C2C - Civics Discussion Thread

No wage labor civic or something of the like? (wages are determined by the free market forces of supply and demand)
Organized Labor represents where labor is organized into corporations and such. Is this what you mean?
 
Basic layout of Labor Civics:
Spoiler :
Individualism:
-Pros: Less Maintenance
-Cons: More :food: to grow, less :hammers:

Community:
-Pros: More :hammers:, workers created faster
-Cons: More maintenance

Skilled:
-Pros: More :commerce:, less maintenance
-Corporation buildings give +1 :mad:

Serfdom:
-Pros: More food, High Wealth houses give +1 gold, slaves get bonus
-Cons: Instability, :mad:,:yuck:

Capitalist:
-Pros: Much commerce, + :gold:, corporations cheaper
-Cons: Most :yuck:, Low Wealth buildings give 0.5 :mad:/instability

Socialized:
-Pros: Most :)/:health:, some buildings give + :hammers:
-Cons: Less :hammers:/:gold:, rushing things with gold costs 30% more,

Centralized:
-Pros: Most :hammers:, rushing things with gold is 50% cheaper, some buildings give + :hammers:/:commerce:
-Cons: + :mad:, - :commerce:
 
Could post-scarcity be named something else? I really can't see it being considered a civic, especially as labor. It is a state of being where everything is so abundant that wealth becomes a meaningless concept and economy of goods mostly ceases to exist. The Culture is a good example of a post-scarcity civilization and the UFP is a weaker example.
 
Could post-scarcity be named something else? I really can't see it being considered a civic, especially as labor. It is a state of being where everything is so abundant that wealth becomes a meaningless concept and economy of goods mostly ceases to exist. The Culture is a good example of a post-scarcity civilization and the UFP is a weaker example.

I thought it was suppose to be called "Post Labor".
 
Could post-scarcity be named something else? I really can't see it being considered a civic, especially as labor. It is a state of being where everything is so abundant that wealth becomes a meaningless concept and economy of goods mostly ceases to exist. The Culture is a good example of a post-scarcity civilization and the UFP is a weaker example.

Automated labor (robots provide all of our needs with essentially unlimited resources)?

Also those civics look OK to me. However they should interact though with Hydro's new guilds (the NWs, not the old Corp ones).
 
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.

I do think your right. It is much more realistic to limit them in this way.

I think the early limitations need to be quite huge though..
Ideally what would be good is having a system where : limit is 3, 1 extra city would give you a bit of a penalty, 2+ would give you a HUGE penalty basically meaning it would ruin you very quickly. Limit of 8 cities, 9-12 decent penalty, 12+ HUGE penalty.
And so on. Even smaller increments than this would be even better :D like virtually every extra city gives you a certain penalty.
 
Hmmm.... Should these artificial city limits even exist?

And if they do, should they be imposed on the civic of of your Government, or should we put it somewhere else?

I like the idea of limiting it with maint/inst, but if people like playing without any limits, this would limit them when they do not want any limits.

I really feel like we should be arguing this in 'Revolutions Discussion', so that people who actually use the Revolutions mod could hammer out what direction they want that modmod to go into.
 
I find the new guilds to be more irritating than useful - some even go obsolete before the building they provide goes obsolete.

That just means that the concept of guilds is at that point obsolete. If you don't find something to replace Guilds the stuff they make will go away.
 
That just means that the concept of guilds is at that point obsolete. If you don't find something to replace Guilds the stuff they make will go away.

The Guilds don't make anything! Anyway I am going to address some of this on another thread as part of the bigger picture:p.
 
Hmmm.... Should these artificial city limits even exist?

And if they do, should they be imposed on the civic of of your Government, or should we put it somewhere else?

I like the idea of limiting it with maint/inst, but if people like playing without any limits, this would limit them when they do not want any limits.

I really feel like we should be arguing this in 'Revolutions Discussion', so that people who actually use the Revolutions mod could hammer out what direction they want that modmod to go into.

I agree.

City Limits "The War" occurred during version 17. It was agreed upon that Any City Limits would be an Option at Game set up. To try and put City Limits in and by pass the Option Breaks that agreement. :mad:

Do what you want with REV itself, add City Limits to it or not. As Long as REV is a Game setup Option as it is now.

The Civics as a whole has to keep this in mind while being built/rearranged/whatever.

JosEPh
 
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