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C2C Advanced Civics 2.0

CIVPlayer8

Prince
Joined
Aug 5, 2011
Messages
443
Location
Texas
I'll be on vacation all this week, until Sunday! Thursday!
Hello and welcome! This is a new modmod for Caveman2Cosmos! This seeks to reinvent the civics, but this IS a work in progress! If you have any complaints with this, please, PLEASE, post them here so I may fix them! Also, to look at a bunch of screen shots about his mod, click the Screenshot download below, and take a look.
To Install:
To install, extract the file "Assets" to your Caveman2Cosmos" file. Click to replace all the files it asks. Have trouble? Leave a comment! ;)

Changes:
New Government Civics:
-Theocracy
-Confederacy
-Totalitarianism
-People's Republic
-Digital Democracy
-Technocracy
-Corporatocracy

New Power Civics:
-Sovereignty
-Clergy
-Magistrates
-Legislature
-Executive
-Separation of Powers
-Single Party

New Society Civics:
-Corpor-nation

New Politics (New) Civics:
-Strongman
-Patriarchy
-Matriarchy
-Divine Right
-Ownership
-Constitutionalism
-Liberalism
-Populism
-Nationalism
-Globalism

New Economy Civics:
-Subsistence
-Manorialism

New Military Civics:
-Integrated Network Command
-Militia
-Cloning
-Time Drafting
-Mercenaries

New Education Civic:
-Time Travel Education

New Currency (New) Civics:
-No Currency
-Metals
-Coinage
-Banknote
-Paper Money
-Gold Standard
-FIAT Currency
-Credit
-Digital

I have done a little testing with this, and it seems to, at least in my opinion, diversify the AI's Civics and give many new options. My first rule was to make all civics BALANCED, second was to make them realistic. Thanks for checking this modmod out, and have fun! :thumbsup:

Now compatible with SVN!
I will try to keep this updated with SVN.

To install, extract the file "Assets" to your Caveman2Cosmos" file. Click to replace all the files it asks. Have trouble? Leave a comment! ;)

Latest version released July 28, 2012

To-Do List:
1. Add "Tactics" Buildings for Military Civics
2. Redo current installation method with Dancing Hoskuld's extract idea Thanks bud!
3. Fix some XML text errors
4. Add "Corpor-nation", "Corporatocracy", and "Matriarchy" civics.
5. Redo Welfare civics. (I'd like to do more work with these, but can't until new tags are introduced)
6. Add new future civics (Working on)
7. Make simple civics
8. Replace Language civics with something easier. (Canceled)
9. Merge Military and Soldiers civic categories.
 

Attachments

This is a new modmod for Caveman2Cosmos, it seeks to reinvent the civics. I have added three new civic categories, "Soldiers", "Currency", and "Politics". I have also completely redone Government Civics, as well as Power Civics. Keep in mind, this is a work in progress, and any adjustments made from here on out will be made from the opinions of you guys. :)
New Government Civicsadded include:
-Theocracy
-Confederacy
-People's Republic
- Digital Democracy
-Technocracy

New Power Civics include:
-Sovereignty
-Clergy
-Magistrates
-Legislature
-Executive
-Separation of Powers
-Single Party

Now I'm not going to include all the civics I added, just some examples. :) I have done a little testing with this, and it seems to, at least in my opinion, diversify the AI's Civics and give many new options. Sorry about the complex installation, I couldn't figure out a way around it. Please note! My first rule was to make all civics BALANCED, second was to make them realistic. Thanks for checking this modmod out, and have fun! :thumbsup:
this is very good even if some are a bit unnecessary
what about a corporative like goverment

how do you install this
 
I actually did consider a corporate type, but it didn't find it's way into this version. It might find its way into a later version however. To download, click the link, and extract all the files. Then just follow the instructions in the word document. Let me know if you have trouble understanding!
 
i would just like to say your concepts are freaki'n awesome!!!!!!!!! :goodjob:

the only thing i fear is that it might cause some balance issues because the civics are unbalanced as it is :( how would you get around that :confused:

edit: does this modmod support a save game or i have to start a new one???
 
Going to look this over. The current Civics are the work of Edrinfall who has disappeared from the forum and are imho incomplete. Edrin did clean up some trouble spots but I feel needed to continue. Maybe you will be able to complete this hard task. :)

JosEPh
 
Yes, I do find civics strangely fun to mod. I wouldnt mind at all doing more Civic related stuff, and I actually have a lot planned for this mod. :cool: And that is what I need you guys for: I don't want to add/change civics without consent from you guys, so your mission is to test and criticize it.:D
 
suggestion for the corporate goverment in order to make them mor unique.
they can build 2 special unit but not regular infantry ones and maybe some special tank

1 mercenary elite squad a strong unit like this http://images3.wikia.nocookie.net/_...mb/e/e0/Bulat_Front.jpg/250px-Bulat_Front.jpg but with a different weapon ( maybe smg)
you can build as many as you want but the cost in going to increase
2 private defence squad (needs private defence company building) like this
the same but less than the first
also in order to make installation easier why you dont put them in the folder that they need to be in order to just copy paste
 
I would actually like it if these just simply went into the main mod for the next versions and we could tweak and debate them out from there.

Have we ever considered, for the sake of gamebalance, establishing a scoring system for the pros and cons of a civic?

For this, we would just boil each possible civic impact trait down to a value + or -. After totaling up what a civic adjusts in terms of the overall + and - values, we can get a Power Score for the civic and use that to compare to the other civics. We could then use these power scores to balance the civics to each other accordingly (giving some concession for a bit of improvement for the ones that take later in the game (due to research) to achieve.)

Then, the real issue would be debating out the +/- value of each type of bonus or penalty. (For this it would be helpful to have more of us having access to running polls because at the end of each discussion on a given trait, we could each cast our vote and between the opinions of all of us, an average can be found that should represent the differences between various playstyles...)

So, for example, I might rate each +1 Experience to all troops as a value 10 each, a +% to gold as 2 each %pt, the ability to capture slaves as +50, the likelihood of city anarchies taking out rounds of production as -25, and on and on and utilize all these to give me an idea of what I REALLY think of the value of the civic. Your ideas on these values may differ and by polling we can take average opinions to assign the power rating values to each element.

Make any sense?

AFTERTHOUGHT: If you'd like, I could give you a gameoption that would turn your modmod on or off. To make it work, you'd have to get familiar with how to xml mod with optional conditions (Hydro and DH could help you there and its something I'll be needing a refresher course on myself soon) but it could be done so that we get you some more playtesting and feedback than you'd otherwise receive the way its currently implemented. Additionally, then it could just be updated live into the SVN. What do you think?
 
suggestion for the corporate goverment in order to make them mor unique.
they can build 2 special unit but not regular infantry ones and maybe some special tank

1 mercenary elite squad a strong unit like this http://images3.wikia.nocookie.net/_...mb/e/e0/Bulat_Front.jpg/250px-Bulat_Front.jpg but with a different weapon ( maybe smg)
you can build as many as you want but the cost in going to increase
2 private defence squad (needs private defence company building) like this
the same but less than the first
also in order to make installation easier why you dont put them in the folder that they need to be in order to just copy paste

I actually have a "Mercenaries" civic, so maybe that unit can find its way in there. And I really like some of the ideas from MAG, I might make a few units (With some help?)

Have we ever considered, for the sake of gamebalance, establishing a scoring system for the pros and cons of a civic?

For this, we would just boil each possible civic impact trait down to a value + or -. After totaling up what a civic adjusts in terms of the overall + and - values, we can get a Power Score for the civic and use that to compare to the other civics. We could then use these power scores to balance the civics to each other accordingly (giving some concession for a bit of improvement for the ones that take later in the game (due to research) to achieve.)

Then, the real issue would be debating out the +/- value of each type of bonus or penalty. (For this it would be helpful to have more of us having access to running polls because at the end of each discussion on a given trait, we could each cast our vote and between the opinions of all of us, an average can be found that should represent the differences between various playstyles...)

I haven't considered that, but it makes sense. It would be an excellent way to balance all the civics, as some could use some work, even still.

AFTERTHOUGHT: If you'd like, I could give you a gameoption that would turn your modmod on or off. To make it work, you'd have to get familiar with how to xml mod with optional conditions (Hydro and DH could help you there and its something I'll be needing a refresher course on myself soon) but it could be done so that we get you some more playtesting and feedback than you'd otherwise receive the way its currently implemented. Additionally, then it could just be updated live into the SVN. What do you think?

That would be excellent! :clap:I really do not like the complex way I had to do it, it'll probably turn off some people and cause errors with others. I might be able to just teach myself, and I'll try to get work on it right away!
 
I would actually like it if these just simply went into the main mod for the next versions and we could tweak and debate them out from there.

Well to take a page from Affroress with AND, he would add in AND mods he liked. I think we (the C2C Team) could do the same. However we are a lot less picky than he was.

Then again it may just be easier to add CIVPlayer8 to the C2C Team and have him add stuff to the SVN himself.
 
I looked at this and it seems very well thought out balance wise. I would personally have no problem adding this to the main mod and tweaking as we go along.
 
I looked at this and it seems very well thought out balance wise. I would personally have no problem adding this to the main mod and tweaking as we go along.

Thanks man! I did spend lots of time coming up with pros and cons for each civic, but do you have any thoughts about improving it in any way? And whose permission would we have to get to add it to the main mod? This would be a pretty big undertaking...
 
There are discussions on the Theocracy civic happening elsewhere.

I had to remove your leader head and vote stuff to get it to work. :(
 
There are discussions on the Theocracy civic happening elsewhere.

I had to remove your leader head and vote stuff to get it to work. :(

Hmmm... I'll try and redo my installation instructions, maybe I left an error in somewhere... :hmm: However, maybe the problem might be the SVN... I don't use SVN, so some errors might come in from there.
 
Thanks man! I did spend lots of time coming up with pros and cons for each civic, but do you have any thoughts about improving it in any way? And whose permission would we have to get to add it to the main mod? This would be a pretty big undertaking...

I PM'ed SO about adding this as a module, so you might want to upload it in modular format. Do you know how to do this?
 
I thought I may have had an earlier version of your mod but I have the latest. :( Since I have just installed the new female missionaries and lost half the old, I think I should take a break and get my morning coffee before continuing trying to figure this out. ;)
 
I PM'ed SO about adding this as a module, so you might want to upload it in modular format. Do you know how to do this?

He does what I said he should do in my post on making it modular:mischief: except he should call the folder and prefix all the files with CIVPlayer8. ;)
 
So... Is it preferable then to establish an Advanced Civics gameoption and let it all get modded in conditional on the option being selected? (I'm asking everyone here... if we have a general consensus that this is the best way to approach this, then I'll set up the option. That's fairly quick and easy. The rest is all in how the XML is tagged as conditional to the option being on.)
 
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