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C2C Simple Civics

Discussion in 'C2C mod mods' started by CIVPlayer8, Jan 27, 2016.

  1. CIVPlayer8

    CIVPlayer8 Chieftain

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    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 :
    Column 1
    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
     

    Attached Files:

  2. Dancing Hoskuld

    Dancing Hoskuld Chieftain

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    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.
     
  3. JosEPh_II

    JosEPh_II TBS WarLord

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    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
     
  4. Dancing Hoskuld

    Dancing Hoskuld Chieftain

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

    strategyonly C2C Supreme Commander

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    Spoiler :


    @ 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
     
  6. Dancing Hoskuld

    Dancing Hoskuld Chieftain

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    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.
     
  7. strategyonly

    strategyonly C2C Supreme Commander

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    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;)
     
  8. Dancing Hoskuld

    Dancing Hoskuld Chieftain

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    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;)
     
  9. strategyonly

    strategyonly C2C Supreme Commander

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    ahahah good answer . . . so glad u did, i am testing it right now, and many many thx , , SO
     
  10. Thunderbrd

    Thunderbrd C2C War Dog

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    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!)
     
  11. strategyonly

    strategyonly C2C Supreme Commander

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    man o man, is there alot GONE??? i like it with ALOT of stuff in there, no offense, just like i like tons of options . . .
     
  12. Dancing Hoskuld

    Dancing Hoskuld Chieftain

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    There are still the same number of options. They are just less confusing and hence easier to choose between.
     
  13. JosEPh_II

    JosEPh_II TBS WarLord

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    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
     
  14. Dancing Hoskuld

    Dancing Hoskuld Chieftain

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    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.
     
  15. Dancing Hoskuld

    Dancing Hoskuld Chieftain

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    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
     
  16. JosEPh_II

    JosEPh_II TBS WarLord

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    @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
     
  17. strategyonly

    strategyonly C2C Supreme Commander

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

    Thunderbrd C2C War Dog

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    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?
     
  19. strategyonly

    strategyonly C2C Supreme Commander

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    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 ..
     
  20. CIVPlayer8

    CIVPlayer8 Chieftain

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

    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.

    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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