)
-20% science, -45% culture in All Cities (no change)
50% faster construction of barracks, garrison (no change)
Lower military support costs (no change)
+1 happiness from walls, high walls, +2happiness from barracks (+1 happiness from barracks)
Nothing much to say, Junta is the beginning civic, little synergies needed.
Despotism + Proletariat
+50% Maintenance costs from distance to palace
+25% maintenance costs from corporations
+20% military unit production
+1 healthiness in all cities
Increases national rebelliousness *2 (Proletariar decreases local, andds national)
-25% war weariness
25% defense in all cities
+25% production in capital
-20% science, -45% culture in All Cities
50% faster construction of barracks, garrison
+1 hammer from lumbermill
+2 commerce from farm, workshop, pasture
+1 happiness from guild hall, school, colosseum, agora
+2 happiness from labor union
+2 unhappiness from central bank
50% faster construction of granary, fisherman's hut, Butchery, Bakery, Artesian Well.
My suggestion
+55% maintenance costs from distance to palace (5% downgrade)
+25% maintenance costs from corporations (no change)
+10% military unit production (10% downgrade)
+1 healthiness in all cities (no change)
Increases national rebelliousness *2, Increases local rebelliousness (rebelliousness)
-20% war weariness (5% downgrade)
25% defense in all cities (no change)
+25% production in capital (no change)
-20% science, -45% culture in All Cities (no change)
45% faster construction of barracks, garrison (5% downgrade)
+1 hammer from lumbermill (no change)
+2 commerce from farm, workshop, pasture (no change)
+1 happiness from guild hall, school, colosseum, agora (no change)
+2 happiness from labor union (no change)
+2 unhappiness from central bank (no change)
40% faster construction of granary, fisherman's hut, Butchery, Bakery, Artesian Well. (10% downgrade)
Should get negative bonuses from , Voluunteer Army, Liberal, Senate, Marxist. (explained later)
to be continued, coz I need to do school stuff also, so I think I will add more of this stuff tomorrow, if the idea is accepted