TOV's Civics (Warlords)

ToV

Warlord
Joined
Oct 17, 2005
Messages
201
Location
Somewhere
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!
 

Attachments

  • TOV's Civic Mod.zip
    9.3 KB · Views: 69
I have fixed some problems with the mod, and now it works. I apologize for any inconvenience.
 
ToV. If you are interested, you could try using my CivicInfosPlus Mod. It has a LOT more tags to give you greater options for varying Civics.

Aussie_Lurker.
 
Thanks, Aussie Lurker. I looked into your mod, and it looks like what I'm looking for. I have a few questions it, but those questions would be better placed in yourthread, and not here.
 
It seems I have some problems intergrating CivicInfosPlus Mod with my program. I have uploaded a verson without CivicInfosPlus Mod to the first post.
 
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