C2C - Civics Discussion Thread

That has been there a while. A long while. At least since V17.

Cheers

ahahaha:blush: figures i am like Joesph II i hardly like playing with Rev On, but try it every now and then.
 
*rubs chin* Is there a way we can have a more dynamic Rev system?

Like a 'Light' version, and a 'Heavy ' version?

I feel like, with the new limits that it is almost impossible for your country to revolt, unlike in real life where almost every kingdom back in the day had multiple revolutions.

In my latest Marathon game I've hit the city cap, and it didn't do much. The computer has 3 more cities then me, and no revolutions. With how much happiness there is, the +1 unhappy per city doesn't do much to stop people from breaking it.

So, I was just wondering if there was a way we could make a 'Realistic' setting, where it is a big issue, countering revolts, and a normal one for everyone else? (I really just feel like, if it isn't going to limit anything, it shouldn't be in as it is just another useless stat that does nothing.)
 
*rubs chin* Is there a way we can have a more dynamic Rev system?

Like a 'Light' version, and a 'Heavy ' version?

I feel like, with the new limits that it is almost impossible for your country to revolt, unlike in real life where almost every kingdom back in the day had multiple revolutions.

:hmm: I am not a coder, so i dont even know how difficult that would be, sounds very?
Right now the coder's have so much on their plates:whew:, its really hard to pick and choose, sorry, but again thats up to them.
I just dont want one of them saying sure it can be done and do a little, but then leave what projects they presently have just to do something else. And currently even I am in that boat, i keep switching from one thing to another, and actually accomplishing, nothing(and thats just not far)(no offense):(.
 
*rubs chin* Is there a way we can have a more dynamic Rev system?

Like a 'Light' version, and a 'Heavy ' version?

I feel like, with the new limits that it is almost impossible for your country to revolt, unlike in real life where almost every kingdom back in the day had multiple revolutions.

In my latest Marathon game I've hit the city cap, and it didn't do much. The computer has 3 more cities then me, and no revolutions. With how much happiness there is, the +1 unhappy per city doesn't do much to stop people from breaking it.

So, I was just wondering if there was a way we could make a 'Realistic' setting, where it is a big issue, countering revolts, and a normal one for everyone else? (I really just feel like, if it isn't going to limit anything, it shouldn't be in as it is just another useless stat that does nothing.)

I'm not to sure koshling would like what you're saying. He's repeatedly said that REV is Much better than it used to be. As he has fixed multiple "bugs" and improved AI. But then again we are going thru another eXtensive Civic change so who knows.

If REV only made the player have revolts then REV might be a good option for advanced players. But as long as REV causes strong AI empires to shatter into worthless mini kingdoms it's an AI Killer and does nothing but make it easier for the player to steamroll the AI. And that's way I won't use it.

And all the new Gov't Civics are loaded with :mad: giving formulas. So there is plenty of unhappiness to be had.

JosEPh
 
Well, I think the issue is that there is so many more +stability buildings, and +happiness buildings now that you can almost completely ignore the REV mod. In the Marathon game I am playing I am ignoring it completely. My play style is no different then if I had it turned off.

It is of course just my 'Opinion', I am not coding anything, so if koshling likes it this way, and you guys like it this way, then cool. I might be one of the minority that liked it where Revolutions were a real threat that you had to fight against.

Right now, since there is no threat of you or the computer ever having a revolt, it is just a time / money sink, or so it seems to me. I really don't see a difference between REV off and REV on right now.

Edit: I know this is the wrong thread to voice my opinion about this, but I don't see a REV thread anywhere.
 
My point about koshling is that he says REV is better. He's fixed bugs.

As for a thread for REV there might be an old old one back there somewhere. It just pops up in discussions from time to time, like now.

JosEPh

Edit:
@GT Ranma,
I just read a post, in the Caveman 2 Cosmos stickied thread, by crazyewok and he seems to be having a grand old time with REV and rebellions and putting down rebels and such. So why is there so much difference of opinion/play?
 
@JosEPh

In my current game I had a big rebellion with an empire I complete took over. They just would not die until I changed civics and built some anti-reliance civics. It also did not help that they had so many crime making buildings in their cities. So even though I deleted the buildings it took a nuch of tuns to get the crime level under control again. Because in the upper crime levels it also causes instability and revolutions.

I also made a stupid move where I accepted a small nation as a vassal and made the 2 major powers and all of their vassals my enemy. It seems like just when I make peace with one they bribe the other nation to attack me. And what's worse is one of them has Clockpunk and is also much more technologically advanced. The only thing I have going for me is the world had an early Global warming so most of the globe is desert or dunes so Clockpunk doesn't do well in sand.
 
When the civic says:
"Cities require -15% Less bread to grow"
can you please confirm whether this means "15% Less", or 15% More as it would if the double negative was intentional.

Either way, I would also greatly appreciate it if you could please remove the double negative (if you haven't already).
 
When the civic says:
"Cities require -15% Less bread to grow"
can you please confirm whether this means "15% Less", or 15% More as it would if the double negative was intentional.

Either way, I would also greatly appreciate it if you could please remove the double negative (if you haven't already).

I can fix that. I've got a few things to do for the traits along similar lines apparently so I can touch on this too when I get to that (soon).
 
My point about koshling is that he says REV is better. He's fixed bugs.

As for a thread for REV there might be an old old one back there somewhere. It just pops up in discussions from time to time, like now.

JosEPh

REV is way better, but there are still revolts, which is good. It is just that the AI is normally good at dealing with revolts, and there has only been 1 empire-splitting rebellion so far in my game (almost to the Renaissance now).

I think that 'better' doesn't mean no revolts, it means that the AI knows how to try and avoid unrest, even if it isn't always successful.
 
Just a thought on how the slave specialist should work:

When a slave is settled in a city, it would increase the city’s population by one, and place a slave specialist in the city (Like great people giving specialists). The slave specialist would give the penalties and bonuses listed above (Possibly remove the base anger/unhealthiness as it is represented by the population), and act as a limiter on the population, by not allowing the newly settled population to act as a specialists; the slave would only be able to work tiles or as the surplus population specialist. When using population to hurry production, it would remove slave specialists from the city first, and if only slave population was removed the unhappiness penalty would not be as severe. When the emancipation building is built within the city, all of the slave specialists are removed, allowing the former slave population to act as scientists/artists/etc.

It may be unclear what I mean by slave population, so I will give an example. If a city has a population of five and two slave specialists, the slave population would be two and free population would be three. If there were four scientist slots open in the city, there could only be three scientists, but there could be five citizens (The surplus population specialist).

I am making some major changes to the slave mechanic. It is just taking a long time.;)
 
I am making some major changes to the slave mechanic. It is just taking a long time.;)
Well, I can relate. ;)
Happy 2013 everyone!!:w00t: I'm back, if anyone noticed I was gone, heh. I have some new things planned for the next coming days:
•Each civic will have a free building called "Civic:Monarchy", so I can do more with civics
•I will actually add the Labor Civic Category in, believe it or not
•Add a couple more Government civics

And also... I now agree with those of you complaining of civic limits. Ya'll were right, these limits are fake and a little unrealistic, cities should be limited by finance and stability, not anger right out of the blue. I'm thinking of just removing limits entirely, but increasing civic maintenance. What I really need to do is sit down and think about my plan of action.... I'll hopefully get back to you guys in greater detail later.
 
And also... I now agree with those of you complaining of civic limits. Ya'll were right, these limits are fake and a little unrealistic, cities should be limited by finance and stability, not anger right out of the blue. I'm thinking of just removing limits entirely, but increasing civic maintenance. What I really need to do is sit down and think about my plan of action.... I'll hopefully get back to you guys in greater detail later.

One thing about this, we fought quite a few MONTHs about the City Limits, so you have to consider everything that was said ok (sorry). But i most definitely agree about the financial/stableness abilities.
 
I think the anger from city limits isn't a bad thing and that's not to say that I think financial and stability penalties would be bad. Happiness is too easy I feel, even on deity - farms everywhere, all the bonus growth civics and my pop booming, anger is not an issue at all. In other words it hardly 'limits' expansion imo, maybe very marginally it does. Anyway, why not just have both penalties?
 
Well, I can relate. ;)
Happy 2013 everyone!!:w00t: I'm back, if anyone noticed I was gone, heh. I have some new things planned for the next coming days:
•Each civic will have a free building called "Civic:Monarchy", so I can do more with civics
•I will actually add the Labor Civic Category in, believe it or not
•Add a couple more Government civics

And also... I now agree with those of you complaining of civic limits. Ya'll were right, these limits are fake and a little unrealistic, cities should be limited by finance and stability, not anger right out of the blue. I'm thinking of just removing limits entirely, but increasing civic maintenance. What I really need to do is sit down and think about my plan of action.... I'll hopefully get back to you guys in greater detail later.

Good to see you back. I cannot wait to see your changes as well as your additions. I am very excited about the Labor Civic. I really think it will bring good balance too the other types of civics. And more control over the path of your empire.

I have a request. When you do the civic buildings. Could you write them like this ...

Civic (Monarchy)

That way it matches the other free buildings like Crime, Disease, Pollution and Holidays, etc. Thanks! :goodjob:
 
And also... I now agree with those of you complaining of civic limits. Ya'll were right, these limits are fake and a little unrealistic, cities should be limited by finance and stability, not anger right out of the blue.
Anger can be managed through player action, while there are very few counters to instability. Instability produces anger, and anger produces instability. Therefore having either significant anger or instability from expansion will lead to similar outcomes, but one of them the player can actually affect, whereas with the other there's really no choice but to stop expanding until a civic change is possible.
 
Well, I can relate. ;)
Happy 2013 everyone!!:w00t: I'm back, if anyone noticed I was gone, heh. I have some new things planned for the next coming days:
•Each civic will have a free building called "Civic:Monarchy", so I can do more with civics
•I will actually add the Labor Civic Category in, believe it or not
•Add a couple more Government civics

And also... I now agree with those of you complaining of civic limits. Ya'll were right, these limits are fake and a little unrealistic, cities should be limited by finance and stability, not anger right out of the blue. I'm thinking of just removing limits entirely, but increasing civic maintenance. What I really need to do is sit down and think about my plan of action.... I'll hopefully get back to you guys in greater detail later.

Just please remember to post write-ups of the new stuff you are adding before adding it, that way we can comment and suggest changes to balance and stats on new civics and buildings.
 
One thing about this, we fought quite a few MONTHs about the City Limits, so you have to consider everything that was said ok (sorry). But i most definitely agree about the financial/stableness abilities.
I know, don't worry, I'm not exactly going to rush into removing these. ;)
I think the anger from city limits isn't a bad thing and that's not to say that I think financial and stability penalties would be bad. Happiness is too easy I feel, even on deity - farms everywhere, all the bonus growth civics and my pop booming, anger is not an issue at all. In other words it hardly 'limits' expansion imo, maybe very marginally it does. Anyway, why not just have both penalties?
Well, the thing is, I'm not so sure what civic limits even represents. Like, no civilization ever got mad because a new city was founded. I'll play a game without city limits, but increased maintenance/instability, and see how it plays out.
Good to see you back. I cannot wait to see your changes as well as your additions. I am very excited about the Labor Civic. I really think it will bring good balance too the other types of civics. And more control over the path of your empire.

I have a request. When you do the civic buildings. Could you write them like this ...

Civic (Monarchy)

That way it matches the other free buildings like Crime, Disease, Pollution and Holidays, etc. Thanks! :goodjob:
No problem. :)

Anger can be managed through player action, while there are very few counters to instability. Instability produces anger, and anger produces instability. Therefore having either significant anger or instability from expansion will lead to similar outcomes, but one of them the player can actually affect, whereas with the other there's really no choice but to stop expanding until a civic change is possible.
Well, you can affect the instability in a city. Starvation, :mad:, anarchy, and :yuck: all add to increased instability. And buildings like the Chiefs hut are also good for stability.
Just please remember to post write-ups of the new stuff you are adding before adding it, that way we can comment and suggest changes to balance and stats on new civics and buildings.
Sure thing.
Here are the planned Labor civics, and additional civic effects on slaves:
Spoiler :
Slave Specialist:
•+1 XP (Combat Trial) (Not possible yet)
• +1 :gold: (Mind Control)
•+1 :yuck:(Free Market) (Not possible yet)
•+1 :gold:(Centralized Labor)
•+2 :mad: (Egalitarian) (Not possible yet)
•+1 :mad:, -1 :gold: (Post-Labor) (+1 :mad: Not possible yet)
•+1 :mad: (Democracy or Republic) (Not possible yet)
•+3 :mad:, -1 :hammers: (Socialized Labor) (+3 :mad: Not possible yet)

Spoiler :
Labor Civic:
-Individualism: Available from start, +5% commerce, -5% hammers, 15% longer to grow.
-Community Labor: Available from Cooperation, +10% hammers, workers created 25% faster, -5% commerce
-Skilled Labor: Available with Currency, +1% :commerce: and +1% :hammers:on many different buildings, such as Sculptors Workshop(This way, your economy grows with proper infrastructure, +5% :science:, +25% maintenance on Corporations, +10% longer to grow,
-Serfdom:Available with Feudalism, +1 :food: on farms, +1 :yuck:, +10% :hammers: with Castle, -5% science
-Organized Labor: Available with Corporation, (Add stats later)
-Socialized Labor: Available with Labor Union, (Add stats later)
-Centralized Labor: Available with Communism, +3 :health:, +1 :), +15% :hammers:, -10% :gold:, Citizen Specialist +1 :hammers:, -5% :commerce:
-Post Labor: Stay as is
 
Here are the planned Labor civics, and additional civic effects on slaves:
????

For get something?

JosEPh ;)
 
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