The Town Well reduces Flammability and it comes at Masonry tech which is an Ancient tech.
ok thanks. something else is the compatible save format still availiable because i could do only regular save
The Town Well reduces Flammability and it comes at Masonry tech which is an Ancient tech.
ok thanks. something else is the compatible save format still available because i could do only regular save
ok thanks. something else is the compatible save format still availiable because i could do only regular save
In green : New
In blue : change of value
In red : Old
In black : already here, no change
- Government
- Theocracy : Unlimited priest, +0.5
per priest
- Totalitarism : Unlimited spy, +0.5
per spy
- Technocracy : +1 Free scientist, +1 free Engineer, +0.5
per engineer, +0.5 :science per scientist
- Corporatocraty : +0.5
per merchant
- Power
- Clergy : +0.5
per priest
- Vassalage : +0.5
per noble
- Society
- Feudal : +0.5 culture per noble
- Egalitarian : -1
per noble, +1
per citizen
- Corpor-nation : +1
per merchant
- Economy
- Manorialism : +0.5
per noble
- Guilds : Unlimited noble, +0.5
per merchant
- Green : +0.5
per merchant
- Post scarity : Unlimited engineer, +0.5
per engineer
- Military
- Pacifism : Unlimited artist, +0,5
per artist, +0,5
per celebrity
- Religion
- Irreligion : -1
per priest
- State church : unlimited priest, -0.5
per scientist, +0.5 :espionnage: per priest
- Intolerant : -1
per scientist, +1 :espionnage: per priest, +1
per priest, -1
per artist, +1 gold per priest
- Athéist : +0.5
per scientist, -1
per priest, -1
per priest, +1
per specialist
- Welfare
- Church : +0.5
per priest
- Superhuman : +0.5
per priest, +0.5 culture per artist, +0.5 gold per merchant, +0.5 science per scientist, +0.5
per spy, +0.5
per noble, +0.5
per celebrity, +0.5
per doctor, +0.5 hammers per engineer, +0.5 hammers per slave
- Paradise : +1 free artist
- Immigration
- Secure border : +0.5 :espionnage: per spy
- Education
- Religious training : +0.5 science per priest
- Corporate education : +0.5 science per merchant
- Propaganda : +0.5 science per spy
- Currency
- No currency : -1 gold per merchant
- Politics
- Ownerships : +1 gold per specialist
New Civic Specific Buildings:
-"Barter Post" will become a building of Barter (Maybe?)
-"Clone Production Office" for Superhuman
-"AI Surveillance" will require Nationalist, or Totalitarianism, or Despotism, or Mind Control, or Propoganda
Why take those 2 out?
Strongman is definitely needed when you play "as minors". Dont like the -that early on, because they really didnt know what
was
Currency: Up in the air about, but in the first one your have (No Currency) with -30, but again if you have no currency how can you have -30
If you want to ADD 2 more thats fine, but dont take away from what is there unless, you have a darn good replacement first, JMHO is all. People like "choices" and the more there are the better.
1. Barter Post WAS originally part of Barter civic but people said they did not like it so it was made into a general building.
<snip>
I never said you should emulate a country. I'm just using the United States as an example of a society which is neither state atheist (like the USSR) nor a theocracy (like Iran) and questioning what religion civic it, or indeed most of the Western world would have if one were, say, constructing a modern day scenario.
There is Free Church, but that's referring to a church with social and political power comparable to government, such as the Papal States in Medieval Europe.
Don't we have a Free Religion civic?