1.18 Civics Changes

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).
-I was thinking the same with Fanaticism, but I was trying to help it along a little, because I personally use it the least. Maybe it could lose faster state religion construction.
-With the pagan temple, my reasoning was the only was to insure you're still pagan past the early game was to run Fanaticism, non-state religion doesn't spread. So putting it at Theocracy allows that player to still have a priest slot. But you're right, putting it at Clergy allows for early pagan civilizations to have an alternative. Tough call.
-I actually think Secularism is in a good place effects-wise, but you're right it could stand to come a little later in the tech tree, Sociology probably. One of it's biggest advantages is it eliminates the diplomatic penalty of non-state religion civilizations; I personally have no problem adopting it much of the time. What would you change about it?
 
I will think on these some more over time, but a few preliminary thoughts:
  • Republic: I agree that it needs changes and already had a note for it based on your earlier feedback. Definitely some kind of shortcut to access the relevant specialists makes sense.
  • Food production: I agree that the effect is fun and I also agree that Elective would be a good place to add it, but on the other hand I was quite happy to see it removed from the roster entirely because it is a very all-or-nothing effect, you cannot choose to grow when building units instead if necessary. Especially for the AI that makes it troublesome, and I do not want to tie down any civic with this effect where it might not be desirable, not even Elective. Maybe a better implementation is an ability to proactively hurry from food stored in the city, but that's not really a change I want to make.
  • Individualism: The claim that the civic lost the increased improvement growth is not true, unworked improvements grow at normal rates and worked improvements grow at twice the rate as with the previous effect.
  • Pagan religion effects: I don't agree with the effort to have civics reward staying without state religion, Deification is a (weak) civic for that purpose intentionally. If you want to have civic effects from religion, you should have to adopt a state religion.
  • Individualism vs Egalitarianism: To me it seems like disconnecting the cottage vs specialist choice from these civics and putting those effects into different categories only produces an obvious choice of taking both, rather than any depth.
  • Bureaucracy: I removed any additional effects because this civic was very strong otherwise, and it should not be good at being tall and wide at the same time.
  • Central Planning + Isolationism: can you elaborate on the shifting of effects between these? It seems like Central Planning is the stronger one while Isolationism comes with the more severe drawback.
  • Nationhood: I agree with your efforts to make this a useful choice because it is the historical default, while it might be ignorable if you don't need the drafting and are not running a heavy cottage economy. Courthouse is a great choice in this context (I would make sure to compensate Constitution somehow even if I don't change it more generally) but another option is to move the "+x% production for buildings already in capital" effect here.
  • Courthouse: Agreed with your opinion that this shouldn't be a free building.
 
  • Pagan religion effects: I don't agree with the effort to have civics reward staying without state religion, Deification is a (weak) civic for that purpose intentionally. If you want to have civic effects from religion, you should have to adopt a state religion.
I agree with your design direction here, but as a player of mostly very early civs, there are lots of situations where adopting a state religion isn't an option at all. The religion civic choice is a boring no-brainer in those cases; the only meaningful decision is whether a turn of anarchy is worth it or not to adopt Deification.

So I do think it would be nice to have Clergy do something for pagan civs, in order to provide variety for the early game. +1 Priest slot to Pagan temples would be an obvious choice thematically, would be historical (some pagan religions had a well developed clergy class), would be useful in some situations (e.g. when you want to generate a Great Prophet early), and would still be quite weak: it basically just brings Pagan temples to level of state religion temples. So you'd still be incentivized to switch to a state religion when that becomes an option, for the construction bonus.
 
I agree with your design direction here, but as a player of mostly very early civs, there are lots of situations where adopting a state religion isn't an option at all. The religion civic choice is a boring no-brainer in those cases; the only meaningful decision is whether a turn of anarchy is worth it or not to adopt Deification.
I think that's fine. No state religion should be the boring situation with limited choices, so you are motivated to adopt the richer game mechanics of having a state religion.

What do you mean by it is not an option? Access to wonders? Lack of sufficient major religions?
 
I think that's fine. No state religion should be the boring situation with limited choices, so you are motivated to adopt the richer game mechanics of having a state religion.

What do you mean by it is not an option? Access to wonders? Lack of sufficient major religions?
Just that the major religions haven't been founded yet during the core and most interesting part of the game for many civs (which generally coincides with the UHV, though I don't want to make this about the UHV). This applies to Egypt, Babylon, Assyria, Hittites, Phoenicia, Greece, etc. Also all pre-Columbian civs since the bulk of the game happens before European contact and the spread of Christianity.

For example I was playing the Toltecs recently, and it seems like it should be a possibility to run priests in order to generate a Great Prophet. Doing so at the cost of renouncing the wonder-building and happiness bonuses of Deification would be an interesting choice to give players. It's still far more boring than having a state religion, but at least there'd be some choice as opposed to near-zero meaningful decisions currently.
 
Okay, the point that you cannot run priests (outside of UBs) at all is a valid point that I thought about addressing before. But I am not sure if a civic effect is the right place for that.
 
Just my two cents, but I think that the game confuses state religions with major religions, which may be part of the issue here (if there's one). For example, confucianism makes sense as a state religion, but taoism was (most of the time anyway) not a state religion, yet the game treats the same because they are both big in terms of population. For the Aztecs, the Romans, the Egyptians, their religions were certainly state religions; it's just that these religions didn't spread and survive for them to be put in the world religions bucket that must have influenced the developers of the original game when they selected the original religions to include in the vanilla version. As the game focuses on the experiences of states/polities, the fact that for some civs players can't interact with their (state) religions with all the mechanisms that are available when playing other civs feels limiting and ahistorical.
 
  • Individualism: The claim that the civic lost the increased improvement growth is not true, unworked improvements grow at normal rates and worked improvements grow at twice the rate as with the previous effect.
Huh. I hadn't checked cottage growth very closely but I didn't interpret the civic's wording that way.

-I was thinking the same with Fanaticism, but I was trying to help it along a little, because I personally use it the least. Maybe it could lose faster state religion construction.
For a start I'd combine the XP effects into one: +2XP from Pagan Temple and state religion Temple. That means you lose the effect with no temple but Temples are cheap anyway (maybe too cheap with faster construction).

-I actually think Secularism is in a good place effects-wise, but you're right it could stand to come a little later in the tech tree, Sociology probably. One of it's biggest advantages is it eliminates the diplomatic penalty of non-state religion civilizations; I personally have no problem adopting it much of the time. What would you change about it?

You're right that the diplomatic advantage is a plus, especially once enough civs use it. Personally I would initially have brought back the :) from non-state religions but that's less important now that immigration doesn't add those anymore. My new suggestion would be something touching on the massive changes in education in the industrial era and beyond, by giving relevant buildings (University, Academy, National College, maybe Library too) a small, flat bonus. This could be :) again, or alternatively a flat (+1? +2?) increase in :commerce: (representing not just :science: but the broader disciplines and trades). Adding the effect to Libraries would also benefit civs that settle a lot of cities in the post-renaissance game (colonial civs, large empires, and especially post-colonial civs) since they'd get the building for free anyway.
 
Nationhood: I agree with your efforts to make this a useful choice because it is the historical default, while it might be ignorable if you don't need the drafting and are not running a heavy cottage economy. Courthouse is a great choice in this context (I would make sure to compensate Constitution somehow even if I don't change it more generally) but another option is to move the "+x% production for buildings already in capital" effect .
You could also do something like, +50% production of national wonders as a nice boost especially for the civs that start past the 1700s.
 
Yeah, that was always an ability I considered putting somewhere.
 
For the military units produced with :food: effect, I see Leoreth's point. It's a cool, useful, thematic effect but also growth is so important that limiting it might be too hard to handle (it annoyed me a little back with the old civic system how Conquest/Tributaries/Isolationism all had some drawback and you couldn't get rid of them before Colonialism, a situational civic, or Nationhood).

One effect I've been considering for a long time (for a wonder or a civic) is "Workers can be sacrificed to increase :hammers:", but I always feared it would be too OP in the hands of the human player, especially once you're done improving your available land - workers are supposed to be a significant investment you have to carefully calibrate, and if you have nothing left for them to work on, tough luck. Maybe restricting it to boosting military units production could be a more flexible alternative to directly producing these units with :food:, though on the other hand it's not very thematic with medieval civs: I'd associate it more with later conscription systems. I also assume the AI wouldn't necessarily know how or when to use it.

I do think though that Elective could use a military bonus, especially if it's tied to civs like the Mongols. Units heal faster in foreign territory?
 
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Considering that most civilizations related to the Elective are known for their cavalry, perhaps a simple way is to increase the initial experience of the cavalry troops under this civic.
In addition, I believe that the Monarchy's reduction of city distance maintenance costs is also more suitable for Elective.
 
  • Food production: I agree that the effect is fun and I also agree that Elective would be a good place to add it, but on the other hand I was quite happy to see it removed from the roster entirely because it is a very all-or-nothing effect, you cannot choose to grow when building units instead if necessary. Especially for the AI that makes it troublesome, and I do not want to tie down any civic with this effect where it might not be desirable, not even Elective. Maybe a better implementation is an ability to proactively hurry from food stored in the city, but that's not really a change I want to make.
With how small European Medieval cities were compared to the earlier cities of Antiquity, I always thought that ":food: contributes to military production" was a really cool in-game description of that: Those cities were small because they were using their food to build their military! If the ability is removed, a second-hand effect of that is it makes Citizenship more desirable for the Medieval era. This is because Medieval European civilizations tend to run Manorialism and Vassalage, boosting the farm, so the farm is usually the go-to improvement. Couple that with all the grasslands and food resources, and your cities will easily grow fairly tall, :yuck: notwithstanding. IMO, ":food: contributes to military training" is a very clever and needed release valve for all that extra food to go somewhere. The only other alternatives are Despotism and Citizenship (just to quick build some specialist buildings, and then dart back to Monarchy/Vassalage), in order to whip the population or run specialists.

I put Tributaries to great effect for nearly all of the European UHVs in 1.17, minus I think Italy and Vikings. I understand the AI may have trouble with it, and maybe hurrying with stored food could have some potential, but I really hope it finds a way back into the mod, in some way.

  • Individualism: The claim that the civic lost the increased improvement growth is not true, unworked improvements grow at normal rates and worked improvements grow at twice the rate as with the previous effect.
Ah, I was not aware of that, my bad. Okay, that is really neat. I think it could use better wording though. Maybe: "Improvements always upgrade, and upgrade twice as fast when worked." I'm struggling to come up with a neat and concise phrase, too.
Pagan religion effects: I don't agree with the effort to have civics reward staying without state religion, Deification is a (weak) civic for that purpose intentionally. If you want to have civic effects from religion, you should have to adopt a state religion.
With a pagan temple, at most you get +1 :) and +2 :culture:. With a state religion and its temple present, you get +2 :) and +2 :culture:, and you get a religious civic effect, and you don't have to worry about a religion spreading to your city abandoning your temple. I think adopting a state religion is still the obvious choice 99% of the time, but I agree with @Steb: It would be more interesting if the player had a choice to make as a pagan civilization. Pick between getting a :) from a pagan temple (Deification), ora priest slot ( or some other benefit) at Clergy. And then when a religion finally spreads, you the major religion's temple provides both at the same time, so its an obvious pick. As it is, Deification is the civic to pick when you're pagan, and you can just sit in that until a religion spreads.

Bureaucracy: I removed any additional effects because this civic was very strong otherwise, and it should not be good at being tall and wide at the same time.
That's a good point, you're right. For Bureaucracy, what if we dropped the :gold: bonus, lowered the production bonus to +25% :hammers:, and moved the effect to Regulated Trade or Nationhood, and then bumped the "Cheaper buildings if present in capital" to 25%?

I think it's really important that Bureaucracy has "25% Cheaper buildings if present in the Capital". Not only to build synchronicity with Central Planning, but Public Welfare as well. If this effect can be made to apply to Public Welfare as well, with buildings being 25% cheaper to rush with :gold: if already present in the capital, this could be the key to finally making this civic more desirable by the community. People have long lambasted Public Welfare here in the forums... I think it just needed another civic to potentially couple its effect with.
Central Planning + Isolationism: can you elaborate on the shifting of effects between these? It seems like Central Planning is the stronger one while Isolationism comes with the more severe drawback.
I wanted to move away from Central Planning being the go-to pick for a specialist economy, that +1 :hammers: per specialist is really attractive. For example, Japan. Japan is arguably the most beholden to a specialist economy in the game, with minimal land tiles without a resource, and a ton of food resources. I can't remember the last time I saw Japan not go Communist, it's just too much potential for them and all their specialists. Of course, they'd still get some utility out of Central Planning in my proposed change (+1 :food: on engineer and statesman, double engineer slots), but I think it's less obvious for them. Engineers are strong, but I think Statesmen are one of the "weaker" specialists, and not super attractive for most civilizations.

For Isolationism, giving specialists the +1 :hammers: represents a sort of protectionism, helping home industry. I think it'd go great with Mercantilist/Colonialist civilizations to get some extra hammers in their colonies to help develop it (synchronizing with Bureaucracy, as well), and the extra :food: on farms helps civilizations grow their core, or civs like China continue their specialist game. I actually tend to think my proposed effect on Isolationism is stronger.
 
One minor point about Fanaticism: I think the ability to purge religions passively is overpowered. It renders the inquisitor unit redundant, and it makes expansion easier boosting stability. I'm also unsure what it represents: currently, it's the default option for the middle Eastern civilizations, but they were quite tolerant societies? Purging Judaism and Christianity as the Arabs or the Ottomans feels weirdly ahistorical. If any civic should have this effect, imho should be Nationalism.
 
I put Tributaries to great effect for nearly all of the European UHVs in 1.17, minus I think Italy and Vikings. I understand the AI may have trouble with it, and maybe hurrying with stored food could have some potential, but I really hope it finds a way back into the mod, in some way.
That's fair, but the value of an effect depends a lot on the category it is in. Territory is a category with not many gameplay defining effects, so choosing Tributaries over them for the food production effect is fine, and so is choosing something else over Tributaries to avoid its drawbacks. Government on the other hand has some of the most impactful effects. Elective is already niche and I would like civilizations that have a lot of undeveloped territory to be able to choose it. Avoiding growth via food production has antisynergy with that because when you have a lot of undeveloped territory you usually also have small cities that you want to grow, and if you are avoiding growth you are not going to work undeveloped tiles.
That's a good point, you're right. For Bureaucracy, what if we dropped the :gold: bonus, lowered the production bonus to +25% :hammers:, and moved the effect to Regulated Trade or Nationhood, and then bumped the "Cheaper buildings if present in capital" to 25%?
I think that would still create a civic with unclear purpose that is for every kind of civilization.

One minor point about Fanaticism: I think the ability to purge religions passively is overpowered. It renders the inquisitor unit redundant, and it makes expansion easier boosting stability. I'm also unsure what it represents: currently, it's the default option for the middle Eastern civilizations, but they were quite tolerant societies? Purging Judaism and Christianity as the Arabs or the Ottomans feels weirdly ahistorical. If any civic should have this effect, imho should be Nationalism.
Yeah, I consider that ability to be an unintended side effect of how the religious spread rules work. Currently religious disappearance is based on whether the religion can spread in the first place, which gives the no non-state religion spread effect this passive purge ability. I think I need to rewrite the code so that it does not take civic effects into account.

Maybe a buff for persecutors makes sense for Fanaticism though. I agree with previous commenters that it currently is already overloaded with effects though. I once looked at it again to consolidate it a bit (also to delineate with Theocracy, which is also full of effects) but individually all effects made sense to me and I did not want to lose them.
 
I think that would still create a civic with unclear purpose that is for every kind of civilization.
Bureaucracy would be a good pick for many civilizations, you’re right, but I think so would Constitution. (+2 :science: per specialist).

I think the dichotomy in Legitimacy in the late game should be mostly between Constitution and Bureaucracy, both with wide appeal, and Theocracy and Stratocracy are still available, but a bit more niche.
 
With Citizenship, I wonder if the "spies bribing barbarians" effect couldn't be replaced by something simpler that the AI can actually benefit from: defeated barbarian units have a random chance to be captured (like a lesser version of the Turks' UP), and they get the Mercenary promotion.
 
One effect I've been considering for a long time (for a wonder or a civic) is "Workers can be sacrificed to increase :hammers:", but I always feared it would be too OP in the hands of the human player, especially once you're done improving your available land - workers are supposed to be a significant investment you have to carefully calibrate, and if you have nothing left for them to work on, tough luck. Maybe restricting it to boosting military units production could be a more flexible alternative to directly producing these units with :food:, though on the other hand it's not very thematic with medieval civs: I'd associate it more with later conscription systems. I also assume the AI wouldn't necessarily know how or when to use it.
There is a civilization in Fall from Heaven II, the Doviello, that has the ability to transform Workers and Slaves into Warriors by throwing a bit of money at them. It uses the spell system rather than the vanilla upgrade one, and can be performed even outside their territory. I'm not sure if the AI is actually using that mechanic or if it's any good at deciding when to use it, but perhaps it could serve as inspiration in some way?
 
Few notes for last few updates:
  • unexpected and questionable switches to Despotism by Medieval civs sometimes occurring well into the Renaissance.
  • Republic often taken over Monarchy by civs with a few coastal sea resources despite rapidly hitting happiness ceiling (Portugal has been doing this 100% of games w/ Lisbon getting Red faces at only Pop 7). As of
  • land powers taking Thalassocracy over Hegemony (Spain, Byz, Ottos, and get ready for this one: HRE)
  • at least in Medieval Europe, Theocracy only seems to be chosen if leader's Favorite Civic
I finally have some time for rigorous playtesting so stay tuned here and elsewhere on the forum.
 
Yeah, that was always an ability I considered putting somewhere.
I think the idea proposed by GoneFishingX of giving +50% production of national wonders to the civic nationhood is very good.

Of all the civics available, the one that would fit the most, even by its name, with this skill would be precisely nationhood.

And this would be good to give it a buff because, really, if the draft skill is not used/needed, this Territory civic becomes very weak, it only gives some happiness in some buildings, the effect of increasing the production of national wonders would be very fitting.

Maybe you could even adopt the idea of +1 happiness in cinema (Proposed by Hickman888), and maybe even +1 happiness in palace as well.



Another point I would like to talk about is about the civic Secularism, it became very weak compared to what it was in version 1.17. The fact that immigration does not bring religion helps to avoid problems with happiness, and this was a good change. But I think the +100% building speed for university building could come back, it would be very fitting for it.
 
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