CIVPlayer8
Prince
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..
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!
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

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.
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
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!

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

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 :
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