C2C Simple Civics

CIVPlayer8

Prince
Joined
Aug 5, 2011
Messages
443
Location
Texas
Hey everyone. After a couple years away from the mod, I found myself wanting to come back and continue what I started. I want to see this mod succeed in everything it sets out to do, and although my experience with modding is extremely limited, I knew I could do my part to help the mod be all it could be. So here is my latest contribution to this mod..

C2C Simple Civics

When I designed the civics a few years ago, I made their various bonuses and cons all over the chart, with too many effects to get a feel for what a civic was attempting to specialize in. What this modmod seeks to do, however, is reduce the amount of effects of the civics down to just a handful: in many cases, just one attribute. I decided to leave the starting civics mostly alone, as their effects have the result of handicapping the player early game, something I think is necessary to the Prehistoric era. However, once you start unlocking more civics, you will find their various bonuses to be fairly different. Do you wish your government to pursue a more productive-oriented goal, or focus on upgrading the effects of your specialists? Do you wish to have your religion focus on waging war, or building infrastructure? The choice is yours to make, and the choices are much more clear cut.

Be advised: This is not the final version, this is just a first draft that I wanted to share with y'all. I tried to keep the civics fairly balanced, but inevitably, there might be some that just seem too powerful, so feedback and criticism is most welcome. Also, I did not tweak the Revolution effects of the civics, they will remain the same until a later edition.

In the meantime, if you choose to play with my modmod, have fun!
Shoutout to Dancing Hoskuld for helping me make a cleaner version! :D

To install:
1.) Just download the file.
2.) Navigate to your Caveman2Cosmos folder
3.) Click on Assets -> Modules -> My_Mods
4.) Unzip the file here


:goodjob:

Update: New Rev values


Additionally, in this table are my plans for a new civic set, which I have begun to mod, which should be done within a couple of weeks or so.
Spoiler :
Civic Type Civic Name Technology Unlock Upkeep Effect 1 Effect 2 Effect 3

Government Anarchism None None None
Chiefdom Chiefdom Low No Anger in Capital
Despotism Patriarchy Medium +10% production
Monarchy Monarchy Medium ???
Direct Democracy Democracy Astronomical +5 Happy Largest Cities
Republic Democracy High + 3 Happy in All Cities
Representative Democracy Representative Democracy High +1 Relations with other Civilizations
Fascist Fascism Medium No War Anger

Power Strongman None
Sovereignty Chiefdom +25% Production in Capital
Junta Warfare +50% Great General
Council Tribal +100% Faster Construction of Government Buildings
Nobility Aristocracy +1 Gold, +2 Culture from Noble
Plutocracy Currency +2 Gold from Merchant
Proletariat Democracy +1 Happy/Health
Legislature Democracy +2 Happy
Theocracy Priesthood +25% Great Person with State Religion
Divine Rule Divine Right +3 xp for Cities with State Religion

Separation of Powers Representative Democracy +100% Culture in Capital
Single Party Fascism +1 Espionage Per Specialist
Corporatocracy Corporation -50% Corporation Cost
Technocracy Knowledge Management +1 Science Per Specialist

Administration Stateless None
Tribes Tribal +100% Faster Training of Settler Units
Unitary Patriarchy +10% Production
City States Masonary No Number of Cities Maintenance Cost -50% Military Production
Vassalage Vassalage 33% Military Free Units
Confederacy Political Philosophy -50% Number of Cities Maintenance Cost -25% Military Production
Federal Representative Democracy -25% Number of Cities Maintenance Cost

Economy Subsistence None +5% Food
Commercial Currency +1 Trade Route
Guilds Guilds Required to build Guild Buildings
Mercantilism Mercantilism +20% Gold
Free Market Economics +10% Commerce
Corporatist Corporation -50% Corporation Cost
Planned Communism +15% Production
Keynesian Applied Economics -50% Hurry Cost
Green Ecology +8 Health

Society Primitive None
Tribal Tribal +1 Production from Camp Improvement-Line, Desert Camp,
Caste System Caste System Unlimited Priest, Artist, Scientist,
Citizenship Democracy +1 Food from Cottage Improvement-Line
Feudal Feudalism +33% City Defense
Emancipation Liberalism +50% Great Person
Nationalist Nationalist +33% Espionage
Marxist Marxism 25% Less Food Required to Grow
Mind Control Simulated Reality Required to Build Mind Control Center

Religion Irreligious None +1 Anger per Non-State Religion
Folklore Ritualism +1 Culture from Artist +1 Anger per Non-State Religion
Prophets Divination +100% Missionary Training State Religion +1 Anger per Non-State Religion
Divine Leadership Mysticism +10% Gold/Culture in Capital State Religion +1 Anger per Non-State Religion
State Church Priesthood +20% Building Construction with State Religion State Religion +1 Anger per Non-State Religion
Religious Tolerance Philosophy State Religion
Organized Religion Papacy +3 Culture, +1 Gold from Priest State Religion +1 Anger per Non-State Religion
Intolerant Fundamentalism +20% Unit Training with State Religion State Religion +2 Anger per Non-State Religion
Freedom of Religion Liberalism +1 Happy per Religion
State Atheism Compulsory Education +3 Science from Scientist +2 Anger per Non-State Religion

Military Militia None +300% xp earned in borders -25% Military Production
Conscription Military Training Military Units produced with Excess Food +25% Military Production
Volunteer Army Military Training +4xp
Pacifism Philosophy +25% Culture/Great Person -50% Military Production
Mercenaries Currency +7xp +1 Gold Support Cost
Cloning Mainstream Cloning All Clone/Gunpowder Units Trained 300% Faster

Welfare Survival None
Charity Community -5 Crime
Church Meditation Can train Missionaries without Monastary
Public Works City Planning Workers build Improvements +33% Faster
Private Usury +50% Construction of Library/Hospital/University/etc.
Corporate Corporation Can train Corporation Units Without HQ
Subsidized Applied Economics Improvements Grow 50% Faster
Socialism Marxism +1 Food from Cottage, Workshop Improvement-Line

Education Ignorance
Oral Tradition Oral Tradition +5% Science
Hunting Tradition Hunting +33% Training of Hunter Units +1xp
Written Tradition Writing +10% Science
Military Tradition Military Training +5xp
Religious Education Priesthood +3 Science from Priest
Apprenticeship Guilds +1 Gold/Science/Culture/Espionage from Merchant/Scientist/Artist/Spy
Compulsory Education Compulsory Education +15% Science
Private Education Compulsory Education +10% Science +10% Culture
Propaganda Propaganda +5 Happy
Socialized Education Compulsory Education +20% Science
E-Education Computer Network +30 Education
Rapid Education Exocortex Networks +50% Science
Instant Education Mind Uploading +100% Science

Healthcare No Healthcare
Herbalism Herbalism +1 Health from Healers Hut
Witch Doctor Ritualism +1 Happy from Healers Hut
Church Care Theology +1 Health from Monastaries
Physician Care Ancient Medicine +1 health from Doctor Specialist
Privatized Healthcare Anatomy Healthcare units Trained 50% Faster
Subsidized Healthcare Applied Economics +3 Health
Socialized Healthcare Marxism -20 Disease
Superhuman Homo Superior No Unhealth from City Population

Labor Unorganized Labor None -10% Production
Community Labor Tribal +25% Faster Training of Worker Units
Skilled Labor Specialization +1 Specialist
Serf Labor Feudalism 20 Free Units
Centralized Labor Communism +1 Production from Cottage-Line
Socialized Labor Labor Union +1 Health from Forges/Factories
Post Labor Androids Unlimited Android Specialists

Agriculture No Agriculture None 50% More Food to Grow
Subsistence Agriculture Agriculture 25% More Food to Grow
Agricultural Guilds Guilds 25% More Food from Trade Routes
Privatized Agriculture Economics +1 commerce from Farms
State-Run Agriculture Communism +1 Production from Farms
Subsidized Agriculture Applied Economics 25% Less Food to Grow
Green Agriculture Ecology -25 Water Pollution

Immigration Open Borders None +1 Trade Route
Closed Borders -5 crime/disease
Secure Borders +20% espionage
Skilled Workers Only Unlimited Engineer
Wealthy Only Unlimited Merchant

Currency No Currency None
Barter Barter +20% Food/Production from Trade
Coinage Currency +1 Commerce from Cottage Improvement-Line Can Rush Production
Banknote Banking +10% Gold from Bank
FIAT Economics +10% Gold Can Rush Production Rushing Causes 25% more Inflation
Gold Standard Economics -25% Inflation
Credit Applied Economics +15% Gold Can Rush Production Rushing Causes 50% more Inflation
Digital Communication Networks +100% Foreign Trade

Justice Vigilantism None +1 Happy
Combat Trial Conduct Criminals Trained 100% Faster
Tribal Law Tribal +300% Criminal Punishment Building production
Common Law Code of Laws -10% Maintenance
Religious Law Scriptures +3 Happy from State Religion
Adversarial Law Jurisprudence -20 Crime
Polycentric Law Deputization Police Trained 50% Faster
Fascistic Law Fascism +1 Happy per Military Unit

Trade No Trade
Free Trade Trade +20% Food/Production/Commerce from Trade
Tariffs Monarchy +5% Gold -20% Food/Production/Commerce from Trade
Protectionism Mercantilism +10% Production -50% Foreign Trade
Mercantilism Mercantilism +10% Gold No Foreign Trade

Taxation No Taxation None -50% Gold +25% Production
5% Taxation Monarchy -45% Gold +20% Production
10% Taxation Monarchy -40% Gold +1 Anger +15% Production
15% Taxation Monarchy -35% Gold +10% Production
20% Taxation Monarchy -30% Gold +2 Anger +5% Production
25% Taxation Monarchy -25% Gold
30% Taxation Monarchy -20% Gold +3 Anger -5% Production
35% Taxation Monarchy -15% Gold -10% Production
40% Taxation Monarchy -10% Gold +4 Anger -15% Production
45% Taxation Monarchy -5% Gold -20% Production
50% Taxation Monarchy +5 Anger -25% Production
55% Taxation Monarchy +5% Gold -30% Production
60% Taxation Monarchy +10% Gold +6 Anger -35% Production
65% Taxation Monarchy +15% Gold -40% Production
70% Taxation Monarchy +20% Gold +7 Anger -45% Production
75% Taxation Monarchy +25% Gold -50% Production
80% Taxation Monarchy +30% Gold +8 Anger -55% Production
85% Taxation Monarchy +35% Gold -60% Production
90% Taxation Monarchy +40% Gold +9 Anger -65% Production
95% Taxation Monarchy +45% Gold -70% Production
100% Taxation Monarchy +50% Gold +10 Anger -75% Production

Speech No Speech
Restricted Speech Language -25% War Anger
Heresy Scriptures +3 Happy from State Religion +1 Anger per Non State Religion
Free Speech Liberalism +33% Culture +50% War Anger
Political Correctness Minority Rights +1 Happy per 10% Foreign Culture

Arms No Guns None None
Right to Bear Arms Matchlock None +4xp Gupowder Units
Gun Ban Matchlock High -6 Crime
Gun Regulation Semi Automatic Weapons Medium +2xp Gunpowder Units -3 Crime
Mandatory Gun Ownership Matchlock High Gunpowder Units Trained 25% Faster
Weapon Cache Matchlock Medium +25% Defense
 

Attachments

If you want to remove all the effects by every other mod to get a clean mod you could

1) make a mod by adding a folder in the MY_Mods folder zzNewCivics or some such

and

2) use the bForceOverwrite tag on each CivicInfos to make your civics the ones used in game.
Code:
<bForceOverwrite>1</bForceOverwrite>

3) put your XML in there

plus copy the C2C_CIV4GameInfoSchema.XML there and rename it to zzNewCivics_CIV4GameInfoSchema.XML

plus rename the schema in your civics file to this name.

These last two are done so that you don't accidentally overwrite the C2C schema with an old one.

This way people can just move your mod in and out just by moving the zzNewCivics folder between the My_Mods and the My_Mods (Unloaded) folders.
 
Well well look who still lives. :)

I'm interested in this modmod so I'll take a look.

Nice to see you post CIVPlayer8.

Edit: Just saw DH's post. Maybe I should wait to see if you will go that route.

JosEPh
 
Spoiler :
If you want to remove all the effects by every other mod to get a clean mod you could

1) make a mod by adding a folder in the MY_Mods folder zzNewCivics or some such

and

2) use the bForceOverwrite tag on each CivicInfos to make your civics the ones used in game.
Code:
<bForceOverwrite>1</bForceOverwrite>

3) put your XML in there

plus copy the C2C_CIV4GameInfoSchema.XML there and rename it to zzNewCivics_CIV4GameInfoSchema.XML

plus rename the schema in your civics file to this name.

These last two are done so that you don't accidentally overwrite the C2C schema with an old one.

This way people can just move your mod in and out just by moving the zzNewCivics folder between the My_Mods and the My_Mods (Unloaded) folders.
Spoiler :


Forgot to say, if you go the mod route then you only need to include those civics you are changing in the XML file

@ DH maybe its better to give him one (1) example, because like he said in the 1st post he is not that informative with XML, as with me, its always better to have an example rather that screw everything up, then start all over again and again, IMPO

Just a thought . . . :p
 
All the work done for you I think. Please check that I got the force overwrite on every civic.

Extract the compressed file into Assets/Modules/My_Mods to use it. Remove the zzBewCivics folder from there to uninstall.
 
All the work done for you I think. Please check that I got the force overwrite on every civic.

Extract the compressed file into Assets/Modules/My_Mods to use it. Remove the zzBewCivics folder from there to uninstall.

ahaha i didnt mean the whole thing, i just meant a few line showing the force stuff and a few lines of what the "Mi Mods" area looked like, but hey, i will not ask u to do stuff to get u mad :p;)
 
ahaha i didnt mean the whole thing, i just meant a few line showing the force stuff and a few lines of what the "Mi Mods" area looked like, but hey, i will not ask u to do stuff to get u mad :p;)

It was trivial to do and I was doing it so I could have a look see without accidentally updateing the SVN with it sometime in the future;)
 
It was trivial to do and I was doing it so I could have a look see without accidentally updateing the SVN with it sometime in the future;)

ahahah good answer . . . so glad u did, i am testing it right now, and many many thx , , SO
 
Interesting re-approach and good to see you back CP8! Wish I had the time to analyze. At first, I would've said you were right. But the current civics have grown on me - not that I don't think some improvements could still be made (but I stay out of civics work!)
 
I have not had a chance to look at them yet. So CIVPlayer8 did you keep the exorbitant NUmber of Cities and Distance to Palace penalties in the earliest Civics?

You do know they added up to over 450% increase in :gold: penalties that was stifling the AI. If you have looked at the current set you will see that % was lowered. And my observations have been that the AI is much faster out of the gate and harder to beat because of those reductions in starting penalties.

JosEPh
 
I am finding that the all AI is keeping up with expansion under this set of civics. They are behind me in science and just behind me in power.

The only comment I have is that I am not getting any anarchy for many of the civic changes now.
 
I am getting fewer captives and less money problems so far.

I am not getting all the civic changes from Brackenspore's stuff either, since this is loaded after and overwrites them
 
@CIVPlayer8,

I have to say This Civic set, so far, is looking, playing, and feeling so much better than the old. I'm liking what I'm seeing while playing them. Simple upgrades without a mountain of modifiers. :D

JosEPh
 
If people dont like the current Civics, then lets take a look BACK at the OLD RoM civics that were there before??

If you did that you'd need to update a number of things still. Not sure that would be any easier. Besides that, are the ones we have that bad?
 
If you did that you'd need to update a number of things still. Not sure that would be any easier. Besides that, are the ones we have that bad?

I didnt mean change them back, all i meant was, take a look at them and maybe use some of its stats and compare . .:) because they went trough lots and lots of months of people going over them ..
 
All the work done for you I think. Please check that I got the force overwrite on every civic.

Extract the compressed file into Assets/Modules/My_Mods to use it. Remove the zzBewCivics folder from there to uninstall.

Well thanks for saving me the trouble! :) I updated my original post.

I have not had a chance to look at them yet. So CIVPlayer8 did you keep the exorbitant NUmber of Cities and Distance to Palace penalties in the earliest Civics?

You do know they added up to over 450% increase in penalties that was stifling the AI. If you have looked at the current set you will see that % was lowered. And my observations have been that the AI is much faster out of the gate and harder to beat because of those reductions in starting penalties.

JosEPh

The starting civics, as well as Hydros civics (garbage, immigration, education) I left mostly untouched. I did take notes on all the effects of the starting civics, and was aware of all of the penalties... However, I thought it was for limiting early growth, so I left the negative features of them mostly intact. But that would be an interesting experiment to try.. to see if reducing (or eliminating) the maintenance costs would help out the AI.

I am getting fewer captives and less money problems so far.

I am not getting all the civic changes from Brackenspore's stuff either, since this is loaded after and overwrites them
This sounds correct, many of the civics I changed had a modifier to capturing captives, as well as a bonus against capturing them. I still kept the effect, except now only a few civics have this effect.

Also, many of the civics had their maintenance costs eliminated. While I agree that gold tends to be in high supply, the goal of this modmod was to simplify the civics.

I hope you guys are liking the civics, and I will be responding to feedback. However, real life may be getting a lot more busier for me in the coming months, but I will try to get an update or two out every couple of weeks.

Additionally, I am planning out an another Civics set that can be used, Expanded Civics. This new pack will include more civic categories, as well as more options, but will keep the same spirit of Simple Civics: that is, to keep the effects of the civics to a single alteration of two. Some new civic categories may include Taxation, Healthcare, and Justice. You guys will have that to look forward to in a couple of months, if anyone is interested.
 
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