arosenberger
Chieftain
- Joined
- Apr 29, 2010
- Messages
- 23
==============================================
Civics Revamped for AND 1.75 Version 1.0 --- 11/30/10
==============================================
=======
Rationale
=======
AND is an awesome mod, but I found that my civic options were determined by which civic gave me the most research while keeping happiness high. This lead me to invariably choose the same civics over and over, with little room for anything else. This inspired me to developed my first modmod for myself to add more variety and choices to the civic options and to allow for different styles of gameplay based on civics. Although this modmod is primarily for me, I'm releasing it because I have been pleased with the results and want to share.
========
Description
========
Civics are now balanced better, but more powerful civics become available as you advance in technology. Each civic now has certain strengths and weaknesses, which should balance out and encourage different styles of gameplay. I have attempted to retain historical accuracy, but accuracy is sacrificed for balance and gameplay in many circumstances. So far, only the Government, Power, and Society civics have been modified, though more may come.
The main civic traits I have attempted to define are: Efficiency (relating to maintenance),production, culture, research, commerce, militarism, happiness, and stability. It is important to note that commerce, research, and efficiency are all interrelated due to the sliders, making balance very difficult to achieve between civics that encourage commerce and civics that encourage militarism for example.
Government Civics:
Chiefdom: left about the same
Monarchy: Efficiency and Military focused, weak in happiness, stability
Republic: Happiness and Trade focused, weak in efficiency
Democracy: Happiness and Trade focused, weak in efficiency and militarism
Federal: Efficiency and stability focused, weak in production
Fascist: Science, production, and military focused, weak in trade and stability
Communist: Science and military focused, weak in trade, happiness and stability
Power Civics:
Junta: left the same except happiness bonus only from walls
Despotism: Strong in efficiency and military, weak in happiness and stability
Senate: Strong in trade and happiness, weak in efficiency
Bureaucracy: Efficient for many, close together cities, weak in production
Vassalage: Strong in Military and efficiency, weak in stability culture and trade
President: Slightly strong in military and happiness, weak in nothing
Society Civics:
Tribal: left about the same
Caste: Strong in production and militarism, weak in stability, culture, and science
Patrician: Strong in commerce, weak in happiness
Plebeian: Strong in happiness, weak in efficiency and stability
Feudal: Strong in military and efficiency, weak in science, happiness, and stability
Bougiase: Strong in trade, weak in culture and militarism
Nobility: Strong in culture, militarism, and science, weak in trade, efficiency, and happiness
Liberal: Strong in happiness, culture, and science, weak in militarism and production
Nationalist: Strong in militarism and production, weak in stability and trade
Marxist: Strong in science and happiness, weak in efficiency
A complete description of the changes can be read in the excel file in civic Changes.zip
========
Installation
========
Extract into your "Beyond the Sword/Mods/Rise of Mankind - A New Dawn" folder Overwrite all files
==========
Uninstallation
==========
Extract the "Restore" file into your "Beyond the Sword/Mods/Rise of Mankind - A New Dawn" folder, Overwrite all files
====================
Bugs/Compatibility/Support
====================
-This mod is designed for AND 1.75. I have tested it up to patch A, and it should function fine with the B or C patches as well.
-The tech requirement for the Communist civic is currently non-functional for reasons I don't understand. The civic itself is usable, and I have given it a negative AI weight so that the AI will not use it. When starting the game you will get an error message related to this bug. click OK and ignore it.
-This modmod may not be savegame compatible. Future versions will be compatible with previous savegames using this mod.
-I welcome construtive comments and ideas and will attempt to include them if I like them and have the time/ability to
-I will attempt to provide support, but cannot gaurantee it. I'm very busy.
-Use at your own risk! I take no responsibility for corrupted savegames, crashes, exploding computers, etc...
=========
Future Plans
=========
-Further refine the civics already modified
-Possibily modify more civics
-Fix the Communist tech prereq bug
Civics Revamped for AND 1.75 Version 1.0 --- 11/30/10
==============================================
=======
Rationale
=======
AND is an awesome mod, but I found that my civic options were determined by which civic gave me the most research while keeping happiness high. This lead me to invariably choose the same civics over and over, with little room for anything else. This inspired me to developed my first modmod for myself to add more variety and choices to the civic options and to allow for different styles of gameplay based on civics. Although this modmod is primarily for me, I'm releasing it because I have been pleased with the results and want to share.
========
Description
========
Civics are now balanced better, but more powerful civics become available as you advance in technology. Each civic now has certain strengths and weaknesses, which should balance out and encourage different styles of gameplay. I have attempted to retain historical accuracy, but accuracy is sacrificed for balance and gameplay in many circumstances. So far, only the Government, Power, and Society civics have been modified, though more may come.
The main civic traits I have attempted to define are: Efficiency (relating to maintenance),production, culture, research, commerce, militarism, happiness, and stability. It is important to note that commerce, research, and efficiency are all interrelated due to the sliders, making balance very difficult to achieve between civics that encourage commerce and civics that encourage militarism for example.
Government Civics:
Chiefdom: left about the same
Monarchy: Efficiency and Military focused, weak in happiness, stability
Republic: Happiness and Trade focused, weak in efficiency
Democracy: Happiness and Trade focused, weak in efficiency and militarism
Federal: Efficiency and stability focused, weak in production
Fascist: Science, production, and military focused, weak in trade and stability
Communist: Science and military focused, weak in trade, happiness and stability
Power Civics:
Junta: left the same except happiness bonus only from walls
Despotism: Strong in efficiency and military, weak in happiness and stability
Senate: Strong in trade and happiness, weak in efficiency
Bureaucracy: Efficient for many, close together cities, weak in production
Vassalage: Strong in Military and efficiency, weak in stability culture and trade
President: Slightly strong in military and happiness, weak in nothing
Society Civics:
Tribal: left about the same
Caste: Strong in production and militarism, weak in stability, culture, and science
Patrician: Strong in commerce, weak in happiness
Plebeian: Strong in happiness, weak in efficiency and stability
Feudal: Strong in military and efficiency, weak in science, happiness, and stability
Bougiase: Strong in trade, weak in culture and militarism
Nobility: Strong in culture, militarism, and science, weak in trade, efficiency, and happiness
Liberal: Strong in happiness, culture, and science, weak in militarism and production
Nationalist: Strong in militarism and production, weak in stability and trade
Marxist: Strong in science and happiness, weak in efficiency
A complete description of the changes can be read in the excel file in civic Changes.zip
========
Installation
========
Extract into your "Beyond the Sword/Mods/Rise of Mankind - A New Dawn" folder Overwrite all files
==========
Uninstallation
==========
Extract the "Restore" file into your "Beyond the Sword/Mods/Rise of Mankind - A New Dawn" folder, Overwrite all files
====================
Bugs/Compatibility/Support
====================
-This mod is designed for AND 1.75. I have tested it up to patch A, and it should function fine with the B or C patches as well.
-The tech requirement for the Communist civic is currently non-functional for reasons I don't understand. The civic itself is usable, and I have given it a negative AI weight so that the AI will not use it. When starting the game you will get an error message related to this bug. click OK and ignore it.
-This modmod may not be savegame compatible. Future versions will be compatible with previous savegames using this mod.
-I welcome construtive comments and ideas and will attempt to include them if I like them and have the time/ability to
-I will attempt to provide support, but cannot gaurantee it. I'm very busy.
-Use at your own risk! I take no responsibility for corrupted savegames, crashes, exploding computers, etc...
=========
Future Plans
=========
-Further refine the civics already modified
-Possibily modify more civics
-Fix the Communist tech prereq bug