As I have mentioned earlier, I spent the last weeks on implementing a planned redesign for the available civics. The main motivation was the aggregated feedback on civics I have been getting on the forum over time, as well as my own impressions while playing various civilizations in the run up to sharing the new map and new civilizations on the develop branch. There were several goals here, but most importantly I wanted to improve on civics that did not have a clear identity, either in the historical theming or in the direction of their effects, and I wanted to make sure that the choices are interesting and that no civic was too weak or overshadowed by its alternatives.
I initially only wanted to make minor balance adjustments, but after thinking about it more I eventually came up with more comprehensive changes. I removed some existing civics, introduced new ones, and renamed others (the line between these is a bit blurry since the effects changed as well). You will also noticed that a lot of the existing effects moved around as well: one takeaway from a lot of the feedback is that some effects are actually quite good but maybe not in the position they had in the previous civics system - that is both the case for effects that were too weak or too strong for where they were. Sometimes strong effects were fine by themselves but too obvious for the civic that had them. I generally tried to make the decision to move these to civics that seemed weak before.
Here is a full list of all civics in the game so you can see for yourself:
In addition to these civics changes, some other related changes happened:
Alongside this I also adjusted starting civics, leader favourite civics, civics AI (including new AI for the new effects), and civics stability.
When thinking about these changes, please note that civics design is tightly constrained by many different concerns. Civics need to be balanced among each other within the same category, but at the same time civics associated with certain time periods need to get superseded at some point. Civics also need to be spread evenly across the tech tree to give a sense of advancement and unlocking new choices. Conversely, techs should not be sparse and each offer something new to the player. The properties of a civic should align with the historically appropriate time period, geographical area, and civilizations. It's probably impossible to meet all of these goals at the same time, so if addressing e.g. the balance of a civic also keep the "theming" in mind. Overall, I think it is fine for a civic to be "niche" or situational, as long as such a niche exists at all and feels not contrived and historically fitting.
I don't want to elaborate on every individual decision I made with these changes in this post, but if you are interested, feel free to ask in this thread. Likewise, none of these decisions are final in any way (and actually some civics are more experimental than others). So feedback is explicitly welcome - but as with the map and civ changes, I value feedback based on actual play over theoretical considerations. I put this out so soon after the civilization changes to get as much practical feedback as possible and anticipate making further adjustments.
I initially only wanted to make minor balance adjustments, but after thinking about it more I eventually came up with more comprehensive changes. I removed some existing civics, introduced new ones, and renamed others (the line between these is a bit blurry since the effects changed as well). You will also noticed that a lot of the existing effects moved around as well: one takeaway from a lot of the feedback is that some effects are actually quite good but maybe not in the position they had in the previous civics system - that is both the case for effects that were too weak or too strong for where they were. Sometimes strong effects were fine by themselves but too obvious for the civic that had them. I generally tried to make the decision to move these to civics that seemed weak before.
Here is a full list of all civics in the game so you can see for yourself:
Spoiler :
- Government
- Chiefdom (low)
- Despotism (Property, medium): can hurry using population
- Monarchy (Ceremony, medium): +1 happiness per military unit, -25% city distance maintenance, +50% food converted to production
- Republic (Writing, high): +1 free specialist in 3 most cultured cities, -1 food from Farm, Paddy Field, Plantation, +1 food from Fishing Boats, +1 commerce from Cottage, Hamlet
- Elective (Politics, low): +1 commerce from Camp, Pasture, +1 commerce from unimproved tiles, double production for Palace
- State Property (Macroeconomics, high): no number of cities maintenance, +2 espionage per specialist
- Democracy (Representation, medium): +100% great people birth rate, +3 happiness in 4 largest cities
- Legitimacy
- Personalism (low)
- Citizenship (Law, high): double production for Aqueduct, Theatre, Market, Library, can hurry units with gold, can bribe barbarians
- Vassalage (Feudalism, low): can produce units with food, +25% trade route yield with vassals, +1 production from Farm
- Theocracy (Theology, medium): +2 happiness with state religion, double priest slots, +2 production from state religion buildings, can train missionaries without monasteries
- Bureaucracy (Statecraft, high): +50% production and commerce in capital, +25% production for buildings already in capital, can hurry buildings with gold
- Stratocracy (Journalism, low): -25% experience required for promotions, +100% great general birth rate, +4 production per Great Military Instructor
- Constitution (Social Contract, medium): +1 free specialist, double statesman slots, double production for Courthouse
- Society
- Traditionalism (low)
- Slavery (Masonry, low): can capture enemy workers, +1 production from Quarry, +1 commerce from Orchard, Plantation, Slave Plantation
- Manorialism (Calendar, low): +1 production from Pasture, +1 commerce from Farm, Paddy Field, -2 health
- Caste System (Contract, medium): +50% improvement construction speed, +1 food from Plantation
- Individualism (Civil Liberties, medium): +2 commerce from Village, Town, improvements upgrade without being worked
- Totalitarianism (Psychology, none): +3 experience for land units, no war weariness, extra units without upkeep
- Egalitarianism (Sociology, high): +2 research per specialist, double artist slots, cannot use slaves
- Economy
- Reciprocity (low)
- Redistribution (Arithmetics, medium): +25% food in capital, -25% trade route yield, double production for Granary
- Merchant Trade (Currency, low): +1 trade route, +1 happiness from Oasis
- Regulated Trade (Guilds, high): +50% commerce in capital, +1 commerce from Workshop, Plantation, Slave Plantation, double production for Customs House
- Free Enterprise (Economics, low): +50% corporation commerce, +50% trade route yield, double merchant slots
- Central Planning (Labour Unions, medium): +1 production per specialist, +1 food from Workshop, +1 commerce from Mine, Watermill, double production for Factory, Coal Plant, Hydro Plant, Electrical Grid
- Public Welfare (Social Services, high): +1 commerce per specialist, -50% corporation unhappiness, double conversion of production to commerce, +2 food, +4 production per Great Statesman
- Religion
- Animism (low)
- Deification (Divination, medium): +25% wonder production, +1 happiness from Pagan Temple, +1 unhappiness from state religion
- Clergy (Priesthood, high): +25% building production with state religion
- Syncretism (Philosophy, low): +1 happiness from non-state religion, no anarchy from changing state religion, +2 food from Paddy Field, +25% culture in all cities
- Monasticism (Ethics, low): +50% great people birth rate with state religion
- Fanaticism (Doctrine, medium): +2 experience with state religion, no non-state religion spread, +1 unhappiness from non-state religion, +10 shrine income limit, +2 production, +4 commerce per Great Prophet
- Secularism (Scientific Method, medium): no state religion, +10% research in all cities, double scientist slots
- Territory
- Kinship (low)
- Thalassocracy (Navigation, medium): +2 commerce from Fishing Boats, Harvest Goats, -1 commerce from Hamlet, Village, Town, double production for Harbour, Lighthouse, Wharf
- Hemegony (Generalship, high): +25% gold on conquest, -1 turn of city occupation, double production for Barracks, Stable, Jail, Castle
- Isolationism (Heritage, medium): no foreign trade, +1 food per specialist, +25% espionage in all cities
- Colonialism (Geography, medium): -50% colony maintenance, +4 naval unit experience, +1 production, +1 commerce from Slave Plantation, Slave Mine, can capture slaves
- Nationhood (Nationalism, low): can draft 3 units, +1 production from Town, +1 happiness from Monument, Civic Square, News Press, Broadcast Tower, cannot use slaves
- Multilateralism (Globalism, medium): +100% war weariness, +100% trade route yield with defensive pact partners, +20% production from trade routes, +4 air unit experience, cannot use slaves
In addition to these civics changes, some other related changes happened:
Spoiler :
- New Slave Mine improvement: built by slaves, +3 production, +1 commerce, +1 unhappiness, can only be built on resources connected by Mines
- Civic building production modifiers do not impact hurry costs
- Religion building production modifiers do not impact wonders
- Reduced production from hurrying with population
- National College: requires Education, requires Libraries
Alongside this I also adjusted starting civics, leader favourite civics, civics AI (including new AI for the new effects), and civics stability.
When thinking about these changes, please note that civics design is tightly constrained by many different concerns. Civics need to be balanced among each other within the same category, but at the same time civics associated with certain time periods need to get superseded at some point. Civics also need to be spread evenly across the tech tree to give a sense of advancement and unlocking new choices. Conversely, techs should not be sparse and each offer something new to the player. The properties of a civic should align with the historically appropriate time period, geographical area, and civilizations. It's probably impossible to meet all of these goals at the same time, so if addressing e.g. the balance of a civic also keep the "theming" in mind. Overall, I think it is fine for a civic to be "niche" or situational, as long as such a niche exists at all and feels not contrived and historically fitting.
I don't want to elaborate on every individual decision I made with these changes in this post, but if you are interested, feel free to ask in this thread. Likewise, none of these decisions are final in any way (and actually some civics are more experimental than others). So feedback is explicitly welcome - but as with the map and civ changes, I value feedback based on actual play over theoretical considerations. I put this out so soon after the civilization changes to get as much practical feedback as possible and anticipate making further adjustments.
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