ProkhorZakharov
Chieftain
- Joined
- Jul 30, 2009
- Messages
- 69
Civics
Agrarianism: This civic is too powerful in base FFH. The Wild Mana version (+2
in all cities, +10%
) is much better.
Overall: I think that most of the civics are pretty well balanced, and offer interesting effects. I would prefer the civics to be spread a bit more evenly over the tech tree. Having Guilds and Caste System, both specialist civics, be Labor civics means you can't run both at the same time, which seems silly. Starting with Pacifism or especially Religion is a significant disadvantage; you can't benefit from great people or temples at the start of the game. The earliest you want Pacifism is at Mysticism, and you can get Pacifism for free when you switch to Mysticism anyway. Starting with three options in Cultural Values seems odd, anyway, when you only get the default option for all the other categories.
What I'd change: I'd rearrange the categories and prerequisites of the following civics:
Caste System: Move to Feudalism (was Taxation). Putting a powerful civic at Feudalism gives people more of an incentive to go for this dead-end tech even if they're not running Aristocracy for Royal Guards. Also, Republic is at Taxation.
Conquest: Move to Bronze Working (was Warfare): If you're running Conquest, you're probably doing it with axemen, and you might not have the time or the money to research Warfare.
Guilds: Move to Economy category to allow synergy with Caste System. Change to Low Upkeep because the specialist bonus is kind of redundant with Scholarship, Liberty and Theocracy giving you unlimited numbers of the specialists you most want (for generic specialist economy, cultural victory, and altar victory, respectively).
Liberty: Move to Drama (was Mercantilism) because it's really based on the cultural tech line rather than the money line, and because Mercantilism already gives its namesake civic.
Pacifism: Move to Agriculture (was none). I'd like Nationhood to be the only starting Cultural Values civic, which means Pacifism needs a prerequisite. Agriculture makes sense from a flavor perspective, given that agriculture removes the need to fight to survive, and it comes early enough that you'll always have it when you want it.
Religion: Move to Ancient Chants (was none). Same reason as Pacifism.
Agrarianism: This civic is too powerful in base FFH. The Wild Mana version (+2


Overall: I think that most of the civics are pretty well balanced, and offer interesting effects. I would prefer the civics to be spread a bit more evenly over the tech tree. Having Guilds and Caste System, both specialist civics, be Labor civics means you can't run both at the same time, which seems silly. Starting with Pacifism or especially Religion is a significant disadvantage; you can't benefit from great people or temples at the start of the game. The earliest you want Pacifism is at Mysticism, and you can get Pacifism for free when you switch to Mysticism anyway. Starting with three options in Cultural Values seems odd, anyway, when you only get the default option for all the other categories.
What I'd change: I'd rearrange the categories and prerequisites of the following civics:
Caste System: Move to Feudalism (was Taxation). Putting a powerful civic at Feudalism gives people more of an incentive to go for this dead-end tech even if they're not running Aristocracy for Royal Guards. Also, Republic is at Taxation.
Conquest: Move to Bronze Working (was Warfare): If you're running Conquest, you're probably doing it with axemen, and you might not have the time or the money to research Warfare.
Guilds: Move to Economy category to allow synergy with Caste System. Change to Low Upkeep because the specialist bonus is kind of redundant with Scholarship, Liberty and Theocracy giving you unlimited numbers of the specialists you most want (for generic specialist economy, cultural victory, and altar victory, respectively).
Liberty: Move to Drama (was Mercantilism) because it's really based on the cultural tech line rather than the money line, and because Mercantilism already gives its namesake civic.
Pacifism: Move to Agriculture (was none). I'd like Nationhood to be the only starting Cultural Values civic, which means Pacifism needs a prerequisite. Agriculture makes sense from a flavor perspective, given that agriculture removes the need to fight to survive, and it comes early enough that you'll always have it when you want it.
Religion: Move to Ancient Chants (was none). Same reason as Pacifism.