C2C - Civics Discussion Thread

Would it help if I were to add "AIWeight" to the civics?

No in fact that would make it worse. The best course of action IMO would be to just add the labor civics for now and spread out other tweaks over a few months, that way the change for the balance and the AI would be less drastic.
 
No in fact that would make it worse. The best course of action IMO would be to just add the labor civics for now and spread out other tweaks over a few months, that way the change for the balance and the AI would be less drastic.
Yeah, I have to agree. I'll do one part at a time.
 
I kinda feel like CIVPlayer8 should start a new thread and reserve the first few posts for Info, next update, suggested changes, ect ect. So people can look at the first page to see what is going on before having to sift through the last few pages to see if their idea / suggestions have already been made?
 
I kinda feel like CIVPlayer8 should start a new thread and reserve the first few posts for Info, next update, suggested changes, ect ect. So people can look at the first page to see what is going on before having to sift through the last few pages to see if their idea / suggestions have already been made?

Thats what i wanted him to do, but he politely declined.:mischief:
 
Thats what i wanted him to do, but he politely declined.:mischief:

I personally do like having design and development discussions in one large centralized thread (my units thread for one has worked well for almost a year). Just my personal opinion, it also means less threads to read every day.
 
I personally do like having design and development discussions in one large centralized thread (my units thread for one has worked well for almost a year). Just my personal opinion, it also means less threads to read every day.
Do you mean, unit/civic/technology/building/etc. development talk all in one thread? Or each in their respective thread?
 
The latter. IE Civics in this thread, Units in my Units thread, and so forth.

Sooo, you are saying you don't want him to make a new thread that the first few posts are his so that we can follow the updates easier? The only reason I feel like he should be the OP of the thread is because of the exact same reason Thunder just created his "A Modder's Guide to the Advanced Disease Structure of the Combat Mod" thread, it makes it a bajillion times easier to follow what is going on with the topic.

It is really easy to lock an old thread :p
 
Here is the total list of civics and their categories that I have planned for the next few months.
Spoiler :

Government: Anarchism, Chiefdom, Despotism, Monarchy, Republic, Theocracy, Democracy, Totalitarianism, Technocracy, ?Corporatocracy?
Power : Leaderless, Council, Sovereignty, Junta, Clergy, Senate, Divine Right, Parliament, Separation of Powers, Single Party
Rule: Obedience, City States, Magistrates, Vassalage, Confederacy, Federal, Martial Law, Mind Control
Officials: Strongman, Elders, Patronage, Nobility, Meritocracy, Election, Bureaucracy, Artificial Intelligence
Society: Primitive, Tribalism, Caste, Bourgeois, Feudal, Egalitarian, Nationalist, Marxist, Digital Society, ?Corpor-Nation?
Economy: Communualism, Barter, Subsistence, Trade, Guilds, Mercantilism, Free Market, Corporatist, Planned, Regulated, Green
Religion: Irreligious, Folklore, Prophets, State Church, Divine Cult, Organized Church, Intolerant, Free Religion, Secular, State Atheism
Military: Militia, Banditry, Tribal Warfare, Conscription, Mercenaries, Pacifism, Servitude, Volunteer Army, Unmanned Warfare, Cloning, Time Drafting
Energy: No Power, Private Energy, Public Energy, Green Energy, Wireless Energy
Education: Nobody, Patriarchy, Matriarchy, Free Men, Nobility, Compulsory Education, Socialized Education, Mind Uploading
Immigration: No Borders, Open Borders, Closed Borders, Skilled Workers Only, Secure Borders, Wealthy People Only
Agriculture: No Agriculture, Subsistence Agriculture, Agriculture Guilds, Private Agriculture, Subsidized Agriculture, Corporate Agriculture, State-Run Agriculture, Green Agriculture
Garbage: Garbage Anywhere, Waste to Sea, Landfills, Waste Importation, Waste Exportation, Waste to Power, Waste to Space, Waste De-compilation
Currency: No Currency, Metals, Coinage, Banknote, Paper Money, Gold Standard, FIAT Currency, Credit, Digital
Labor: Unorganized Labor, Community labor, Professional Labor, Serf Labor, Organized Labor, Centralized Labor, Socialized Labor, Post-Labor
Language: No Language, Native Language, State Language, Bilingualism, Universal Translator (If Languages ever get represneted by a "religion" type feature.
Justice: Vigilantism, Combat Trial, Common Law, Religious Law, Inquisitorial Law, Adversarial Law, Fascistic Law
Health-Care: No Healthcare, Herbalism, Church Care, Private Health Care, Corporate Healthcare, Subsidized Healthcare, Socialized Healthcare, ?Body Transplant?
Housing: Communual Land, Fiefdom, Private Land, Subsidized Land, State Land, Paradise
Training: Ignorance, Oral Tradition, Hunting, Military Tradition, Written Tradition, Religious Training, Apprenticeship, Corporate Education, Propoganda, ??More to Come??

Changes I want for Slaves:
Spoiler :
Slave Specialist:
Pros:
•+1 XP (Combat Trial)
Cons:
•+2 :mad: (Egalitarian)
•+1 :yuck: (Free Market)
•+1 :mad: (Post-Labor)
•+1 :mad: (Democracy or Republic)
•+3 :mad: (Socialized Labor)

And at Emancipation, two buildings would be unlocked. One is Local Emancipation, which makes slaves give +5:mad: and - 5 :hammers:/:gold:, and gives +1 :) and +5 :culture:, effectively making the slave specialist "useless" in that city, so they are no longer used. The other building is "Nationwide Emancipation", a National Wonder, which gives + 10 :culture:, and a free "Local Emancipation" in all cities.
 
Moderator Action: by request I copied a new OP to change the thread to being started by CivPlayer8 - luckily he did post one post around here dated earlier than the previous OP...

Thx for doing that, i really appreciate it.:goodjob:
 
Okay, updated first post. please read, as it has some important information in there.
 
@Civ:
Commenting on your first post, I almost feel as if the 'Government' you pick, and 'Power Base' should dictate your largest +/-'s. After that, the minor categories, such as homeland security, should be for 'tweeking' your play style, not making huge differences. A +125% to anything in a minor subcategory seems a bit excessive to me.

As of right now, if you put it in game as it was, I would, through out my entire country's existence have no Border Patrols (And definitely nothing higher). Also, just as a side note, the pre-modern history Boarder Patrol's would all be military, post it would be either the Coast Guard or Police, as we are guarding against drugs now, not enemy nations.

Plus, would 'The National Guard' and 'The Reserves' be factored into this? As the National Guard is what is 'suppose' to protect us if we ever get attacked. Just something to think about I guess. Should Homeland security be HOW you are protecting your country, or with what? I'm not sure.
 
@Civ:
Commenting on your first post, I almost feel as if the 'Government' you pick, and 'Power Base' should dictate your largest +/-'s. After that, the minor categories, such as homeland security, should be for 'tweeking' your play style, not making huge differences. A +125% to anything in a minor subcategory seems a bit excessive to me.

As of right now, if you put it in game as it was, I would, through out my entire country's existence have no Border Patrols (And definitely nothing higher). Also, just as a side note, the pre-modern history Boarder Patrol's would all be military, post it would be either the Coast Guard or Police, as we are guarding against drugs now, not enemy nations.

Plus, would 'The National Guard' and 'The Reserves' be factored into this? As the National Guard is what is 'suppose' to protect us if we ever get attacked. Just something to think about I guess. Should Homeland security be HOW you are protecting your country, or with what? I'm not sure.
Well, these were Afforess' ideas, not mine. I would defiantly change these up, to balance them/ make them more appealing. And that's whats got me thinking. What exactly does Homeland Security mean? I take that it means how you keep a lid on society, to keep all the crazies at bay. I will probably not add this actually, as it resembles "Rule" too much.
 
Well, these were Afforess' ideas, not mine. I would defiantly change these up, to balance them/ make them more appealing. And that's whats got me thinking. What exactly does Homeland Security mean? I take that it means how you keep a lid on society, to keep all the crazies at bay. I will probably not add this actually, as it resembles "Rule" too much.

I dont know about this one, its coming down to a USA thing, isn't it, and thats NOT what C2C is all about, "WE" have to consider ALL countries not just the US in these matters, and making a Specialized Civic that ONLY the USA has, i dont know how other countrymen would feel about that, JMO. . . .SO
 
On another note: When you make changes to the "Initial Civics" please let me know right away ok, i have a TON of changes to make when that happens, thx:

This is what i currently have:

Spoiler :
Code:
			<InitialCivics>
				<CivicType>CIVIC_ANARCHISM</CivicType>
				<CivicType>CIVIC_OLIGARCHY</CivicType>
				<CivicType>CIVIC_PRIMITIVE</CivicType>
				<CivicType>CIVIC_COMMUNALISM</CivicType>
				<CivicType>CIVIC_MILITIA</CivicType>
				<CivicType>CIVIC_IRRELIGION</CivicType>	
				<CivicType>CIVIC_SURVIVAL</CivicType>
				<CivicType>CIVIC_NOTRASH</CivicType>
				<CivicType>CIVIC_NOBORDERS</CivicType>
				<CivicType>CIVIC_IGNORANCE</CivicType>
				<CivicType>CIVIC_NO_SPEAK</CivicType>
				<CivicType>CIVIC_NOFARM</CivicType>
				<CivicType>CIVIC_NO_CURRENCY</CivicType>
				<CivicType>CIVIC_STRONGMAN</CivicType>
			</InitialCivics>

Please make YOUR changes, so i can do the rest of the change(s) thx.

Also right now the Civic Category Government does make sense, you have Democracy only settling 5 cities, and the one under it Monarchy only settling 5, then Theocracy all the way to 15??

I believe NOW that we need to stop after Monarchy on the settling of cities, anyone else have an OPTION?
 
Well, the city limits seem to be way of what they have been before.

I agree on limiting the early expansion somehow by city limits but i can't see any reason why a monarchy should have a city limit and if it should have one, this has to be up to 20 or more cities.
Same goes for democracy.

With the current changes i feel it's better to turn city limits off.
And it breaks current games.

I have a monarchy with 22 cities and with the new limit of 5 the unhappyness is way over the threshold where i can handle it.

Maybe it would be a good idea to give some more detailed info about the changes so i can decide for myself if i update to the new values or keep the current set of civics.

Seems that bad habits spread rapidly.
 
I agree with Flinx. We are repeating previous processes.

This is Exactly why I do Not use City Limits. The early game does not need the Gov'ts to limit city expansion any more. The restrictions on Growth and Food have choked expansion into near extinction early game. The added :yuck: and :mad: from Crime and Disease also limit growth.

This whole thread needs to be reread to gather the data that is here and Then adjust Civics to that data and consensus.

<delete>

JosEPh
 
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