Opera
Deity
- Joined
- Sep 21, 2008
- Messages
- 4,643
Used [BASE] to distinguish from mods that rework civics 
For .24, Ahwaric has decided to rework civics a bit.
I proposed that he bring back the Cultural Values category because I find it flavourful and pretty useful for Favorite/Hated civics. Each civic in this category will be available right from the start but would have weak effects.
My first ideas is a series of two opposites civics. I don't like thinking this binary but, well...
War/Peace
+10% military production
+10%
Consumption/Knowledge


Humanism/Secularism/Religion

+10%
/religion in each city
Tradition/Progressism
+20%
-10%
/city
+1
/city
Voilà. Maybe a bit much?
I thought that it wouldn't be possible to switch from one civic to its opposite directly. Rather, you would have to spend some turns in another cultural value. Not sure about that. Switching cultural values should cost more anarchy turns than other civics.
The main issue I foresee is the AI switching its cultural values without any sense. I don't know yet how to handle this. Either by disabling switching away from its cultural value (would make sense...?) or maybe controlling the switching in python. Maybe making it depend on neighbours. For example, if X has Knowledge has its CV and is neighbour with Y (CV: Progressism) and Z (CV: Religion) and if X has a good relation with Y, it can switch to Progressism. However, it wouldn't be able to switch back to Knowledge because X's culture has changed and no one near has Knowledge has its CV.
Ahwaric also wondered about changing the religious civics. My own propositions was to move Humanism to the Cultural Values and to remove the +10%
from Neutrality.
I had another idea while reviewing the Religious civics... It could be cool to increases the yields of some Unique Features depending on the civic. For example, Enlightment could increase Sun Mirror's yields. Guardian of Nature would increase Yggdrasil and Tomb of Sucellus' yields, etc. Not every UF would be featured in the civics and not every civics would have as many UF as the others but it could be interesting, especially while thinking that Orbis has more chance to spawn the unique features than FfH.
Slumbering Coven
I think the increase to Fishing Boats could be ported to Fishing Villages (or whatever they are called
) or, best, copied to them.
Shadow Court
I don't think Shadow Court should yield +1
in each cities. It's something hidden, it's shadowy! People don't know, even if they may have doubts.
Ahwaric also talked about giving interesting effects (not necesarily bad) to the starting civics. Right now, we have:
Despotism (Government)
Tribalism (Legal)
Barbarism (Labor)
Decentralization (Economy)
Neutrality (Religion)
No Membership (Membership)
Shouldn't Barbarism and Tribalism be swapped? I have little knowledge about this but I thought it would be more accurate... I may be wrong though.
Anyway, here are my propositions:
Despotism
-25%
+1XP/unit built in the capital (don't know if doable in XML... certainly doable in python!)
+10%
{legal}
+1
/city
Decentralization
-50%
from 

It would be better to find good effects to those two last ones...
Also, what about giving Slavery +25%
from
, simulating slave trading?

For .24, Ahwaric has decided to rework civics a bit.
Cultural Values
I proposed that he bring back the Cultural Values category because I find it flavourful and pretty useful for Favorite/Hated civics. Each civic in this category will be available right from the start but would have weak effects.
My first ideas is a series of two opposites civics. I don't like thinking this binary but, well...
War/Peace
War
-20% war weariness+10% military production
Peace
-30% military production+10%

Consumption/Knowledge
Consumption
+10%
Knowledge
+10%
Humanism/Secularism/Religion
Humanism
+10%
+10%

Secularism
+1
Religion
+1:happy:/per state religion in each cityTradition/Progressism
Tradition
+1XP/unit+20%

-10%

Progressism
+1
+1

Voilà. Maybe a bit much?
I thought that it wouldn't be possible to switch from one civic to its opposite directly. Rather, you would have to spend some turns in another cultural value. Not sure about that. Switching cultural values should cost more anarchy turns than other civics.
The main issue I foresee is the AI switching its cultural values without any sense. I don't know yet how to handle this. Either by disabling switching away from its cultural value (would make sense...?) or maybe controlling the switching in python. Maybe making it depend on neighbours. For example, if X has Knowledge has its CV and is neighbour with Y (CV: Progressism) and Z (CV: Religion) and if X has a good relation with Y, it can switch to Progressism. However, it wouldn't be able to switch back to Knowledge because X's culture has changed and no one near has Knowledge has its CV.
Religious civics
Ahwaric also wondered about changing the religious civics. My own propositions was to move Humanism to the Cultural Values and to remove the +10%

I had another idea while reviewing the Religious civics... It could be cool to increases the yields of some Unique Features depending on the civic. For example, Enlightment could increase Sun Mirror's yields. Guardian of Nature would increase Yggdrasil and Tomb of Sucellus' yields, etc. Not every UF would be featured in the civics and not every civics would have as many UF as the others but it could be interesting, especially while thinking that Orbis has more chance to spawn the unique features than FfH.
Slumbering Coven
I think the increase to Fishing Boats could be ported to Fishing Villages (or whatever they are called

Shadow Court
I don't think Shadow Court should yield +1

Starting Civics
Ahwaric also talked about giving interesting effects (not necesarily bad) to the starting civics. Right now, we have:
Despotism (Government)
Tribalism (Legal)
Barbarism (Labor)
Decentralization (Economy)
Neutrality (Religion)
No Membership (Membership)
Shouldn't Barbarism and Tribalism be swapped? I have little knowledge about this but I thought it would be more accurate... I may be wrong though.
Anyway, here are my propositions:
Despotism
-25%

+1XP/unit built in the capital (don't know if doable in XML... certainly doable in python!)
+10%

Why?
I think the Despot would inhibit birth of other influent people (hence the gp malus) but would put great priority on good militia around its palace and would mobilize more people to work.{legal}
+1

Why?
If this is Barbarism, I think the lack of law would be bad for people's moral.Decentralization
-50%


Why?
Not sure why. Because the economy is decentralized? 
It would be better to find good effects to those two last ones...

Also, what about giving Slavery +25%

