[ADD-ON] Grave's SevoMod Remix!

Grave

1 Goat = 400 Horses
Joined
May 5, 2002
Messages
1,530
Location
Louisiana
Grave's SevoMod Remix v2.9z

MP Compatible: Yes
Initial Release Date: 14-May-06
Current Release Date: 22-May-06

Version Compatibility: Civ4 v1.61

----------------------------------
Background
----------------------------------


"Grave's SevoMod Remix" is a series of huge gameplay/tweaks to one of the best (if not THE best) ModPack out there: SevoMod!

I mainly made these tweaks for my own personal use, because while this mod is indeed incredible, there were a few things I wasn't happy with, and decided to fix things up "my way". I thought the rest of the community might enjoy these changes as well, so I decided to publish it.

I used to have a huge ModPack called "Grave's Mega Mod v2.0", that was my own adaptation of the Galindus' MegaMod, so I have a little experience in making compilation modpacks. My MegaMod was outdated (v1.52), and it would of been a monumental project to convert all the little mods I had incorporated into it to be v1.61 friendly, so instead of updating my MegaMod, I decided to start from scratch and use SevoMod as my new foundation.

Remember... I made this mod for my own personal use, and I published it so people could enjoy the SevoMod with a different spin on it. Alot of the tweaks I did you might not agree with. If so, then feel free to change this however you wish!

-----------------------------------------------------------------------------
Acknowledgments & Credits

Special thanks to Sevo, for making one of the best Civ4 mods out there, and for giving me a foundation to make my SevoMod Remix.

Also thanks to:
- Abbamouse for his Realistic Religion mod
- Bhruic for his Settler Religion mod
- Snafusmith for his B-52 unit graphic
- The Conquest's F-22 unit graphic
- Mentat99's Improved Leaders & Civics Mod
- Rabbit, White's for his Riot Police unit graphic
- Nautil's for his Su-37 & MiG-21 unit graphics
- Jeckel for his JUnitReligion Mod (and theLopez for helping with the python scripting)
- theLopez for his outstanding python scripting of Cultural Influences, Enhanced Culture Conquest, Great Person Trickle Mod, No Name Great Person Renamer

------------------------------------------------
What's Added? (22-May-06)
------------------------------------------------


Thanks to theLopez, the following are now a part of Grave's SevoMod Remix:

- Cultural Influences
- Dead Civ Scoreboard
- GP Trickle Mod
- JUnitReligion Mod (Replaces Bhruic's Settler Religion Mod)
- Enhanced Culture Conquest (Replaces Stone-D's Culture Conquest Mod)

------------------------------------------------
Changes (21-May-06)
------------------------------------------------


BUGFIXES:

- Fixed a bug where Religion/Wonder movies wouldn't play (had to remove the Culture Conquest mod)

- Fixed a few missing pieces of text

- Fixed the problem on Grave's "Realism" Speed where your cites would instantly gain Legendary Culture status

- Fixed the animation problems for the A-10

- Fixed a bug where the Boeing Corp wouldn't show up on the build list

CHANGES:

- Adjusted aircraft range (See Sevopedia)

- Increased cost of Aircraft Carriers (See Sevopedia)

------------------------------------------------
What's Added? (See Sevopedia for more details)
------------------------------------------------


CIVILIZATIONS:

- Brought back ALL the CivGold civs! (Zulus, Babylonians... they're all back!)

LEADERS:

- Added David to the Leaders of Israel (See Sevopedia)

WONDERS:

- Added Mikoyan-Gurevich Corp (Allows you to build MiG fighters and the Su-37!)

UNITS:

- Added the MiG Fighter (One of the aircraft acquired after building the Mikoyan-Gurevich Corp... Replaces Jet Fighter, basically the same except it's cheaper to build and has a +10% Interception rate)

- Added the SU-37 Terminator (The next step up from the MiG Fighter... not as dominant as the F-15, but can do more damage to Armored units.. see Sevopedia)

- Added Riot Police (Cheap alternative to Infantry... city defense... See Sevopedia)

MODS:

- Added Mentat99's Improved Leaders & Civics Mod (made some adjustments)
The following are the tweaks:

CIVICS:

Despotism
Low Upkeep

Hereditary Rule
Medium Upkeep
+10% Military Unit Production
+1 Happiness per Military Unit Stationed in a City

-10% Research in All Cities
+1 Money per Specialist
+10% Free Units per Population


Representation
Medium Upkeep
+15% Great Person Birth Rate
+15% War Weariness
+1 Happiness in 4 Largest Cities
+3 Research, +1 Culture per Specialist
+10% Research in All Cities


Police State
High Upkeep
-50% Great Person Birth Rate
+25% Military Unit Production
+2 Happiness per Military Unit Stationed in a City

-50% War Weariness
-25% Culture in all Cities
-2 Unhappiness in 4 Largest Cities

-25% Growth for Cottage, Hamlet, Village
+1 Happiness Jail

Universal Suffrage
High Upkeep
+20% Great Person Birth Rate
+25% War Weariness
+20% Research in All Cities
+1 Production from Cottage, Hamlet, Village, Town
+2 Happiness in 4 Largest Cities


Barbarism
No Upkeep

Vassalage
Medium Upkeep
New Unit Receive +2 Experience Point
+25% Growth for Cottage, Hamlet, Village

+ 1 Cost Per Military Unit

Bureaucracy
Medium Upkeep
+25% Maintenance Costs from Number of Cities
+2 Cost Per Unit

+50% Food, +50% Production, +50% Gold, +50% Science in Capital
+1 Happiness from Courthouse


Nationhood
Medium Upkeep
+10 Free Military Unit
Can Draft 2 Unit per Turn
+1 Happiness from Barracks
-50% War Weariness

Penalty for Civ without Nationhood

Free Speech
Low Upkeep
+25% War Weariness
+100% Culture in All Cities
+1 Gold from Cottage, Hamlet, Village, Town
+1 Happiness from University

Penalty for Civ without Free Speech

Tribalism
No Upkeep

Slavery
Low Upkeep
+1 Unhealth in All Cities
Workers build Improvements +50% Faster
-50% Culture in All Cities
Can Sacrifice Population to Finish Production in a City

Serfdom
Low Upkeep
Workers build Improvements +25% Faster
-20% Culture in All Cities
+5 Free Units

Caste System
Medium Upkeep
Unlimited Artist, Scientist, Merchant
-1 Happiness in 4 Largest Cities
+2 Free Specialists per City
-20% Great Person Birth Rate

Emancipation
Medium Upkeep
+20% Great Person Birth Rate
+100% Growth for Cottage, Hamlet, Village

Penalty for Civ without Emancipation
+25% Production in All Cities

Decentralization
No Upkeep

Mercantilism
Medium Upkeep
+1 Free Specialists per City
No Foreign Trade Routes
+25% Gold in All Cities
-25% Research in All Cities

Free Market
Low Upkeep
Unlimited Merchant
+2 Trade routes per City
Can Spend Gold to Finish Production in a City

-1 Production from Workshop
-2 Production from Town

+10% Culture
+10% Research in All Cities


State Property
Medium Upkeep
Unlimited Engineer
-10% Great Person Birth Rate
-10% Culture
-10% Gold in All Cities

No Maintenance Cost from Distance to Palace
+1 Food from Watermill
+1 Production from Workshop
+5 Production from Town


Environmentalism
High Upkeep
Unlimited Scientist
No Unhealth from City Population

+1 Happiness from Recycling Center
+1 Cost per Military Unit
-10% Production in All Cities


Paganism
No Upkeep
No State Religion

Organized Religion
Medium Upkeep
Can Build Missionaries without Monastery
+10% Great Person Birth Rate in Cities with State Religion
+1 Happiness in Cities with State Religion

-15% Research
+10% Culture in All Cities

Theocracy
High Upkeep
Unlimited Priest
+30% Great Person Birth Rate in Cities with State Religion
+2 Happiness per Non-Stare Religion in a City
+2 Experience Point in Cities with State Religion
+10% Money Gold in All Cities

No Non-State Religion Spread
Penalty for Civ without Free Speech
-25% Research


Pacifism
No Upkeep
+150% Great Person Birth Rate in Cities with State Religion
-50% Military Unit Production
+50% War Weariness

+1 Happiness per Non-State Religion in a City

Free Religion
Low Upkeep
No State Religion
+1 Happiness per Non-State Religion in a City
+10% Research
+20% Culture in All Cities


TRAITS:

Philosophical
+100% Great Person Birth Rate
+1 Research per City
Double Production Speed of University

Aggressive
Free Promotion (Combat 1)
Melee Unit
Gunpowder Unit
Double Production Speed of Barracks, Drydock, Airport, Gunsmith, Forge

Spiritual
No Anarchy
+4 Culture per City
Double Production Speed of Temple, Cathedrals, Monasteries

Organized
-50% Civic Upkeep
+1 Food on Plots with 4 Food
+1 Production on Plots with 4 Production
Double Production Speed of Courthouse, Jail

Expansive
+3 Health per city
+1 Food on Plots with 3 Food
Double Production Speed of Granary, Harbor
Production of Settler Units increased by 50%

Industrious
+1 Production on Plots with 3 Production
Double Production Speed of Forge, Factory, Manufacturing Plant

Creative
+25% World Wonder Production
+50% National Wonder Production
+2 Culture per City
Double Production Speed of Theatre, Coliseum

Financial
+1 Gold on Plots with 2 Gold
+10% money
Double Production Speed of Bank, Market

Scientific
+15% Science
Double Production Speed of Observatory, Laboratory


----------------------------------
Known Bugs
----------------------------------


- The game freezes up when you go to the Unit Upgrade tab in the Sevopedia. I think it might have something to do with the Buttons for some of the units I added, because it only started doing that once I made custom buttons. The rest of the game works great, though.

- The F-22 and the B-52 have no bombing animations... my copy of 3DMax and SceneViewer has a problem with rendering... if somebody could add animations to these units and send them to me that'd be awesome!



*********************************************************
------------------------------------------------
What's Added? 14-May-06
------------------------------------------------


MODS:

- Abbamouse's Realistic Religion Mod (Adds more depth and flavor to the rather bland Civ4 religions)

- Bhruic's Settler Religion Mod (Was removed by Sevo... but I like it, so it's back in!)

- Added my own Inquisiton mod code (Now you can remove religions from your cities. The AI can't use it, though.)

- Stone-D's Culture Conquest (Upon capture, the city's culture is reset to one half of the original, PLUS a random number whose maximum is half of the original. Prior to this calculation, the original number is adjusted to account for the lost population)

WONDERS:

- Added Boeing Corporation (This wonder is now required to build the F-15E and the all *NEW* F-22 Raptor!)

- Added Gutenberg Printing Press (I've always liked this wonder. This time around, it doesn't produce tradeable books... you just get a nice Science boost)

UNITS:

- Added Jet Bomber (This unit uses Snafusmith's B-52 unit graphics... I didn't like the "gap" between WWII era bombers and the Stealth Bomber, the result is the Jet Bomber)

- Added F-22 Raptor (One of the special units you acquire from building the Boeing Corporation wonder. It's the strongest figher/interceptor in the game)

- Added Inquisitor (The Inquisitor can remove a religion from your cities (it won't remove a holy cities founding religion)

- Added US Cavalry (The new UU for the Americans)

- Added Howitzer (The Howitzer is the next step up from Artillery... there were no modern artillery pieces in the game, so I added this one)

- Added special units for Religions (Each religion now has a special unit.. see Sevopedia for more details)

RESOURCES:

- Added Coffee (I couldn't believe this resource was left out!)

- Added Tobacco (I couldn't believe this resource was left out, either!)

BUILDINGS:

- Gunsmith (Required to build early gunpower units: Musketman, Musketeer, Cavalry, Rifleman, etc)

- Manufacturing Plant (The next step up from Factory... suppliments the Factory by further increasing production in a city)

- Feng Shui Academy (Can only be built by Taoist Religion special unit)

GAME SPEED:

- Added 'Realism' Game Speed (Just a custom game speed I like to use... try it out, is close in legnth to Marathon)


----------------------------------
What's Changed?
----------------------------------


WONDERS:

- Deleted Art of Artillery (There weren't that many differences between the Bronze Cannon and regular Cannon for me to want to keep this... so I got rid of it)

- Deleted Magellan's Expedition (I never did like this wonder, dating as far back as Civ1. This shouldn't be a "wonder" of the world, so I got rid of it. The same effect could be accomplished by sailing your Caravel across the world!)

- Deleted Universal Suffrage (I thought this was kind of redundant considering there is a Civic based on this same idea)

- Changed Eiffel Tower (No longer gives free Broadcast Tower to cities... instead it gives +12 culture to the city it's built in... this is the highest rated culture for a building in the game! No longer requires Forge)

- Changed Statue of Liberty (No longer requires Forge)

- Statue of Zeus (PreReqTech is now Philosophy... double production speed with Ivory)

- Art of War (Re-named to "Sun Tzu's War Academy")

- Theory of Evolution (Now gives two free techs once built... everything else like Science bonus, specialist, etc have been removed in order not to overpower)

- Hollywood (PreReqTech is now Radio... free Broadcast Tower in every city)

- Pyramids (Now enables all Religious Civics instead of Government Civics)

- Rock n' Roll (PreReqTech is now Mass Media)

- Versallies (PreReqTech is now Gunpowder)

CIVICS:

- Theocracy (+2 Happiness for State Religion... +1 experience points for units)

- Pacifism (125% Great People rate)

CIVILIZATIONS:

- Removed extra Civs from game (I know this will be an unpopular move, but there were *TOO* many civs! Plus many of them will be officially added to the Warlords Expansion Pack. The only one I kept was the Israel, because Solomon looked cool)

- Re-arranged Civ colors (Play a game to see)

- City names (Re-arranged/added/deleted some of the city names for each Civ)

- Changed Civ's starting techs (Again... see Sevopedia)

LEADERS:

- New favorite Civics for Leaders (See Sevopedia... there wasn't enough variety in the favorite Civics for the different leaders, so I did something about it)

TECHNOLOGY:

- Revamped the Tech Tree (See Sevopedia for details... Made a several changes to the flow of the Tech Tree)

BUILDINGS:

- Factory (Required to build almost all post-Industrial era units)

- Forge (Required to build almost all medieval era units... obsolete with Coproration... cost lest to construct)

- Bunker (PreReqTech is now Flight)

- Airport (+4 Experience for Air units... 50% Production bonus for Air units... this is the Air unit version of the Drydocks)

- Coal Plant (PreReqTech is now Industrialism)

UNITS:

- IFV (Renamed to "Mechanized Infantry", and added two Marines flanking the IFV unit... can now capture cities... PreReqTech is now Robotics)

- Scout (I never liked the scout unit, I hated it when the Mongols were wandering through Europe when it's 2300BC. By the time 1000BC rolls around, every civ on the map knows eachother. So I got rid of the Scout. Actually, he's still in the game, he just required Future Tech and a Forge... Since Forge is obsolete by the time Future Tech rolls around, you cannot build a Scout. I left him in the game because I know this is probably an unpopular decision, so you can change it if you want)

- Stealth Bomber (Renamed "B-2 Spirit"... costs more to build... bombing ability and range increased... now requires Lockheed Corporation in order to build. It didn't make sense to me that the F-117 Stealth Fighter was so exclusive and the B-2 wasn't, when they were made by the same company! To make up for the loss of the B-2 to the other Civs once somebody builds the Lockheed Corp, the B-52 was added. The B-52 and B-2 have very similiar stats, except the B-2 has a little bit of an edge with stealth technology, and a little more firepower, but hardly enough to hinder the B-52 and the other civs using them)

- Infantry (Upgrades to Mobile Infantry)

- F117 (Renamed "F-117 Nighthawk"... increased boming ability and range... cannot intercept aircraft anymore... Evasion is now 50%... now causes collateral damage)

- F15 (Renamed "F-15 Strike Fighter... now requires Boeing Corp in order to build)

- Bomber (Now upgraded to Jet Bomber... increased bombing ability and range)

- A-10 (Increased bombing ability and range)

- Jet Fighter (Increased bombing ability and range)

- Fighter (Increased range)

- Bronze Cannon (Deleted)

RELIGION:

- All Religions (Tweaked them a little from Abbamouse's mod... see Sevopedia)


----------------------------------
What's Next
----------------------------------


- I want to add theSeby's SpyMod (http://forums.civfanatics.com/showthread.php?t=159219&highlight=spymod)

- I want to add theLopez's Cultural Influence (http://forums.civfanatics.com/showthread.php?t=170884)

----------------------------------
Known Bugs
----------------------------------


- The game freezes up when you go to the Unit Upgrade tab in the Sevopedia. I think it might have something to do with the Buttons for some of the units I added, because it only started doing that once I made custom buttons. The rest of the game works great, though. if somebody could fix this that'd be awesome!

- The F-22, B-52 and the A-10 have no bombing animations... if somebody could fix this that'd be awesome!





----------------------------------
Installation Instructions
----------------------------------


- SevoMod v2.9z is required in order to use this mod!
- This mod isn't a stand alone mod... think of it more as a "patch"

- Make a backup of your current MODS/Sevomod directory.
- Simply unzip this zip file into your MODS directory. When asked to overwrite the files, select "Yes to All".

- Please report any bugs to me... send me a PM on CivFanatics, or post any bugs here in this thread.



CLICK HERE TO DOWNLOAD! (3.62MB)



Hopefully I didn't leave anything out....
 
nice mod but what happened to religion movies and also i think its against the realsim that you can search judism before buddism and hinduism
 
Grave....

Any chance you might put the added civs back in? I really like some of your ideas (coffee, new units, wonder tweaks, etc...). But I love those extra civs. You never know who you're going to run in to! :)
 
keldath said:
hi grave -nice work -

perhaps you would like to merge my mod into yours also?
2uu mod :)


Yeah, last night after I uploaded my mod, I came across your add-on. I wanted to do a two UU for each civ like you did, just couldn't find what I was looking for. I downloaded your mod last night... I'll check it out later this week. :)


shayan_he said:
nice mod but what happened to religion movies and also i think its against the realsim that you can search judism before buddism and hinduism

Mysticism leads to Monotheism and Polyethism... vanilla civ made you discover Poly first, then Mono. This way you can discover either Judaism or Hinduism... your choice. Judaism came way before Buddhism... Buddhism was discovered around 600BC I believe. I tweaked the tree so that you would discover Buddhism later in the game... sort of between Judaism and Christianity.

Are the religion movies not working?


MJH said:
Any chance you might put the added civs back in? I really like some of your ideas (coffee, new units, wonder tweaks, etc...). But I love those extra civs. You never know who you're going to run in to! :)

I probably won't. Like I said, when I first started this out... it was for my personal use only. Then after it evolved I thought it would be cool to publish it. Putting them back in would be a PITA.

Besides, the only leaderhead I really liked was Solomons anyway. Not ragging on the other leaderheads, because making them is way beyond the skills I have... just weren't "original" enough. You could probably add the new civs back in to your downloaded copy if you wanted to. :)
 
The cultural victory with 'Realism' Game Speed is reached after construction of three cities with a gain of culture approximately in 2000 B.C. It is very bad.

p.s. Excuse me, for my poor English... Probably in the description something about it is written?
 
Ole_Lukoye said:
The cultural victory with 'Realism' Game Speed is reached after construction of three cities with a gain of culture approximately in 2000 B.C. It is very bad.

p.s. Excuse me, for my poor English... Probably in the description something about it is written?

Thanks.. I'll take a look at that later today. I might scrap my "Realism" game speed... not really much of a need for it with the other game speeds out there!


FYI...

If you want all the new Civs back in the game that I removed... simply restore the original Sevomod CIV4CivilizationsInfo.xml (located in the XML/Civilizations directory) and the CIV4FormationsInfo.xml (located in the XML/Units directory). You'll also need to add the deleted civ's UU's back into the CIV4UnitInfos.xml file.

I left all the leaderheads and leader info intact, just incase you guys wanted to restore these newer civs. The only side effect this *should* have is the Americans will lose the US Cavalry UU (easy to fix yourself), the updated city names will be lost (no big deal) and the new colors of the civs will be lost (no big deal). You can easily tweak these yourself.

Hope that helps you guys out who want the newer usermade civs back in the game. :)
 
Pretty good stuff, GraveEatr. I've contemplated adding resources but was worried about game imbalance issues. It'll be interesting to see how these play out in your mod.

If I was going to do a religion tweak it would certainly be Abbamouse's; definitely the most comprehensive and interesting.

:goodjob:
 
if people continue to make Sevo Alternates Mod, then i suggest that the admin make a new forum for Sevo and there alternates mods to put in. Also the title of Best modder since 2006.
 
Ole_Lukoye said:
The cultural victory with 'Realism' Game Speed is reached after construction of three cities with a gain of culture approximately in 2000 B.C. It is very bad.

p.s. Excuse me, for my poor English... Probably in the description something about it is written?

Doh! I forgot to tweak the CIV4CultureLevelInfo.xml file to include my game speed! :aargh: This will be an easy fix though... more to come!
 
Hi, I tried your mod on top of my favourite sevomod. Although the game seems to be quite interesting, I noticed massive lags (sometimes 10 min - and it's the beginning on standard map, not huge endplay!). Especially at moments when I finish researching a tech but not only those. I never had anything like this playing normal Sevomod. Quitting the game takes forever. My comp - sempron 2300, 128 mb gf4 TI, 512 RAM. Not much of a power but quite playable before...
Nevertheless, I got such a fantastic starting position that I don't want to abandon the game :) - 8 floodplains, 2 goldmines, cow and horse in fat cross...
 
radzik said:
Hi, I tried your mod on top of my favourite sevomod. Although the game seems to be quite interesting, I noticed massive lags (sometimes 10 min - and it's the beginning on standard map, not huge endplay!). Especially at moments when I finish researching a tech but not only those. I never had anything like this playing normal Sevomod. Quitting the game takes forever. My comp - sempron 2300, 128 mb gf4 TI, 512 RAM. Not much of a power but quite playable before...
Nevertheless, I got such a fantastic starting position that I don't want to abandon the game :) - 8 floodplains, 2 goldmines, cow and horse in fat cross...

That's really strange... I didn't do any heavy duty modifications to gameplay mechanics, just added a few units, buildings, tech tree and civics tweaks, and a couple lines of python. ;)

I haven't noticed a performance dip... then again I have a 2.6ghz processor, 1.5GB RAM and 512mb vid RAM. :)


******************************
UPDATE on bugfixes:

Got the wonder/religion movies up and running again. Seems that the Culture Conquest mod was the culprit. Why, I have no idea. But I took it out and the movies work just fine. It might be because it's a really old mod, and perhaps not compatible with v1.61... I don't know for sure. So when I do an update to the Remix, the Culture Conquest will be removed. Which sucks, because I really like it.

If any of you python gurus could look into this, that'd be great. Python is like Spanish to me... I can understand small bits and phrases, but can't carry a conversation in it! ;)
 
Progress update:

I know I said it was a PITA, but for those of you who were dissapointed that I removed the extra Civs... be dissapointed no longer! I added all the extra SevoCivs back into the game! I also added a new leader, David to Israel (thanks Keldath!) as well as gave animations to the A-10 (thanks snafusmith!).

I'm also going to make an optional download that will play with all the extra civs removed (spare the Israelis) if you want to go that route, too!

I'm almost done... I'm going to add a few more things before I make another release. Should be tonight (doubt it) or tomorrow (hopefully). So hang tight.

If you have any bugs to report, or any requests/recommendations... now is the time!
 
Status Update:

Integrated Mentat99's Improved Leaders & Civics mod, and tweaked it just a little bit to balance out the civics a little better.

Working on integrating Keldath's 2nd Unique Unit into the mix. I'm making a few changes, to give some of the "modern" civs more modern units, like the Russians getting the T-72, etc. I'm just kinda stumped right now on a UU for the Mali, Persians and Romans. Any suggestions, post up!

Also thinking of adding a new wonder, to allow a new group of aircraft into the game that competes with Boeing. That way if your enemy civ builds Boeing Corp they won't completely dominate the skys!

Thanks to theLopez for modernizing alot of the older python mods that no longer work with v1.61! Looks like Culture Conquest is making a comback....
 
Why does slavery and serfdom decrease culture?
Ancient countries with slavery had to conquer other barbarian civilizations and their culture was either replaced or adopted but ended up being modernized anyway by the victors influence.


I suggest that culture would spread through force as people can't expand their borders when an army is blocking them. Cities under threat can't use a number of their plots so some citizens see the force as a better alternative of governance and slowly accept their occupiers rather than just refuse to work and create more WW than there are people. The affected population can abandon their country and migrate to their occupier instead of just dying when a city is invaded. The culture percentage would be affected until the immigrants are absorbed into the culture.
 
The reason I put a culture penalty on Slavery and Serfdom was to represent the oppression those civics had. Slaves/servants didn't have much in the way of freedom, couldn't express themselves, etc... and that is what I tried to show through the culture hit. The loss of culture stems from the slaves not being "equal" members of society.

Serfdom was a little more relaxed version of slavery, that's why the penalty is lower.

I see what you mean though... I may adjust the values a little more for a future release, but a culture hit for these two civics does make sense. Besides, I tried to balance out all civics so that they have positive/negative effects. Plus side for slavery is you can build improvements way faster... downside is you take a culture hit for it.
 
Slavery is part of a nations culture. Police State, State property, Barbarism, Theocracy, Nationhood, and Despotism all represent various degrees of oppression over the people and place limits on what people can accomplish.
Slavery and serfdom should actually add culture since they are producing additional products that goes towards domestic and foreign nations and allows the citizens to focus on other issues.
Why not place an unhappiness penalty to represent a division over a moral issue? Other civics can reduce happiness to everyone else without it and everyone heads to slavery at some point.
 
Blazer6 said:
Slavery is part of a nations culture. Police State, State property, Barbarism, Theocracy, Nationhood, and Despotism all represent various degrees of oppression over the people and place limits on what people can accomplish.
Slavery and serfdom should actually add culture since they are producing additional products that goes towards domestic and foreign nations and allows the citizens to focus on other issues.
Why not place an unhappiness penalty to represent a division over a moral issue? Other civics can reduce happiness to everyone else without it and everyone heads to slavery at some point.


You bring up good points... I'll look into this a little more when I make another release. :king:
 
Back
Top Bottom