This mod changes the existing civics. It does not add any new civics, and requires Warlords.
Tov's Civics Mod (Warlords)
Changes over original game
Government:
Despotism
Low Upkeep
+10% distance maintenance* (Despots generally become corrupt)
Anarchy Length of 2*
Hereditary Rule
Monarchy
Low Upkeep
+1 happiness per military unit
+1 happiness from Palace*
+1 happiness from Forbidden Palace*
+1 happiness from Versailles*
Representation
Constitution
Medium Upkeep
+3 happiness in largest cities
+3 science per specialist
Police State
Fascism
High Upkeep
+25% military production
+2 happiness per military unit* (The military keeps order, which is what CIV happiness represents)
-50% war wariness
-50% great people points* (A police state is a repressive regime which represses opposing views)
Anarchy Length 2*
Universal Suffrage
Democracy
Medium Upkeep
+2 hammer from town*
+1 commerce from town*
+100% growth for cottage, hamlet, village*
Legal:
Barbarianism
Low Upkeep
Anarchy Length of 2*
Vassalage
Feudalism
High Upkeep
Free units (+5 base, +10% pop)
+2 experience to new units
-10% city maintenance*
Bureaucracy
Civil Service
Medium Upkeep
+50% hammers and commerce in capital
-10% distance maintenance*
Nationhood
Nationalism
Low
Can draft 3 unit per turn
+2 happiness from barracks
+25% likelihood of generating a great general within cultural borders*
Anarchy Length of 2*
Free Speech
Liberalism
Low Upkeep*
+100% culture in all cities
+50% great people points* (The government does not suppress ideas)
+25% war wariness*
Labor:
Tribalism
Low Upkeep
+20% city maintenance* (Tribalism is not effective in large cities)
-1 Happiness in largest cities* (“We Long to Return to the Open Country")
Slavery
Bronze Working
Low
Can sacrifice population to rush production
+1 production from mines, quarries*
+1 commerce from plantations*
Anarchy Length of 2*
Serfdom
Feudalism
Low Upkeep
Works build improvements 50% faster
+1 commerce from watermill, windmill, workshop* (You’re serfs must pay fees to uses these services)
-50% growth for cottage, hamlet, village* (Urbanization is not encouraged, since most of the population is needed to works their lord’s land)
Caste System
Code of Law
Medium Upkeep
Unlimited artists, scientists, and merchants in cities
+1 hammer from workshop
Emancipation
Democracy
Low Upkeep
Can spend gold to finish production*
+1 happiness in largest cities*
Gives Civs without Emancipation unhappiness <400>
Economy:
Decentralization
No Upkeep*
Mercantilism
Banking
Medium Upkeep
No foreign trade routes
No distance maintenance* (This bonus seemed better here, since most European colonial empires ran this civic)
Free Market
Economics
Medium Upkeep
+2 trade routes per city*
+1 gold per specialist*
State Property
Communism
Low Upkeep
+1 food from workshop, watermill
1 free specialist*
-2 trade route* (Individual incentives are not encouraged, because everything belongs to the state)
Environmentalism
Medicine
Medium Upkeep
+6 health in all cities
+1 happiness from jungle, forest
+1 food from farms*
Religion:
Paganism
Low Upkeep
Organized Religion
Monotheism
High Upkeep
Can build missionaries without a monastery
+25% building construction with state religion
+1 extra happiness from state religion* (religion is used to inspire the population)
Theocracy
Theology
Medium Upkeep
+2 exp in cities with state religion
Halts the spread of non-state religions
+10% unit production with state religion* (It is easier to recruit a Holy Army)
Anarchy Length of 2*
Pacifism
Philosophy
None
+100% Great People points in cities with state religion
+2 gold per military unit*
+50% War Wariness*
Freedom of Religion
Liberalism
Low Upkeep
No state religion
+1 happiness for every non-state religion in a city
+20% science*
Thank you, and Enjoy!
Tov's Civics Mod (Warlords)
Changes over original game
Government:
Despotism
Low Upkeep
+10% distance maintenance* (Despots generally become corrupt)
Anarchy Length of 2*
Hereditary Rule
Monarchy
Low Upkeep
+1 happiness per military unit
+1 happiness from Palace*
+1 happiness from Forbidden Palace*
+1 happiness from Versailles*
Representation
Constitution
Medium Upkeep
+3 happiness in largest cities
+3 science per specialist
Police State
Fascism
High Upkeep
+25% military production
+2 happiness per military unit* (The military keeps order, which is what CIV happiness represents)
-50% war wariness
-50% great people points* (A police state is a repressive regime which represses opposing views)
Anarchy Length 2*
Universal Suffrage
Democracy
Medium Upkeep
+2 hammer from town*
+1 commerce from town*
+100% growth for cottage, hamlet, village*
Legal:
Barbarianism
Low Upkeep
Anarchy Length of 2*
Vassalage
Feudalism
High Upkeep
Free units (+5 base, +10% pop)
+2 experience to new units
-10% city maintenance*
Bureaucracy
Civil Service
Medium Upkeep
+50% hammers and commerce in capital
-10% distance maintenance*
Nationhood
Nationalism
Low
Can draft 3 unit per turn
+2 happiness from barracks
+25% likelihood of generating a great general within cultural borders*
Anarchy Length of 2*
Free Speech
Liberalism
Low Upkeep*
+100% culture in all cities
+50% great people points* (The government does not suppress ideas)
+25% war wariness*
Labor:
Tribalism
Low Upkeep
+20% city maintenance* (Tribalism is not effective in large cities)
-1 Happiness in largest cities* (“We Long to Return to the Open Country")
Slavery
Bronze Working
Low
Can sacrifice population to rush production
+1 production from mines, quarries*
+1 commerce from plantations*
Anarchy Length of 2*
Serfdom
Feudalism
Low Upkeep
Works build improvements 50% faster
+1 commerce from watermill, windmill, workshop* (You’re serfs must pay fees to uses these services)
-50% growth for cottage, hamlet, village* (Urbanization is not encouraged, since most of the population is needed to works their lord’s land)
Caste System
Code of Law
Medium Upkeep
Unlimited artists, scientists, and merchants in cities
+1 hammer from workshop
Emancipation
Democracy
Low Upkeep
Can spend gold to finish production*
+1 happiness in largest cities*
Gives Civs without Emancipation unhappiness <400>
Economy:
Decentralization
No Upkeep*
Mercantilism
Banking
Medium Upkeep
No foreign trade routes
No distance maintenance* (This bonus seemed better here, since most European colonial empires ran this civic)
Free Market
Economics
Medium Upkeep
+2 trade routes per city*
+1 gold per specialist*
State Property
Communism
Low Upkeep
+1 food from workshop, watermill
1 free specialist*
-2 trade route* (Individual incentives are not encouraged, because everything belongs to the state)
Environmentalism
Medicine
Medium Upkeep
+6 health in all cities
+1 happiness from jungle, forest
+1 food from farms*
Religion:
Paganism
Low Upkeep
Organized Religion
Monotheism
High Upkeep
Can build missionaries without a monastery
+25% building construction with state religion
+1 extra happiness from state religion* (religion is used to inspire the population)
Theocracy
Theology
Medium Upkeep
+2 exp in cities with state religion
Halts the spread of non-state religions
+10% unit production with state religion* (It is easier to recruit a Holy Army)
Anarchy Length of 2*
Pacifism
Philosophy
None
+100% Great People points in cities with state religion
+2 gold per military unit*
+50% War Wariness*
Freedom of Religion
Liberalism
Low Upkeep
No state religion
+1 happiness for every non-state religion in a city
+20% science*
Thank you, and Enjoy!