1.18 Civics Changes

*However*, I suspect a major monkey wrench present in the machine was playing further tricks with the AI's range of decisions and thus muddying the results among other potential unknown effects: the "forced" reverts to Reciprocity. Could it some how be the case that the "forced" switch to default is related, perhaps adjacent to the ostensibly conscious preference for Redist? What raises this suspicion is that the revert has been observed occurring alongside a switch in another Civic Option, but then following a reload and rerun the same civ will end up with Redist. instead.
I am not quite sure what you are talking about here? What forces a switch to Redistribution?

The only mechanisms to forced civic switches I can think of are espionage, UN, and losing ability to run the civic (e.g. never having had the tech). Only the latter is really applicable but that should result in a switch to Reciprocity.

It's a good point to consider the changed food evaluation. However, we should also consider two other perspectives: 1) is Merchant Trade genuinely not good enough and 2) is the AI undervaluing how good Merchant Trade is. The evaluation of trade value is not very good currently, I think it only accounts for the number of cities multiplied with a constant factor, without taking things like city trade modifiers or relationship modifiers into account.

People have also raised the point that Merchant Trade is not very good at a time where it is the only other alternative. Moving Regulated Trade extends that window. Obviously Merchant Trade scales with empire size, and it's alright if Redistribution is good for smaller empires and Merchant Trade for larger ones. Personally I would put the break even point at around 4-5 cities, but I am not sure how well that matches reality.

If Merchant Trade is genuinely not attractive enough, what could be done? I threw in the +1 commerce for Merchants but that is mostly also a negligible flavour thing that is more valuable in the late than the mid game. Other ideas:
  1. Reduce upkeep to None: would fit thematically, establishes a greater upkeep difference with Redistribution, easy to implement. Downsides are that it would reduce its upkeep below Free Enterprise and once again would mostly benefit large empires. Maybe Redistribution should go to high upkeep instead?
  2. Allows trade routes without open borders: thematic fit, would require new implementation but could probably borrow/unify with the Salsal Buddha effect. Not sure how valuable it would be. Downside is that it would devalue the Salsal Buddha effect.
  3. Trade routes start with a higher relations modifier: would counter some downsides of early Merchant Trade because it would not depend on getting these modifiers up, requires new implementation but should be easy to do. Downsides: would devalue long term friendship a little.
The third one seems to be the best out of those ideas, to be honest.
 
it's alright if Redistribution is good for smaller empires and Merchant Trade for larger ones. Personally I would put the break even point at around 4-5 cities, but I am not sure how well that matches reality.
I would put that number at closer to 10 cities, especially for the flood plains civilizations which stand to receive a lot more :food:. Also remember that, even for large empires, a larger capital population is the best way to combat overextension. So even with large empires Redistribution can play an important role.
If Merchant Trade is genuinely not attractive enough, what could be done?
One idea I've been thinking about would be to move double production speed of markets to Merchant Trade. (Citizenship can receive Post Office and/or University to compensate.) Large empires tend to have their wealth slider higher to finance their empire, and would thus stand to gain more from building markets. Also, it would be nice for some mercantile civilizations that don't necessarily run Citizenship, (Phoenicia, Turks, Javanese, Malays) to have easier access to building markets.
 
Haven't looked at this code in ages, but I wonder if the AI is overvaluing the capital food bonus. Has anyone seen civs on Redistribution running multiple citizens and/or unimproved tiles?
 
I am not quite sure what you are talking about here? What forces a switch to Redistribution?
If you hadn't brought this to my attention I'd have never gotten the chance to reread and also wonder what Im heckin talking about too. I just now realize these confusing statements had been deprecated by novel thoughts that crystalized as I was writing but I failed the critical Proofread. Therefore disregard. Will Edit for Strikethrough. For the sake of Sheez n' Geez I was trying to outline what on reflection now reads like the DoC version of a Conspiracy Theory; that is, having run out of rational explanations for what seemed deranged to me, it was left to suspect some bugginess was afoo
The only mechanisms to forced civic switches I can think of are espionage, UN, and losing ability to run the civic (e.g. never having had the tech). Only the latter is really applicable but that should result in a switch to Reciprocity.
First note: this should be implied by above statement but Reciprocity is the civic in question (my regrets; spamming these similar multisyllabic Re- Words must have spun me around). I concur on the known causes and the following add up to sufficiently justify trying out the premise that there is an unknown cause responsible for the shift (I guess this is what "forced" w/ quotes was a placeholder for): UN is obvs ruled out (too early), reported instances of revert to Reciprocity occurred far too early in the game to take on Espionage as a candidate explanation, and after extra checks to make dang sure I didn't make another booboo and forgetting a suspected civ didn't start with Recip, we may safely proceed with holding true that these were indeed cases of an unelected (aka forced) Civic change. Further confidence was lent to the Buggery Thesis by the admittedly confused account you quoted.

I'll try again with an illustration of an observed example: running autoplay, check Info and notice HRE is on Reciprocity seemingly out of nowhere, and make the casual notice that two other civics different from spawn. CTRL+C to check log for Revolution dates and see only one, reload earlier save and rerun, this time actively monitoring for expected Civic switch. Sure enough it occurs on or close to first occurrence, *except* this go-round HRE ends up with Redistributrion, which of course is a legal choice. Parallel cases have been witnessed (illegal switch to Recip associated with legal Civic change) but I've yet to perform similar diligence, and still more is due to narrow down the Code Criminal stirring up the mischiefs.
The evaluation of trade value is not very good currently, I think it only accounts for the number of cities multiplied with a constant factor, without taking things like city trade modifiers or relationship modifiers into account.
Reading this prompted an instant Leo-DiCaprio-Pointing-At-TV: this is where I'd start any investigation and experimentation.
People have also raised the point that Merchant Trade is not very good at a time where it is the only other alternative. Moving Regulated Trade extends that window.
Hundo P concur both on judgements of MT's merits and the desired goal. Indeed it looks like the appropriate vector is to work on strengthening MT, even setting AI concerns aside for the moment.

If Merchant Trade is genuinely not attractive enough, what could be done?
This lil runt of a question has been a persistent bee in my bonnet for a I-Dont-Know-How-Long.

Reduce upkeep to None: would fit thematically, establishes a greater upkeep difference with Redistribution, easy to implement. Downsides are that it would reduce its upkeep below Free Enterprise and once again would mostly benefit large empires.
Concur.

Maybe Redistribution should go to high upkeep instead?
!!! The very same idea hit me when I finally read the Pedia entry to get a better handle on what its supposed to represent.

Allows trade routes without open borders:
OMG STOP READING MY MIND
The third one seems to be the best out of those ideas, to be honest.
As things stand, I'm with you.

For the sake of focusing my own thoughts and maybe others' I'm going to present my capitulation of what "Merchant Trade" encompasses: As opposed to the movement, exchange, dissemination, cultivation, etc. undertaken by what we may consider a State apparatus of any level of sophistication, operating in principle with a singular, focused, and organized intent, in this case these and similar outcomes devolve on the activity of effectively autonomous individuals and/or more or less informal but discrete associations thereof. Characteristic effects of such arrangements include the following. The discharge of any State or Ruling apparatus from any necessary commitment, involvement, or costs toward the listed outcomes without the total concomitant surrender of benefits that may ensue as a result. Within such a decompartmentalized and unburned system, availability of goods tends toward greater diversification and variety for those with access to its offerings so long as these are available; conversely, subordination of the availability of staple goods to disinterested forces exposes participants to the fullest extent of disasters, shortages, price swings, etc. A necessary downward movement of wealth occurs and an associated redistribution of political power can be expected to follow as outside circumstances and vicissitudes permit, though the downward limit of both can necessarily fall no further than the merchant class itself (aka Oligarchy). Competition within these locuses of power may find expression in unexpected areas such as patronage, public beneficence, and civic leadership. Being comprised mostly of independent and far-reaching agents whose endeavors are served by the pursuit of information in a Zero Sum arrangement, a consequent dissemination and evolution of knowledge and ideas ensues. (My sincerest apologies for So Much Extra but once my feet hit the ground I couldn't help sprinting off so therefore also my most genuine thanks for reading).

TLDR; Moar Stuff Reaches Moar Places, But Mo Money Maybe Mo Problems

An Espionage association (the Mercantile rumor mill; "tales from the east", as it were) hit me as a thematic fit but struggling to find notable value for its relevant timespan unless the bonuses are quite considerable; already I could foresee balance problems or AI goofery (spy spam, Slider silliness) arising that could be a challenge to reign in. Building Production Speed tends to be hard to go wrong with as an effect, shuffling associated Buildings among other Civics would be a snap and I'd propose these may warrant review in any case (e.g. Big Chads with Big Money shell out for "luxuries" like Libraries and Theatres. They're also known to Sugar Daddy for Art Geeks and Tech Nerdz) . No idea if/how something like this were implemented, but could trade routes generate Map knowledge? Or short of this they would maintain contact?

🍻
 
One idea I've been thinking about would be to move double production speed of markets to Merchant Trade. (Citizenship can receive Post Office and/or University to compensate.) Large empires tend to have their wealth slider higher to finance their empire, and would thus stand to gain more from building markets. Also, it would be nice for some mercantile civilizations that don't necessarily run Citizenship, (Phoenicia, Turks, Javanese, Malays) to have easier access to building markets.
All of my Thumbs Up to this.
 
Haven't looked at this code in ages, but I wonder if the AI is overvaluing the capital food bonus. Has anyone seen civs on Redistribution running multiple citizens and/or unimproved tiles?
That's a champ recommendation for a place to look and I hope it returns some incisive discoveries. I'm going to hold this in focus but my gut memory is showing me mostly working tiles both improved and not. I wanna say specialists don't emerge until workable tiles are exhausted. In any case, I'm almost fully committed to the proposition that its AI overvalue taking place.
 
Haven't looked at this code in ages, but I wonder if the AI is overvaluing the capital food bonus. Has anyone seen civs on Redistribution running multiple citizens and/or unimproved tiles?
Barely 10 minutes and I'm already back to Eat some Crow. The short answer to your question is Yes. One citation from 1190: London at Pop 11, over happiness and health cap by 1, running 1 Engineer and 3 Citizens, calculated Food from Redist. stands at 5. Only working improved tiles. City currently building, YOU GUESSED IT an Aqueduct. #FEEDME
 
Ran a 600AD Prussia start just to check Civic state. France and Spain were on Reciprocity but otherwise contemporary and/or expected Civics. Goofery must certainly be afoot somewhere in Code Land, nay?
 
Do you have that save?
 
It's possible the AI is avoiding merchant trade while running vassalage, they are not compatible civics after all (though I'm not sure why).
They aren't incompatible.
 
They aren't incompatible.
You're right, I confused Vassalage with Manorialism. Merchant Trade and Manorialism are the ones that don't get along, though I'm not sure if the stability hit is big enough to be noticeable.
 
More focused investigation to track down a civ switching to Reciprocity. This time I manually advanced turns as Harappa instead of leaving autoplay engaged. Expected suspect was France so I watched them closely. One turn after discovering Feudalism, a switch was noted. Switched to France to check Log, which showed the Revolution and Anarchy ending on the same turn (EDIT: a turn of Anarchy did occur; just a peculiarity of the log I guess), and the only switch that occurred was Redistribution to Reciprocity, which shouldn't be permitted, right? I reran these few turns several times to see how often this was repeated, and it seems to be persistent. If I use WB to set France to Merchant Trade instead of Redistribution, no switch to Reciprocity occurs, whatever that maybe worth. Also thought it was noteworthy that they remain on Personalism even after unlocking Vassalage.

EDIT: Spain also committed the same switch (Redist to Recip only) on the same turn. Similar to French example, setting to Merchant Trade seems to preclude switch to Recip.
 

Attachments

Last edited:
What's precisely is the thought process behind Republic's Food effects? I'm not unable to conceive of possible reasons (notable Republics also being Maritime powers - but the Roman case kinda blows this up).
 
Rome has a decent amount of sea resources near Italy and pretty famously switched from Republic to Monarchy once it got big enough.

The other iconic civs would be Greece, Italy, Netherlands? All maritime powers to a degree.
 
Hey guys. I've been mulling over the civics the last few weeks, off and on, thinking of ways they could be improved. Personally, I've missed building military units with :food: and increased cottage growth, my two favorite civic effects. I've tried to consider the civic feedback here on the forums, the historical goals of the civilizations, and the ways the civics interact with each other. So I've come up with this. A lot of civics stay the same, but a lot of changes too. I wrote a little explanation for all of the changes under each civic. Changes are highlighted with bold. If you make it through to the end, please let me know what you think, if any of the civics seem over or underpowered. Thanks guys. :) Let's begin:

Government:​

Spoiler :

  • Despotism: Can sacrifice population for production.
    • Classic civic. Though I think moving back to 30 :hammers: per population wouldn't be a bad idea, seeing how "+50% :food: added to :hammers:" is another civic effect.
  • Monarchy: +1 :) per military unit; can spend :gold: to finish civilian unit production
    • Allowing Monarchs to rush settler and worker production will aid in their colonization in the mid-game. I don't foresee rushing civilian units with gold too much in the earlier eras, where :gold: tends to be more scarce. This also allows rushing out missionaries as well, helpful for spreading your religion to your empire.
  • Republic: Free specialist in the capital; Additional free specialist in each city that you have constructed at least one wonder in; Free scientist, merchant, artist and statesman slot
    • I think it's vital that the free specialist slot comes back for the sake of the early Republic civilizations. It helps them get started on great people sooner, as well as help new cities expand out borders and work a specialist while waiting for a worker to come improve the land. Incentivizing wonder construction is also a trademark of this era, and would fit in perfectly with acquiring additional free specialists, IMO.
  • Elective: +1 :commerce: on unimproved, camp, pasture; Excess :food: added to military unit production; Double production of Palace
    • With Elective, you are likely not going to have many improved tiles. But if you do, you are going to focus on improving the camp and pasture first. Therefore, you will tend to have an excess of :food: more than anything else; But you are not a Monarchy, so :) is likely on short supply. The ability to utilize this excess :food: towards your military, without needing to rely on :hammers: from Mines or Quarries, would be the big boost that Elective needs to be competitive. I imagine many civilizations, from Holy Rome to Mongolia, would use this to great effect.
  • State Party: No maintenance Costs from number of cities; +2 :espionage: per specialist
    • Unchanged. Though I haven't confirmed it yet, I suspect State Party is still S-Tier here on the big map, with an even greater amount of cities able to be under your control. I think a third building that reduces maintenance wouldn't be a bad idea for the Global era, to reduce the power of this civic, but that's a topic for another day.
  • Democracy: +100% :gp:; +10% :gp: per cultural level in each city; +3 :) in largest cities
    • Just a small buff to the :gp: potential of this civic to keep it competitive with State Party, and to incentivize :culture: a bit more.

Society:​

Spoiler :

  • Slavery: Can capture workers; can buy/sell workers with other civilizations running Slavery; workers build improvements 25% faster; +1 :hammers: on Quarry; +1 :commerce: on Plantation/Slave Plantation
    • Workers improving the land faster is fitting for Slavery, as these civilizations tend to be engaged in more war and raiding. Therefore, repairing after an enemy pillaged your land, or perhaps you pillaged the enemy before you took his city and now you need to rebuild, can be done faster. Selling workers that you captured that you don't need is also an option.
  • Manorialism: +50% :food: added to :hammers:; +1 :commerce: on Farm, Paddy Field, Orchard; +1 :hammers: on Pasture.
    • Synchronizes with Elective. The commerce boost on Orchard is moved from Slavery to Manorialism, to make this more attractive for European/Persia.
  • Caste System: +1 :food: on plantation; +2 :health: in all cities; Double Priest slots
    • Extra :food: and :health: allows your cities to grow taller. But to what end? Doubling the priest slots insures you have somewhere to park your growing population, representing the priestly caste that develops in Caste Systems. Synchronizes well with south-Asian civilizations, who have some wonders boosting priests.
  • Individualism: +1 :commerce: on Cottage; +2 :commerce: on Village, Town.
    • This civic lost increased cottage growth, so giving a little boost to the Cottage may help push players to start a budding Cottage economy.
  • Totalitarianism: +25% :espionage:; +25% military unit production; +2 :hammers: per :mad: citizen
    • Synchronizes with State Party and wide civilizations, boosting the :espionage: per specialist, and having no civic upkeep. I think giving :hammers: for angry citizens is better than just giving no war weariness, because it builds off of the :mad: from drafting and "we yearn to join our motherland!" you will have in newly conquered cities.
  • Egalitarianism: +1 free specialist per city; Double Artist slots
    • I'm not a big fan of the current Individualism/Egalitarianism dichotomy. It currently comes down to a quantitative difference: Do I have more specialists, or towns? With my proposed change here, now it's more of a qualitative difference: Would I like to boost the towns that I have, or get a free specialist, with all of the benefits/civic synchronizations that come with that?

Religion:​

Spoiler :

  • Deification: +1 :) from Pagan Temple; +25% wonder construction; +1 :mad: from State :religion:; If pagan, can still construct pagan wonders if a religion spreads to a city
    • One of the only reasons why you wouldn't immediately switch to a religion is if you are trying to construct a pagan wonder in one of your cities. However, if a religion spreads to this city, construction halts and you can't restart. This change allows a civilization, so long as it is still officially pagan, to continue constructing pagan wonders, no matter if a religion spreads or not.
  • Clergy: +25% building construction speed with State :religion:
    • I've said it before and I'll say it again: The Clergy/Monasticism dichotomy is the best civic choice in the game. Perfectly balanced, IMO.
  • Syncretism: +1 :) from Non-State :religion:; No revolution from changing State :religion:; +25% :culture: in all cities; +2 :food: on Paddy Field; Can build missionaries without Monastery
    • No comment. I like the role it plays.
  • Monasticism: +50% :gp: with State :religion:
    • Ditto.
  • Fanaticism: No Non-State :religion: spread; +1 :mad: per Non-State :religion:; +2 xp with State :religion:; +1 :commerce: in capital per Non-State :religion: in cities that also contain your State :religion:; Double production of State :religion: buildings, +2 xp from Pagan Temple
    • Extra :commerce: in the capital comes from taxing Non-State :religion: in your empire, this is why they're so :mad:. This gives more of a financial incentive to conquer cities not of your State :religion:. Doubling construction of State :religion: buildings synchronizes with Theocracy. Boosting the Pagan Temple for those who choose to go that route.
  • Secularism: No State :religion:; +10% :science:; Double Scientist slots
    • With this civic representing a secular government, it has to represent those civilizations with freedom of religion, as well as religious oppression.

Legitimacy:​

Spoiler :

  • Citizenship: Double production of Library, Aqueduct, Theater, Post Office, Civic Square; Can spend :gold: to finish military unit production; Spies can bribe Barbarians
    • With the extensive use of mercenaries in the Renaissance era, I think it's important that this civic gets some staying power, to allow it to be more effectively used into the Renaissance, tapering off with the Industrial era and the advent of Nationalism. With Libraries and Aqueducts being free with cities in the Renaissance, I thought the Post Office and Civic Square were most appropriate.
  • Vassalage: +X free units; +1 :hammers: on Farm, Fort, Orchard; +1 :) from Castle, Fort.
    • Synchronizes with Elective. With that civic, your happiness is limited, but you are using :food: to build military units. With Vassalage, now you can work a Fort tile, which gives an extra :hammers: and :), allowing you to work one more tile over your regular happiness limit.
  • Theocracy: Cathedrals double the bonus your State :religion: gives you in their city (i.e. one more :); And either +25% building construction if Clergy, +50% :gp: if Monasticism or +2xp if Fanaticism); +1 :hammers: from State :religion: buildings; Pagan Temples give +1 priest slot
    • This civic gives a much needed boost to Cathedrals, and allows you to double down on your Religious benefit in a select few cities. The buff to Pagan Temples gives a little more flexibility to those running paganism this late in the game.
  • Bureaucracy: +50% :hammers:/:gold: in Capital; Buildings are 20% cheaper if already present in the Capital; Double Statesman slots
    • Appropriate for wide empires with many cities that need infrastructure. Double Statesman slots may help you to build the Administrative Center, very helpful if you have many cities.
  • Stratocracy: +100% Great General Emergence; Free Combat 1 for Gunpowder units
    • Synchronizes with drafting, who now start with a free promotion.
  • Constitution: +2 :science: per specialist; Double production speed of Non-State :religion: Temples
    • With freedom of religion enshrined in your constitution, this ensures that Non-State :religion:s may construct their temples quickly, negating their :mad: at being a Non-State :religion:. Synchronizes with Secularism. Swapped the specialist effect with Egalitarianism: I didn't like how the current Constitution civic synchronizes well with State Party, so this switch also addresses that (to some extent).

Economy:​

Spoiler :

  • Redistribution: +25% :food: in Capital; -50% :commerce: from trade routes; Double production speed of Granaries
    • At first I was skeptical of the recent nerf this civic got, but I've grown to like it, especially now that we can switch away from it if desired. Synchronizes with Despotism.
  • Merchant Trade: +1 trade routes per city; Double production speed of Market; +1 :) from Oasis
    • I think double production of the Market is more appropriate at Merchant Trade, and not Citizenship, because Merchant Trade is more of a "wide" civic, and Citizenship, with high upkeep, is more "tall". Wide civilizations also tend to run the :gold: slider higher to counteract maintenance, and would benefit more from the Market. Finally, there are many civilizations that we want to be building the expensive Market building, that would otherwise not want to run Citizenship to do so. Putting it at Merchant Trade makes it more accessible for these civilizations (Phoenicia, Turks, Malay, etc.)
  • Regulated Trade: +50% :commerce: in Capital; +1 :commerce: on Workshop, Plantation, Slave Plantation; Double production speed of Customs House
    • No change. Solid civic.
  • Free Enterprise: +50% :commerce: from trade route; +50% Corporation Commerce; Double Merchant slots; +1:hammers: on Town
    • Almost no change, except moved the hammer bonus on Town to here. Synchronizes with Individualism.
  • Central Planning: Double engineer slots; +1 :food: on Engineer, Statesman; +1 :food: on Workshop; +1 :commerce: on Mine; +1 :hammers: on Watermill.
    • Masters of industry, this civic allows you to focus heavily on Engineers, arguably the best specialist in the game. Synchronizes with Bureaucracy.
  • Public Welfare: +1 :commerce: on specialist; Can spend :gold: to finish building production in a city; -50% :mad: from corporations; Double production speed of Recycling Center.
    • Almost no change, but with this civic reducing :mad: from corporations, I thought giving it faster production of the building that reduces :yuck: from corporations was very fitting.

Territory:​

Spoiler :

  • Hegemony: +25% :gold: on city conquest; -1 turn of revolt on city conquest; Double production of Barracks, Stable, Jail, Castle
    • No change. Solid civic.
  • Thalassocracy: +2 :commerce: on Fishing Boats, Harvest Boats; -1 :commerce: on Hamlet, Village, Town; Double production speed of Harbor, Lighthouse, Wharf, Drydock
    • Almost no change, but threw in the Drydock to throw a bone to the civilizations still holding onto this civic in the late game.
  • Isolationism: No foreign trade routes; +1 :hammers: on specialist; +1 :food: on Farm, Paddy Field
    • This civic is tricky, needing to represent the isolationism of East Asian civilizations, the extreme mercantilism and protectionism of the western civilizations, and the closed society of the Eastern Bloc. It becomes available at roughly the same time as Geography's extra trade route and ocean trading, as well as the buff that the cottage line receives from Printing and Individualism, making it more attractive than the farm. But still, I think this civic will have wide enough appeal to be viable for many playstyles. Synchronizes with Central Planning.
  • Colonialism: +1 :commerce: in Capital per colony, vassal city; +1 :hammers: on Slave Mine, Slave Plantation; +1 :commerce: on Slave Mine, Slave Plantation, Fort; +4xp for Naval Units
    • Adding :commerce: to the Capital for every colony acquired just feels great, it feels like you're running a mercantilist empire that exists to benefit the capital. It's so fun, and this effect has been sorely missing. Not to mention it helps Regulated Trade stay potentially viable as you grow your empire out wider. Vassals at this stage of the game can be considered indirect colonies as well, and this civic should reflect that. Synchronizes with Regulated Trade.
  • Nationhood: +100% Cottage growth; Can Draft three units per turn; Double production of Courthouse, Constabulary; +1 :) from Monument, Civic Square, News Press, Broadcast Tower, Cinema
    • Just as the boosts to specialists were spread out over many civics, I tried to do the same with the cottage line. I think it was very important that the +100% growth to cottage line came back to this mod, if for no other reason than to help the New World civilizations get their cottage lines growing quickly when they spawn. Colonial empires will have an important choice to make with this civic: Do they keep Colonialism and the benefit it gives to the capital, or do they adopt Nationhood, and grow their cottages into mighty Towns? This civic comes available at roughly the same time that Farms receive +1 :food:, so it's a tough call. Not to mention the faster Courthouse production will help counteract maintenance or overexpansion, in colonial or warlike civilizations.
  • Multilateralism: Double conversion of production to commerce; +100% trade income from Defensive Pact partners; +100% war :mad:; Double production speed of Airport; +4xp for Air Units
    • For a late game civic, the effects offered by this need to be pretty applicable to the late game to make it attractive enough to have a turn of revolution for it. I believe doubling production to commerce, the old Public Welfare effect, fits in perfectly here: Many cities at this stage are building :gold:, and is very representative of the modern market economy. Faster airport construction is super fitting, not only for global trade, but rapid redeployment of military.

Miscellaneous:​

Spoiler :

  • Courthouses shouldn't be free in the Global Era. It is too easy for a conquering civilization to just send in a Settler to a newly conquered city, and free build the Jail and Courthouse, and max out the maintenance cut. The player should have to hard build, or rush, the Courthouse, to make it a little less easy for them. This would also help the Westminster Palace wonder be more attractive, which currently gives a free building that is going to be free in the next era anyways.
  • The Statecraft technology should unlock a Statesman slot in the Palace, not only to help colonial powers potentially get a Great Statesman for an Administrative Center, but because this technology represents the sort of advent of the modern government.
  • Egypt starts with Theocracy, as they can now run a Priest with a Pagan Temple.
  • The :hammers: bonus from trade routes can move to the Container Terminal building.
  • I don't know how to get rid of all of these dots between all of my spoilers
 
This is pretty good. Honestly, my main objections are with the Religion civics:

- Fanaticism sounds like it has too many effects.
- One of the boost to Pagan Temples (the Priest slot?) could be moved to Clergy to provide an early alternative to Deification.
- I would have thought Secularism could use a boost, making it a more dominant civic in the late game. It also seems to me that it comes a bit early in the mid Renaissance: while Scientific Method is thematically relevant, maybe it would be more fitting to have it on a later tech (Measurement/Sociology/Social Contract, or even Representation).
 
Back
Top Bottom