C2C - Civics Discussion Thread

While going through the xml files defining texts I noticed that most units only got a male version. This might be historically correct , but made me realize we have no civicoption even remotely touching the gender roles in society. Although most of history was dominated by patriachsism, some matriachalic cultures did exist, and some where genders were treated equal might come ( on a good way in reality although not quite there yet).
Civics about that miht have heavy influence: Only men at work, women at home: More growth, less prodcution. Men at home women at home: still more growth then both working, prodcution about the same as the other way round, maybe tech dependent ( to reflect the growing indipendence of raw muscular strenght which is a tick more in males) .
Both working equally? Less growth but way more production. Could also be interesting to have it interact wit hotehr Civs: nations prefering one gender stick together.
Or with Rev: Running a matriachat with a male leader.. bad idea for national stability.
 
Kulaks (Ideological enemies)

Require "Communism"
- 4 relations to all other major ideologies
All laws buildings gives :hammers:
Laws buildings gives no :)

Certain new "buildings" gets unlocked
they give:
great increase in :hammers:
great amount of :mad:
some - in :food:

The buildings simulates the fact that your nation uses the city output to create "false evidence", so even more people gets imprisoned in the working camps. Maybe they should be build by :espionage:?
 
Also just some thoughts (Have no idea how it could be made)

I think it is more relevant than ever

http://www.futuretimeline.net/21stcentury/2025.htm


"Stress, anxiety and depression have continued to rise, due to a multitude of factors impacting peoples' day-to-day lives. In 2000, approximately one in four could expect to develop a form of mental illness. By now, this figure has become even worse. This is especially true of those living in high density urban centres.

Ever-increasing work-related stresses, debts, living costs, bad diets, overcrowding and pollution - not to mention the constant scaremongering by media and goverments alike, the intensifying problems of climate change, peak oil and terrorism, plus a host of related security and surveillance measures, along with various health scares originating from abroad... the list goes on and on.

Due to the ongoing energy crisis, frequent blackouts are occurring in many countries during this time, while fuel shortages are commonplace at petrol stations. Meanwhile, record heatwaves and dangerous levels of air pollution are making summers unbearable in some urban areas. In Europe, right-wing nationalist governments are on the rise due to the massive amount of immigration occurring from Africa, the Middle East and elsewhere. The combined impact of these many factors is having a serious impact on the mental health of citizens.*
 
could public works give a production bonus in exchange of a gold minus ? public works mean that you give work to erveryone.
 
The Civic "Caste" disables Warriors Hut, why? Shouldn't this be removed from Caste?

JosEPh
 
could public works give a production bonus in exchange of a gold minus ? public works mean that you give work to erveryone.

Build work houses. It's a civic building with a significant production bonus.
 
may i suggest a civic called a palace economy and here what it means: its basically a primitive form of a stock exchange, expept it happens in the kings/ruler's palace.

more info here:
http://en.wikipedia.org/wiki/Palace_economy
 

cool website thx

may i suggest a civic called a palace economy and here what it means: its basically a primitive form of a stock exchange, expept it happens in the kings/ruler's palace.

more info here:
http://en.wikipedia.org/wiki/Palace_economy

Good idea.

On another note perhaps some civics should be mutually exclusive, such as waste to the sea and environmentalism/green or whatever. Perhaps government civics should be tied more closely to military civics etc
 
Again this a Civic specific building specifically made for that Civic's unique building. Thus if you change civics you cannot keep the building (unless you change back).

Maybe so, but it still doesn't make much sense. The Caste system had a Warrior class so the "building" would still be of use. This is an old old Civic idea whose time has passed. Just like the the Despotism Civic and Chief's hut. Old stuff that isn't as relevant as it was back in the RoM days.

Actually Warrior's hut should Upgrade to barracks and be Non Civic bound.

And Chief's hut is a major early Crime reducing building that should also upgrade and not just be "tossed out" cause it's Civic specific.

JosEPh :)
 
Maybe so, but it still doesn't make much sense. The Caste system had a Warrior class so the "building" would still be of use. This is an old old Civic idea whose time has passed. Just like the the Despotism Civic and Chief's hut. Old stuff that isn't as relevant as it was back in the RoM days.

Actually Warrior's hut should Upgrade to barracks and be Non Civic bound.

And Chief's hut is a major early Crime reducing building that should also upgrade and not just be "tossed out" cause it's Civic specific.

JosEPh :)

I actually agree with this. I don't know what we would replace it with though for a civic building.
 
Why not just make the civic give bonus to the building (and maybe its probables upgrades too).
 
I actually agree with this. I don't know what we would replace it with though for a civic building.

If the Village Hall line had not had the +crime attached to it Chief's Hut could have been the precursor for the Village Hall line.

JosEPh
 
:bump:

Right now we have ...

- Anarchism (Req None)
- Chiefdom (Req Chiefdom)
- Despotism (Req Bronze Working)
- Monarchy (Req Monarchy)
- Republic (Req Democracy)
- Democracy (Req Representative Democracy)
- Federal (Req Refiling)
- Fascist (Req Fascism)

Using Afforess' Rewritten Civics I propose we convert some of them such as ...

-----

Oligarchy (Req Aristocracy)
  • Medium Upkeep
  • Longer Anarchy length
  • +25% City Maintenance costs
  • +10% distance costs
  • +10% Commerce in capital
  • +15% Science in capital
  • Population is somewhat rebellious

-----

Plutocracy (Req Currency)
  • Low Upkeep
  • Longer Anarchy Length
  • +15% Distance Costs
  • +15% Commerce in Capital
  • +15% Production in Capital
  • +5% Science output
  • -50% Corporations Maintenance
  • +2 unhappiness in largest cities
  • Population is rebellious

-----

Theocracy (Req Theology)
  • Medium Upkeep
  • Requires "State Church" or "Divine Right"
  • +1 Happiness in all cities
  • Cities grow 20% Slower
  • +10% Culture
  • +10% City Defense
  • Non-state Religions are much more rebellious
  • State Religions are much less rebellious
  • -2 diplomacy with all other nations, "You are no God!"

-----

What ya think of these? I think they may have merit with some tweaking. it also would give us some variety to the same old choices.

Quoting for MrAzure.
 
I was looking over the military civics and saw something that struck me as odd, volunteer armies gives more bonus xp then standing armies, I would think a standing army would be at least equal to a volunteer army.
Then I looked at the tech differences in the two, and I got an idea for a new civic to continue the militarism line of civics, Mandatory Service, it would ideally come in around the same era as pacifism and Volunteer Army, I would think it would give free military units, a bonus to military production and a bonus to experience (Exact numbers for these I am not sure), I would also say that Volunteer Army should be allowed to draft, as some nations (The United States Specifically because I do not know about how other nations operate their drafts) Use drafts to supplement their standing armies in times of need. Though I think Mandatory Service should not have drafts, as it should be geared towards having a large army, where Volunteer seems more geared to having a smaller force.
 
Theocracy (Req Theology)

Medium Upkeep
Requires "State Church" or "Divine Right"
+1 Happiness in all cities
Cities grow 20% Slower
+10% Culture
+10% City Defense
Non-state Religions are much more rebellious
State Religions are much less rebellious
-2 diplomacy with all other nations, "You are no God!"

Get rid of the Red lines as they do not fit a Theocracy. Under Theocracy Birth rates actually increase and Diplomacy is raised to a higher level so that missionaries can enter other countries.

When it comes to Religious Civics why do modders always put things in the mod that are the opposite of what they really are? Are Modders areligious and therefore do not understand the workings of religion? Or do they base their perceptions off the protagonists of religion (any religion). There is a constant negative bias that is put forth repeatedly by these protagonists in the world and their constant protests have created a smokescreen of ignorance about religions. (all this is gonna get me is trouble but I had to say it anyway)

JosEPh :)
 
Get rid of the Red lines as they do not fit a Theocracy. Under Theocracy Birth rates actually increase and Diplomacy is raised to a higher level so that missionaries can enter other countries.

When it comes to Religious Civics why do modders always put things in the mod that are the opposite of what they really are? Are Modders areligious and therefore do not understand the workings of religion? Or do they base their perceptions off the protagonists of religion (any religion). There is a constant negative bias that is put forth repeatedly by these protagonists in the world and their constant protests have created a smokescreen of ignorance about religions. (all this is gonna get me is trouble but I had to say it anyway)

JosEPh :)

How about having the Theocracy have an additional -2 diplomacy with people who aren't the same religion as you? That would make sense, as they would be disinclined to negotiate with the "godless heathens".
 
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