Ankorafeonix
Chieftain
- Joined
- Aug 15, 2013
- Messages
- 75
The Economist's Mod
Introduction:
Although this is not the first mod project I've developed, it's the first time I've decided to share my ideas on the forums and start becoming a stronger contributor, and I'd like to see whether this mod is something that others would be interested in. I've long been unsatisfied with the style of economy that Civ currently presents me, and I'm developing this mod to try and counter-act that. So, here is what I'm looking to insert into the mod. Feedback, suggestions, and/or tips all appreciated!
Note: I haven't completed this yet to test it enough, so the exact numbers
The economist is a mod aiming to bring Civilization economy into the realms of the 21st century, with more options for managing the financial aspects of your empire, and more realistic handling of the economy at a national and international level.
Features:
The Economist aims to bring the following features to Civ 5 (Brave New World).
Tax System: This system allows players to construct Tax Collection offices throughout their empire. This tax forms a significant portion of any Empire’s economy. All empires’ palaces feature an inbuilt tax office that creates a revenue of 0.25

Monetary Tax Departments: These tax departments provide 0.5 gold per Citizen in your entire empire, but increase Unhappiness by 25% and decrease Growth by 10%. Following is the list of Tech Prerequisites needed to build these departments.
Federal Tax Department: Mathematics (Classical Era)
Property Tax Department: Civil Service (Medieval Era)
Goods & Services Tax Department: Banking (Renaissance Era)
Corporate Tax Department: Railroad (Modern Era)
Secondary Tax Departments: These buildings increase Faith, Science, or Culture by 25%, while increasing Unhappiness by 15%, and with no effect on growth.
Ministry of Religious Affairs: Theology (Medieval Era)
Ministry of Scientific Research: Acoustics (Renaissance Era)
Ministry for Culture and Heritage: Archaeology(Industrial Era)
Tax Refund Agency (National Wonder): This building, accessible in the Modern Era, returns 0.25 gold per turn to your citizens, but increases Happiness by 15%. Available to all empires after the Computers technology has been researched.
Social Welfare Agency (National Wonder): This building, accessible in the Modern Era, reduces a city’s gold by 20%, but gives +3 Happiness. Three slots for unemployed citizens to become Citizen Specialists, providing +1 Prod. Only available to Civs who adopt Freedom as an Ideology.
Trade Routes: The system of using Cargo Ships and Caravans is greatly expanded on. Caravans have been altered to be more competitive with Cargo Ships. Incentives to trade with City-States have been increased, and while the revenue gained from each trade route has been decreased significantly, the possible distance for each route has been increased, and every city can now have one Cargo Ship and one Caravan (allowing the possible number of Trade Routes to increase greatly). The benefit to the receiver of the trade route is also balanced to match that of the sender.
Note: I don't have much experience with modding the trade routes, so this is something I'll work out by trial and error, and some of these ideas may or may not be plausible. Any insights on this super appreciated!
Luxury Markets: These buildings are part of the change to the luxury system (see below), which can only be built in cities which have a luxury resource in range. When built, that luxury resource is available to the global market and will bring you revenue.
Change to current Income Buildings: Markets have been replaced with the Luxury Market buildings, which bring revenue based on proximal luxury resources. Banks and Stock Exchanges are unchanged.
Change to Happiness System: On a technical level, the new Happiness system is founded on the following principle: Each citizen gives 1 Unhappiness, while the Palace has a passive bonus of reducing Unhappiness from population by 100%, thus leading to a net Global Happiness of 0. Each additional city in the Empire adds 2 Unhappiness (which will also be affected by Tax Offices), but the Palace building awards 6

Happiness: Coliseum (+2
), Circus (+1
), Zoo (+2
), Stadium(+2
), and Stone Works(+1
)





Happiness: +1
per Luxury Type

Happiness: All Happiness gained from Policies, Ideologies, Religious Beliefs and Wonders has remained unchanged.
Unhappiness: Each Tax building constructed increases the amount of unhappiness each citizen generates by a certain percentage.
Unhappiness: Each city generates +2
, although your Palace’s +6
counteracts that for your first three cities.


Unhappiness: All other sources of Unhappiness (annexing, razing, and creating puppet cities, and occupied population all contribute their usual levels of Unhappiness).
Change to Luxury System: In order to reduce the pivotal importance of luxury resources in an Empire’s growth, luxuries only provide +1






Cuisine Market: Creates a revenue of +2
yields on each of the following Luxuries:

Citrus (+1Prod, +1Food)
Crab (+1Prod, +1Food)
Salt (+2Prod)
Spices (+1Prod, +1Culture)
Sugar (+1Prod, +1Food)
Truffles (+1Prod, +1Culture)
Whales (+2Prod)
Wine (+1Prod, +1Culture)
Crab (+1Prod, +1Food)
Salt (+2Prod)
Spices (+1Prod, +1Culture)
Sugar (+1Prod, +1Food)
Truffles (+1Prod, +1Culture)
Whales (+2Prod)
Wine (+1Prod, +1Culture)
Fashion Market: Creates a revenue of +4
yields on each of the following Luxuries:

Gems (+1Prod, +1Gold)
Pearls (+1Prod, +1Culture)
Ivory (+1Prod, +1Culture)
Gold (+2Prod)
Incense (+1Prod, +1Culture)
Pearls (+1Prod, +1Culture)
Ivory (+1Prod, +1Culture)
Gold (+2Prod)
Incense (+1Prod, +1Culture)
Mining Market: Creates a revenue of +3
yields on each of the following Luxuries:

Copper (+2Prod)
Marble (+1Prod, +1Culture)
Silver (+2Prod)
Marble (+1Prod, +1Culture)
Silver (+2Prod)
Textiles Market: Creates a revenue of +3
yields on each of the following Luxuries:

Cotton (+2Prod)
Dyes (+1Prod, +1Culture)
Furs (+1Prod, +1Culture)
Silk (+1Prod, +1Gold)
Dyes (+1Prod, +1Culture)
Furs (+1Prod, +1Culture)
Silk (+1Prod, +1Gold)
There it is, so far. I've already got the Tax System from an old mod that I made, and it shouldn't take too much longer to whip up the rest and start testing for balance. I may need to create more gold sinks to balance the tax if it all starts getting too beneficial. Again, all suggestions welcome!
Updates:
- All Tax structures complete with XML coding and Icons
- Happiness System altered to be based on Tax levels, not complete