C2C - Civics Discussion Thread

What?

JosEPh
 
The food used in making military units - with Great Zimbabwe, cities continue to grow even when you're building units with food.
 
I don't think I have ever had access to that wonder. Is it a National or Great wonder? Is it only available thru the African culture path? What Tech allows it?

JosEPh
 
Correct, and as long as new things are added, civics should change also, to keep the balance there. And thanks Hydro. :)

Okay, I'm working on three categories, one of which is a new one.

Power: How the power of leadership is "shared" with other people/branches.
Spoiler :
-Leaderless: There is no leader, anyone can rise up and take "power"
-Council: A council is put together to pick a new chief/restrict chief in some ways
-Sovereignty: The leader is sovereign, what he says, goes
-Junta: Military controls a big chunk of the government
-Clergy: Organized Religion controls a big chunk of government
-Senate: "Wisest" people in society,who create new laws/limit power of the leader
-Divine Right: Leader has authority given to him/her by heaven
-Parliament: Similar to Senate, but reflects need of the people more
-Separation of Powers: Power is divided between two or more branches of government
-Single Party: The leader has much freedom in his decisions, but must reflect the needs of their Political Party, which is the only party in the country with real power.


Rule: Basic structure of governing your citizens.
Spoiler :
-Obedience: Only thing keeping your people intact is their decision to obey
-City States: Each city has their own separate government Ex: Ancient Greece
-Magistrates: Governors are assigned provinces to rule over, but they report to the leader
-Vassalage: Similar to Magistrates, but they swear an oath of loyalty to you, and their obedience is in line with a code of chivalry usually
-Confederacy: Group of city states/countries band together. No strong executive power
-Federal: Federal/State government each plays a role in ruling
-Martial Law: Lockdown society in order to insure no "crazy" ideas spread, like people wanting to topple your wonderful civilization ;)
-Mind Control: Ordinary people have no more opinions, your opinion is theirs!
-(Am I forgetting some? Ideas? :confused:)


Officials: How the "bureaucrats" of the government reach their positions.
Spoiler :
-Strongman: You're in charge if you kill the other person in charge
-Elders: You have power if you're old and wise
-Patronage: The leader gives out positions of power to his friends
-Plutocracy: If you got the :commerce:, you got tha' power.
-Nobility: A class of people, which is more privileged, hold key government positions
-Meritocracy: If you are smart enough for the job, you get it.
-Election: You get elected to your position of power
-Artificial Intelligence: Computers are smarter than all of us, so they should govern us

IMO the last category should have its name changed to Administration or something.
 
I used to run Conscription till Standing Army becomes available. But with the Mil units produced by Food in Conscription now I shy away from using it.

JosEPh

I think training military with food should stay with Conscription, as it is one of the unque aspects of that civic.
Here, I created a draft of the new military civics, take a look.
Spoiler :
-Militia: free City Garrison I Promotion, -20% military production, Military produced by food
-Banditry: Free Looter + Banditry I + "4% of enemy gold reserve on victory" Promotions, -15% military production
-Tribal Warfare: Free ??X?? Promotion, -15% War :mad:, -10% military production
-Conscription: Military produced by food, +33% Training speed of Melee/Gunpowder, +20% War :mad:, Can Draft 5 units every turn
-Mercenaries: +1 :gold: upkeep per military unit, Free Looter + "4% of enemy gold reserve on victory", +11 XP, -10% Military Production
-Servitude: Free ?Loyalty? Promotion, +15% Military production
-Volunteer Army: +7 XP, -15% Military Production, Free ??X?? Promotion, +20% Great General
-Pacifism: +25% war :mad:, -33% Military production, +20% :gp:, +15% :culture:
-Unmanned Warfare: +25% Drone Production, +20% Robot/Mech Production, +5% :science:
-Cloning: +50% Gunpowder Training, +100% Automaton/Cyborg Training
-Time Drafting: +25XP, +100% training of Hero Units, +75% Military production


I know its not been done before (as far as I know) there should be a "Lottery" choice. Where unlike voting in an election the officials are picked at random from a Lottery.

EDIT: Also where did Bureaucracy civic go? Is it still under "Rule"

That sounds pretty cool, nice! :cool: Thanks for reminding me of Bureaucracy, its under Officials now.

With respect, (even) 3 years out of a 40+ year working life is a reduction of <10% in the working class, it doesn't take it away. In peacetime, as many people return from military service as go on it.

Wars otoh can of course have an effect on the availability of labour.

Sorry, I was a little mistaken in my post. When you take away the young men, you aren't necessarily taking away the "Labor" of the country. After all, the tiles are still being worked in your cities. But what is taken away is the ability to "grow". Of course, countries in real life would still grow, but hey, this is a game. ;) If there was an option for 50% of :food: to go to Military, that'd be better, but I'm not gonna go asking people who have much more on their plates.

Power: How the power of leadership is "shared" with other people/branches.
[

Idea :
Corporate. Like clergy, but with corporations instead of church

Rule: Basic structure of governing your citizens.

Idea :
Virtual. Each citizen is able to do a mental vote for each low (Req : Mind reading). it's exactly the opposite of Mind Control


Officials: How the "bureaucrats" of the government reach their positions.

Ideas
Star system. If tou are celeb, you can do it!
Chosen. The Gods chose who can have the job... Tou just have to take the sword of this stone, eg. (Req an ancien/prehistorical religious tech)
Random. The luckiest have the power with a lotery. (seriously, I read it somewhere and some people think that can work) (req... ???)
Hunters. The best hunter can feed the tribe. They have the power

Thanks for the ideas! Corporate, Random, and Hunters are all pretty good. :thumbsup: The way you described "Virtual" made it seem like a form of government though, not governing. It might find its way in as a Government civic. Star System is a little like Election, and I don't think I understand "Chosen". How exactly do "the gods" choose people?

Another thing to consider is direct democracy vs representational democracy. Basically all democracies in eh world today are representational (to a large degree). In a direct democracy the people decide directly on each issue (Calafornia oes somewhat in that direction, but only on a fairly small subset of issues still, compared to the total).

A truly direct democracy is probably only possible with good comms tech (at LEAST where we are today), since enough of the populace have to be engaged to vote on all the issues at a micro-level. This model probably works best (if it works at all) coupled with a lot of local devolvement of power.

The lottery model also only makes sense if you apply it to generate a statistically significant size voting pool. Thus the lottery 'elects' you Congressional body NOT your president. That way the elected body is statistically representative, but bad choices (which obviously are inevitable on an individual level) don't have enough significance to break the result (think of it like Jury selections). Again what you couple it with matters. It probably only works in a situation where the elected body has a strong tradition of making decisions based on 'expert witnesses' for each domain of discussion, otherwise you simply lose all expertise and wind up with amateur-level decision making all the time (again - think of a courtroom - the Jury are the lottery-selected voting body, but expert evidence-presenters are employed)

Well, IMO, there will most likely never be a time where the majority of the population is informed of all the issues. Unless Instant Knowledge were to become a reality, and, somehow, people were to still hold individual opinions after being informed of "everything". To insure that everyone still holds an "opinion", you could have hundreds of different versions of the "Information Uploader", so everyone has a different view on the world. Or that wouldn't solve anything, who knows? I think "Instant Knowledge" is a very slippery slope, if that technology ever became available.
And yes, that's what he suggested the "Lottery" civic for. For it to be applied to Bureaucrats, or even a Senate/Parliament. No one in their right mind would award the presidency to a Lottery winner! :crazyeye: Heh...

IMO the last category should have its name changed to Administration or something.
Thanks, :) thats a much better name. I'm not the best at naming these
 
I just do not like Any Mil unit production based on Food. So the proposed change to Militia now forces me too. I do not like that.

In the early game just getting enough food to get a city to start growing is a royal pain. This proposal will just compound the problem for me.

JosEPh
 
In the early game just getting enough food to get a city to start growing is a royal pain.

JosEPh

Just as it was in real life! For most of (pre)history growth was very slow. It was not until the bronze age agricultural revolution that the number of people needed to get food started to be significantly less than all the people.
 
@CIVPlayer8

1. His "chosen" idea sounds more like Divine Right. Which I think is already a civic.

2. "Hunters" sounds too much like "Strongman".

3. Virtual sounds more like Democracy but just with higher technology. Not sure if its worth a new civic.

4. Random sounds just like my "Lottery" Idea. So yeah I think that should be made.

5. Will Matriarchy and Patriarchy ever come back? I really liked those as early prehistoric civics.

6. Corporate is already covered in a ton of other civics. I am not sure if we need it in that category too.

7. I think some of the existing civics need to have addational words to them. Sicne its hard to know what category they are in. Some examples ...

- "Subsistence" to "Subsistence Economy"
- "Socialized" to "Socialized Healthcare" or even "Socialized Medicine".

I was also thinking that since there are 2 "Vassalage" civics that the military one should be changed to "Feudal Levies" or just "Levy". I got the idea from Crusader Kings 2 It basically means the same thing but has a different name.
 
I just do not like Any Mil unit production based on Food. So the proposed change to Militia now forces me too. I do not like that.

In the early game just getting enough food to get a city to start growing is a royal pain. This proposal will just compound the problem for me.

JosEPh

I also never use Conscription because of this. I just don´t want my military city/cities stop from growing.
 
I just do not like Any Mil unit production based on Food. So the proposed change to Militia now forces me too. I do not like that.

In the early game just getting enough food to get a city to start growing is a royal pain. This proposal will just compound the problem for me.

JosEPh

I agree with this. It should at least exclude Scouts from this restriction, as otherwise this will really hurt early-game hunting and exploration.
 
Militia is currently the basic military civic or in other words the default military civic at your game start.

And if you all be honest, at this early stage you have a negative food production. So producing a military unit (or a gatherer) does not slow down any city growth just because there's none at the beginning of the game. (Except for some pretty rare starts with expansive trait and a lot of forests around)

The next militia civic is only a few techs away, you can change pretty early from militia to Banditry at Scavenching.
 
Militia is currently the basic military civic or in other words the default military civic at your game start.

And if you all be honest, at this early stage you have a negative food production. So producing a military unit (or a gatherer) does not slow down any city growth just because there's none at the beginning of the game. (Except for some pretty rare starts with expansive trait and a lot of forests around)

The next militia civic is only a few techs away, you can change pretty early from militia to Banditry at Scavenching.

Yep. And for those who forgot at what tech what Military civic is triggered ...

Milita = None
Banditry = Scavenging
Conscription = Military Training
Mercenaries = Currency
Pacifism = Philosophy
Vassalage = Feudalism
Volunteer Army = Social Contract
M.A.D. = Advanced Rocketry
Digital Warfare = Digital Warfare
Unmanned Warfare = Military Robotics
Cloning = Gene Enhancement
Time Drafting = Time Travel
 
I think training military with food should stay with Conscription, as it is one of the unque aspects of that civic.
Here, I created a draft of the new military civics, take a look.
Spoiler :
-Militia: free City Garrison I Promotion, -20% military production, Military produced by food
-Banditry: Free Looter + Banditry I + "4% of enemy gold reserve on victory" Promotions, -15% military production
-Tribal Warfare: Free ??X?? Promotion, -15% War :mad:, -10% military production
-Conscription: Military produced by food, +33% Training speed of Melee/Gunpowder, +20% War :mad:, Can Draft 5 units every turn
-Mercenaries: +1 :gold: upkeep per military unit, Free Looter + "4% of enemy gold reserve on victory", +11 XP, -10% Military Production
-Servitude: Free ?Loyalty? Promotion, +15% Military production
-Volunteer Army: +7 XP, -15% Military Production, Free ??X?? Promotion, +20% Great General
-Pacifism: +25% war :mad:, -33% Military production, +20% :gp:, +15% :culture:
-Unmanned Warfare: +25% Drone Production, +20% Robot/Mech Production, +5% :science:
-Cloning: +50% Gunpowder Training, +100% Automaton/Cyborg Training
-Time Drafting: +25XP, +100% training of Hero Units, +75% Military production

Militia: I like the change quite a bit. Food production is worthless real early game. The governor keeps wanting to work high food tiles to grow, but growth isn't happening that early, so I always have to manually change it to the best hammer tile. This would make food tiles worth improving earlier because right now I will use my gatherer to improve a normal hill tile over a corn tile every time because that early my food is so reduced by unhealthiness.

Conscription: The hindrance to growth is OK in my book here as the training speed and drafting are significant military bonuses, which I can leverage against my enemy to make gains that will make up for the growth I'm giving up.

Mercenaries: I assume that means +11XP for each created unit, so the cost per unit is higher but you get more promoted units, which simulates mercenaries, of course I could switch into this civic build a bunch of troops for the XP then switch out for the lowered troop maintenance.
 
@ Flinx, Hydro, and SilentC,

We will see.

JosEPh
 
I just do not like Any Mil unit production based on Food. So the proposed change to Militia now forces me too. I do not like that.

In the early game just getting enough food to get a city to start growing is a royal pain. This proposal will just compound the problem for me.

JosEPh

@ Flinx, Hydro, and SilentC,

We will see.

JosEPh

I'm curious what it is about Food --> Military Unit Production that you don't like because you seem to say you would not like that in any implementation?

I find that at the beginning I'm better off working a 1h tile than a 3f tile due to the huge unhealthiness penalty. To me this feels wrong. But by the time I've gotten scavenging (and thus Banditry), my city has started to grow (maybe in 300 turns, but it has started) and then I wouldn't want Militia because I need that long growth process to happen.
 
I find that at the beginning I'm better off working a 1h tile than a 3f tile due to the huge unhealthiness penalty.

I place my starting city so that I have a 3f 1 gold or 1 f 2h 1 gold. River tiles and coast if possible.

This mod has made it a point to screw the hell out of food production at game start. Adding in needing Food to build the early Mil units will only make this this snail paced growth even worse. How long will it take for that Chaser or stone thrower to get built using Food instead of hammer? I suspect it will add several turns to each.

Oh I leave Militia as fast as possible, but now even moreso with these proposed changes.

And yes I do Not like mil unit production tied to food in any form. Mainly because of what the modders have done to food in the beginning of the game.

But it's just one opinion amongst many, and I'm usually in the minority.

JosEPh
 
@Joe: I'm not fully in support of a lot of use of the food for production on military stuff - I have a plan to include it on one trait as well but that's it. I DO see it as a double edged sword - bigtime!

However, I just want to clarify... it doesn't make units train ONLY with food. It combines all food AND hammers to generate units (aka all food income is converted to hammers while units are in production). So it only makes the production of units faster at the cost of rerouting that food from growth while units are being built. So, technically, its kinda a positive. It certainly gets the troops built faster and out of the way of other city development needs and can thus result in faster developing cities. It's a give and take kinda thing. I'm not a big fan of being on a civic that does it but if I need troops in a real hurry, it doesn't hurt there. And in the EARLY early game, before the unhealth gap is crossed, SC has a very valid point. What's the worth of food until then otherwise? But then again, to be stuck on that for some time afterwards would be rather crippling to food income (unless you consider that scouts and hunters and such will be plugged out faster thus being able to more quickly get out there and hunt to make up for the losses in their training.)

Anyhow, just some notes. I'm not sure how I feel cuz again, to me, its a double edged sword and I'm not sure I'd like being forced to ever maintain that effect.
 
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