C2C - Civics Discussion Thread

Yeah, well I'm not all that competent in terms of coding, that's why I mostly kept with 4th gen code like descriptions and civics. So aside from possibly coding a foreign policy civic, I can't do much. Is it possible for me to learn off of modding resources, or is it more about learning on the mod?

I could always use some help with Unit XML if you want to help there. I have some stuff planned for Airplanes in the near future that I'd appreciate help on.
 

I don' recall making Assassin require Banditry, but I might have. You mean you can't train Assassin without Banditry? I'll doublecheck if I did that, if I did, I apologize and I didn't mean to. I'm not sure what Tbird is saying here: you can't run Banditry or crime units?? I'll admit, I was a little on the fence on the free "Banditry I" promotion, but if you guys don't like it, I'll take it out.
 
It's not all your fault. Something is wiggy with the crime system at the moment... or at least without better visibility I can't make heads or tails of it. Thus its already tough to manage before TW and even thereafter the TW to control it takes up so much of your economy that its tough to run at even 50% research. That's BEFORE your adjustment (and admittedly under less than optimal traits.)

But +5 crime on all of your units is just impossible to manage at that stage of the game. Period. However, if you give all Criminal unit combats a free Banditry I promo, that makes sense.
 
Could Tribal and Banditry in the Military Civic swap places. Shouldn't tribal come before banditry? I would think so, don't you?

JosEPh
 
Could Tribal and Banditry in the Military Civic swap places. Shouldn't tribal come before banditry? I would think so, don't you?

JosEPh

But Tribal comes at Tribalism. And Bandits have been around forever. I mean even animals will take things from other animals. I think they are fine. Though I am surprised Tribal Warfare was even added since we already have a Tribalism civic.
 
It's not all your fault. Something is wiggy with the crime system at the moment... or at least without better visibility I can't make heads or tails of it. Thus its already tough to manage before TW and even thereafter the TW to control it takes up so much of your economy that its tough to run at even 50% research. That's BEFORE your adjustment (and admittedly under less than optimal traits.)

But +5 crime on all of your units is just impossible to manage at that stage of the game. Period. However, if you give all Criminal unit combats a free Banditry I promo, that makes sense.

Okay, I'll look to see if there is a way for Crime units only to get the free Banditry promotion. Also, whats TW?

Could Tribal and Banditry in the Military Civic swap places. Shouldn't tribal come before banditry? I would think so, don't you?

JosEPh

Hmm, maybe not swap. Tribal Warfare is just supposed to represent that going to war with other "tribes" is just part of you're "way of life". I guess it doesn't neccesarily have to be at Tribalism. But Banditry, I think, could come a bit later than "Scavenging", maybe it can be a mid-prehistoric civic? And Tribal Warfare can be a late-prehistoric civic.

But Tribal comes at Tribalism. And Bandits have been around forever. I mean even animals will take things from other animals. I think they are fine. Though I am surprised Tribal Warfare was even added since we already have a Tribalism civic.

Well, part of the reason was to give the player more options to choose from in the early game. ;)
 
@CIVPlayer8,
The "condition/malus/bonus" under Tribal warfare actually matchs up better Before Banditry to the Mods early prehistoric flow/conditions.

Banditry is just not animals stealing from animals or ppl from ppl. Banditry is a More organized effort than even Tribal. It's logical sequence in the chain of events and human development in Preh era is After Tribal Warfare.

If you're worried over When this should show up then place tribal warfare at Tribal Tech, but it's not necessary. It could be called group warfare for all I care and come at scavenging. Then your Banditry can be introduced at Tribalism. BUT, Banditry should actually come After Tribalism and should not appear until Sed Life or shortly there after.

This is more logical. Or change the "conditions/malus/bonus" of Tribal Warfare to better match up with the Tribalism Tech.

JosEPh
 
Yes, TW is a Town Watchmen BUT it is NOT a crime unit, rather, a crime fighting unit. Criminal units are units like Rogues and Assassins. It is also a Combat Class so I think you have a tag for free promotion by combat class in the civics, don't you? (If not I can try to provide you with one eventually...)
 
Hmm, maybe not swap. Tribal Warfare is just supposed to represent that going to war with other "tribes" is just part of you're "way of life". I guess it doesn't neccesarily have to be at Tribalism. But Banditry, I think, could come a bit later than "Scavenging", maybe it can be a mid-prehistoric civic? And Tribal Warfare can be a late-prehistoric civic.

Well, part of the reason was to give the player more options to choose from in the early game. ;)

1. Please keep Banditry at Scavenging tech.

2. Yeah I understand why.
 
The Point is that Tribal Warfare in the Military Civic group does Not fit well After Banditry. And Yes the Capitals Are for Emphasis, but Not for Shouting (stupid internet rules). But take that however you will.

Banditry does not belong at Scavenging and never has. It belongs after Tribalism and actually after Sed Life. Banditry, as it's used in this mod, did not come about until well after Cities became more prolific and much later in the chain of history. Banditry also had/has a longer run than the Mod allows too. Banditry is not 1 person or animal taking something from another person or animal. Banditry is a complex organizational endeavor not petty thievery.

JosEPh
 
Can DH and I get an Amen from anyone else?

JosEPh
 
Would it possible to incorporate something similar to the dynamic civ names in ryhes and fall of civ, where your civics affect what your civ is called?
 
Would it possible to incorporate something similar to the dynamic civ names in ryhes and fall of civ, where your civics affect what your civ is called?

It already is. In fact I think we use the same code but it does not quite work with our civics set so is broken. Work on replacing it started but I don't know how far that got.
 
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