I've remade civics options in FfH. Download the file, play and let me know what you think of it.
Link:
http://forums.civfanatics.com/uploads/131308/AltCivics_for_FfH.rar
Features:
2 new government civics:
- Magocracy - enabled by Sorcery, giving +20% beakers, +2 experience pts for units built, +1 happy with Mage Guild;
- Empire - enabled by Mercantilism, giving no maintenace from distance to palace, +10% military prod, -25% war weariness and lowering unit upkeep costs a bit.
Balanced religion civics:
- Social Order gives now +1 happy from courthouse, +3 happy from basilica, +1 happy per military unit in city, +10% military prod and a few units free of upkeep.
- Slavery gives additionally a +25% bonus for building production in cities with Octopus Overlords.
- Arete bonus for GP rate rised to +50% in cities with state religion; Arete also gives unlimited Engineers.
- Guardian of Nature lost its -10% military prod handicap.
- Sacrifice the Weak remained unchanged (it is already overpowered).
Changes in other civics (noted only major):
- Empowered Republic (removed unhappiness for civs not having the Republic, but added increased speed of improvement upgrade and a bonus +1 commerce for Towns).
- Reworked Aristocracy (decreased commerce bonus on farms from +2 to +1, but also no -1 food on farms anymore).
- Accordingly changed Agriculture (removed -1 hammers on farms, but bonus food is +1; also +1 food on pastures, hamlets, villages, towns; -1 commerce on hamlets and villages; -2 commrce on towns so you never get a town productive more than a village).
- Reworked Guilds civic (bonus gold, unlimited merchants, and added for future use -20% upkeep of corporations/guilds)
- Changed Foregin Trade civic (removed -10% gold handicap, cultural bonus lowered to +10%, removed +1 trade route in costral cities but added +50% commerce from trade routes)
When "Shadow" comes out, I intend to update AltCivics, and if the team decides to remove any religious civic, I may consider adding it back, as well as making new ones for new religions.
Link:
http://forums.civfanatics.com/uploads/131308/AltCivics_for_FfH.rar
Features:
Spoiler :
2 new government civics:
- Magocracy - enabled by Sorcery, giving +20% beakers, +2 experience pts for units built, +1 happy with Mage Guild;
- Empire - enabled by Mercantilism, giving no maintenace from distance to palace, +10% military prod, -25% war weariness and lowering unit upkeep costs a bit.
Balanced religion civics:
- Social Order gives now +1 happy from courthouse, +3 happy from basilica, +1 happy per military unit in city, +10% military prod and a few units free of upkeep.
- Slavery gives additionally a +25% bonus for building production in cities with Octopus Overlords.
- Arete bonus for GP rate rised to +50% in cities with state religion; Arete also gives unlimited Engineers.
- Guardian of Nature lost its -10% military prod handicap.
- Sacrifice the Weak remained unchanged (it is already overpowered).
Changes in other civics (noted only major):
- Empowered Republic (removed unhappiness for civs not having the Republic, but added increased speed of improvement upgrade and a bonus +1 commerce for Towns).
- Reworked Aristocracy (decreased commerce bonus on farms from +2 to +1, but also no -1 food on farms anymore).
- Accordingly changed Agriculture (removed -1 hammers on farms, but bonus food is +1; also +1 food on pastures, hamlets, villages, towns; -1 commerce on hamlets and villages; -2 commrce on towns so you never get a town productive more than a village).
- Reworked Guilds civic (bonus gold, unlimited merchants, and added for future use -20% upkeep of corporations/guilds)
- Changed Foregin Trade civic (removed -10% gold handicap, cultural bonus lowered to +10%, removed +1 trade route in costral cities but added +50% commerce from trade routes)
When "Shadow" comes out, I intend to update AltCivics, and if the team decides to remove any religious civic, I may consider adding it back, as well as making new ones for new religions.