Big Heb
Warlord
- Joined
- Mar 23, 2008
- Messages
- 266
I am not sure how difficult it would be to change the civics or their names so this may fall on deaf ears. RFC is a wonderful mod not only because it is fun, but because it is historically accurate. The only slightly inaccurate parts, in my humble opinion, are the civic names and some of the effects. I am eager to know if this is possible to do, as I believe it will make RFC an even more accurate historical simulator.
This is how I would picture accurate civics.
Government Civics:
Name: Despotism
Upkeep: Low
Requirements: None
Effects: None
Reason: None
Name: Direct Democracy
Upkeep: High
Requirements: Writing
Effects: +2 research from cottage and hamlet, +2 culture per city, +2 gold support cost per military unit, +50% war weariness, +1 turn of anarchy and extra negative stability when switching from Dictatorship or Monarchy
Reason: Direct democracy is the type of government employed by the Athenians, and the civic could also be used to represent the Roman Republic. It works as peacetime civic, as it being used for military expansion would result in economic disaster. This important historical type of government is not represented in the vanilla civics, which I am surprised at.
Name: Dictatorship
Upkeep: Medium
Requirements: Writing
Effects: +5 free units, -25% war weariness, negative stability when used with Vassalage, no anarchy when switching from Direct Democracy, -2 happiness per city after discovery of Liberalism, +25% military production after discovery of Nationalism
Reason: Dictatorship represents the temporary government employed by the Romans during wartime, and it also represents military conquerers from other civilizations. In later time, it represents modern military dictatorships. The extra instability when switching away from this civic represents the dictator's refusal to give up power, such as Julius Caesar.
Name: Monarchy
Upkeep: Low
Requirements: Monarchy
Effects: +1 happiness per military unit stationed in the city
Reason: Hereditary Rule is too vague a name, as it could represent a republic ruled by nobility (e.g. roman senate). Monarchy is a government ruled by one head of state whose succession is hereditary, and is more historically accurate in my opinion.
Name: Republic
Upkeep: Medium
Requirements: Constitution
Effects: +3 science per specialist, +3 happiness in largest cities
Reason: Representation is, again, too vague a name, and offers no difference to Universal Suffrage. Republic represents a constitutional republic and parliamentary republic that tries to govern as little as possible, as opposed to a "People's Republic" or a progressive democracy.
Name: Totalitarian State
Upkeep: High
Requirements: Fascism
Effects: -25% war weariness, no instability from unhappy cities, can sacrifice unhappy citizens (no production boost), no unhappiness from drafting units
Reason: Again, just a better name in my opinion. Some alterations also make it less of a military government (Dictatorship fills this role) and more of a forced stability government to maintain large empires, although it could fill the role of a military government as well.
Name: Progressive Democracy
Upkeep: Medium
Requirements: Democracy, Liberalism
Effects: +1 hammer from town, can spend gold to finish production
Reason: Universal Suffrage doesn't exactly sound like an actual system of government. Progressive Democracy is not as constrained by their constitution as much as a Republic and exists to serve the people through welfare and other progressive policies. Government intervention is common under progressivism, so the effects fit far better than with Universal Suffrage as a name.
Legal Civics
Name: Barbarism
Upkeep: Low
Requirements: None
Effects: None
Reason: None
Name: Common Law
Upkeep: Low
Requirements: Code of Laws
Effects: Extra city stability from Courthouse
Reason: Common Law is a system of law based not on legislation and executive decisions but society's customs and the verdict of the judge. It represents the stable law in the classical era which is not represented currently.
Name: Charter Law
Upkeep: High
Requirements: Civil Service
Effects: +50% commerce and hammers from capital
Reason: Bureaucracy isn't exactly a type of law, making it very inaccurate. Charter Law is a system of law incorporating a charter (e.g. Magna Carta) that granted legal rights to the people opposed from unwritten common law, such as the writ of habeas corpus. The charter is upheld by the government centralized in the capital, justifying the extra production and commerce in the capital.
Name: Vassalage
Upkeep: High
Requirements: Feudalism
Effects: New units receive +2 experience points, free units
Reason: None
Name: Martial Law
Upkeep: None
Requirements: Nationalism
Effects: Can draft 1 to 5 units per turn, depending on map size,
+25% espionage points in all cities, +2 happiness from barracks
Reason: Nationhood is not a legal type, so Martial Law fits better.
Name: Constitutional Law
Upkeep: Low
Requirements: Liberalism, Constitution
Effects: +100% culture in all cities, +2 gold from town
Reason: A more technical name for free speech, except this also represents the inclusion of other civil liberties in the Bill of Rights.
Labor Civics
Unchanged
Economy Civics
Name: Decentralization
Upkeep: None
Requirements: None
Effects: None
Reason: Decentralization is essentially lack of government intervention at all in the economy, so it should not cost anything. This represents barter economies and the Austrian school of economics.
Name: Mercantilism
Upkeep: Medium
Requirements: Banking
Effects: +1 free specialist per city, no foreign trade routes, foreign corporations have no effect
Reason: None
Name: Free Market
Upkeep: Low
Requirements: Economics
Effects: +1 trade route per city, -25% maintenance costs from corporations, possibility of depression if changed from State Property or Keynesian Economy
Reason: Free market represents supply-side, neoclassical and the Chicago school of economics. The great depression occurred 10 years after the deregulation of Woodrow Wilson's planned state capitalism, so it should be safe to suggest that depressions don't just "happen."
Name: Keynesian Economy
Upkeep: Medium
Requirements: Industrialization
Effects: +10% production per city, -10% wonder costs, +25% maintenance costs from corporations, +10% maintenance costs per city
Reason: Keynesian economics differs greatly from free market capitalism, so it should be its own civic. Keynesian economics suggests the government should actively intervene in the economy to stimulate it and invest in building infrastructure. They also believe in redistributing wealth from the rich and giving it to the poor, represented by higher maintenance costs for cities and corporations.
Name: State Property
Upkeep: High
Requirements: Communism
Effects: No maintenance cost from distance to palace, +1 food from workshop, watermill, +10% hammers in all cities, corporations have no effect
Reason: The state owning all of the land and production would require extremely high upkeep costs, and I am very surprised that Free Market costs more in upkeep. It is also very unbalanced without higher upkeep costs.
Name: Corporatism
Upkeep: High
Requirements: Fascism, Corporation
Effects: No maintenance costs from corporations, foreign corporations have no effect, -25% commerce in all cities, possibility of depression
Reason: Environmentalism is not a type of economy, and thus should not be . Corporatism is an economy where the state and corporations have a partnership in running the economy and the interests of the corporations are put before the interests of the people and the state. Corporatism was an integral part of fascist Italy in the 1940's.
Religion Civics
Unchanged
Using these civic changes would not only make the game funner and different from vanilla Civ4, but also more accurate.
This is how I would picture accurate civics.
Government Civics:
Name: Despotism
Upkeep: Low
Requirements: None
Effects: None
Reason: None
Name: Direct Democracy
Upkeep: High
Requirements: Writing
Effects: +2 research from cottage and hamlet, +2 culture per city, +2 gold support cost per military unit, +50% war weariness, +1 turn of anarchy and extra negative stability when switching from Dictatorship or Monarchy
Reason: Direct democracy is the type of government employed by the Athenians, and the civic could also be used to represent the Roman Republic. It works as peacetime civic, as it being used for military expansion would result in economic disaster. This important historical type of government is not represented in the vanilla civics, which I am surprised at.
Name: Dictatorship
Upkeep: Medium
Requirements: Writing
Effects: +5 free units, -25% war weariness, negative stability when used with Vassalage, no anarchy when switching from Direct Democracy, -2 happiness per city after discovery of Liberalism, +25% military production after discovery of Nationalism
Reason: Dictatorship represents the temporary government employed by the Romans during wartime, and it also represents military conquerers from other civilizations. In later time, it represents modern military dictatorships. The extra instability when switching away from this civic represents the dictator's refusal to give up power, such as Julius Caesar.
Name: Monarchy
Upkeep: Low
Requirements: Monarchy
Effects: +1 happiness per military unit stationed in the city
Reason: Hereditary Rule is too vague a name, as it could represent a republic ruled by nobility (e.g. roman senate). Monarchy is a government ruled by one head of state whose succession is hereditary, and is more historically accurate in my opinion.
Name: Republic
Upkeep: Medium
Requirements: Constitution
Effects: +3 science per specialist, +3 happiness in largest cities
Reason: Representation is, again, too vague a name, and offers no difference to Universal Suffrage. Republic represents a constitutional republic and parliamentary republic that tries to govern as little as possible, as opposed to a "People's Republic" or a progressive democracy.
Name: Totalitarian State
Upkeep: High
Requirements: Fascism
Effects: -25% war weariness, no instability from unhappy cities, can sacrifice unhappy citizens (no production boost), no unhappiness from drafting units
Reason: Again, just a better name in my opinion. Some alterations also make it less of a military government (Dictatorship fills this role) and more of a forced stability government to maintain large empires, although it could fill the role of a military government as well.
Name: Progressive Democracy
Upkeep: Medium
Requirements: Democracy, Liberalism
Effects: +1 hammer from town, can spend gold to finish production
Reason: Universal Suffrage doesn't exactly sound like an actual system of government. Progressive Democracy is not as constrained by their constitution as much as a Republic and exists to serve the people through welfare and other progressive policies. Government intervention is common under progressivism, so the effects fit far better than with Universal Suffrage as a name.
Legal Civics
Name: Barbarism
Upkeep: Low
Requirements: None
Effects: None
Reason: None
Name: Common Law
Upkeep: Low
Requirements: Code of Laws
Effects: Extra city stability from Courthouse
Reason: Common Law is a system of law based not on legislation and executive decisions but society's customs and the verdict of the judge. It represents the stable law in the classical era which is not represented currently.
Name: Charter Law
Upkeep: High
Requirements: Civil Service
Effects: +50% commerce and hammers from capital
Reason: Bureaucracy isn't exactly a type of law, making it very inaccurate. Charter Law is a system of law incorporating a charter (e.g. Magna Carta) that granted legal rights to the people opposed from unwritten common law, such as the writ of habeas corpus. The charter is upheld by the government centralized in the capital, justifying the extra production and commerce in the capital.
Name: Vassalage
Upkeep: High
Requirements: Feudalism
Effects: New units receive +2 experience points, free units
Reason: None
Name: Martial Law
Upkeep: None
Requirements: Nationalism
Effects: Can draft 1 to 5 units per turn, depending on map size,
+25% espionage points in all cities, +2 happiness from barracks
Reason: Nationhood is not a legal type, so Martial Law fits better.
Name: Constitutional Law
Upkeep: Low
Requirements: Liberalism, Constitution
Effects: +100% culture in all cities, +2 gold from town
Reason: A more technical name for free speech, except this also represents the inclusion of other civil liberties in the Bill of Rights.
Labor Civics
Unchanged
Economy Civics
Name: Decentralization
Upkeep: None
Requirements: None
Effects: None
Reason: Decentralization is essentially lack of government intervention at all in the economy, so it should not cost anything. This represents barter economies and the Austrian school of economics.
Name: Mercantilism
Upkeep: Medium
Requirements: Banking
Effects: +1 free specialist per city, no foreign trade routes, foreign corporations have no effect
Reason: None
Name: Free Market
Upkeep: Low
Requirements: Economics
Effects: +1 trade route per city, -25% maintenance costs from corporations, possibility of depression if changed from State Property or Keynesian Economy
Reason: Free market represents supply-side, neoclassical and the Chicago school of economics. The great depression occurred 10 years after the deregulation of Woodrow Wilson's planned state capitalism, so it should be safe to suggest that depressions don't just "happen."
Name: Keynesian Economy
Upkeep: Medium
Requirements: Industrialization
Effects: +10% production per city, -10% wonder costs, +25% maintenance costs from corporations, +10% maintenance costs per city
Reason: Keynesian economics differs greatly from free market capitalism, so it should be its own civic. Keynesian economics suggests the government should actively intervene in the economy to stimulate it and invest in building infrastructure. They also believe in redistributing wealth from the rich and giving it to the poor, represented by higher maintenance costs for cities and corporations.
Name: State Property
Upkeep: High
Requirements: Communism
Effects: No maintenance cost from distance to palace, +1 food from workshop, watermill, +10% hammers in all cities, corporations have no effect
Reason: The state owning all of the land and production would require extremely high upkeep costs, and I am very surprised that Free Market costs more in upkeep. It is also very unbalanced without higher upkeep costs.
Name: Corporatism
Upkeep: High
Requirements: Fascism, Corporation
Effects: No maintenance costs from corporations, foreign corporations have no effect, -25% commerce in all cities, possibility of depression
Reason: Environmentalism is not a type of economy, and thus should not be . Corporatism is an economy where the state and corporations have a partnership in running the economy and the interests of the corporations are put before the interests of the people and the state. Corporatism was an integral part of fascist Italy in the 1940's.
Religion Civics
Unchanged
Using these civic changes would not only make the game funner and different from vanilla Civ4, but also more accurate.