CIV - iks!

I take it they haven't released a full list of Civics options yet, huh? I'm intensely curious as to what they'll be offering. I've been a big proponent for a SMAC-style gov't, and I'm really REALLY excited it's in, and I'm glad they've added more to it. It's a step in the right direction, let's hope they make it their destination!
 
Aussie_Lurker said:
But we KNOW, beyond a doubt, that there are 5 Civics categories-Religion, Government, Economy, Legal and Labour. Even if there are only 4 real CHOICES per category, then it is 4*4*4*4*4, or 1024 different combinations.
Of course, these choices will be available at different times of the game-but that could be said for civ3 governments too (where you have to wait until the END of the Ancient age to get even a SINGLE government choice!!)

Yours,
Aussie_Lurker.

Aussie, I guess that Albow means that certain combinations, although available, could be suicidal for your civ, just as it was the case in SMAC.
 
The other thing about certain civics options being available at different times that we have to remember is the new tech tree options. It will probably be possible to move your way around the tech tree in such a way to unlock new civics options at the expense of researching something else. I am also sure it will be possible to completely avoid researching certain civics options that you don't think you will use.
 
For Speculation purposes (first being the default..listed in a guessed to order of availability)

Gov: WW, unit support, effect of Economics bonuses, ie the Peace v War choice
'None'ie Tribal (worse Economic Effects)
Oligarchy/Communistic (better Unit Support)
Despotic/Dictatorial/Totalitarian Regime (better WW+Unit Support, Increased Anarchy when changing Civics options)
Democratic (worse WW+unit support, better Economic Effects, Decreased Anarchy when changing Civics options)
Monarchy (better WW)

Law: changes effects of Religion Civics choices, efficiency, MilLaw
Common Law/Traditional 'unwritten traditions' (lowest efficiency, some MilLaw)
Arbitrary (strong Religious effects, high MilLaw+unhappiness)
Constitutional (weakened Religious effects, Minimum MilLaw)
Free Speech/Civil Rights (minimal Religious effects, no MilLaw)
Police State (higher efficiency, extreme Religious effects, extreme MilLaw)


Labor:
'Unorganized' (no rushing)
Slavery (pop rushing)
Serfdom (cash rushing)
Emancipation (no rushing, enemies unhappy)
Conscription (unit conscription)

Economics: (determines economic benefits)
Unorganized (no benefits)
Guild/Mercantilist/Feudal (greater overall efficiency)
Free Market/Corporate (greater wealth)
State Property/Command Economy (greater production)
Socialist/Environment (greater happiness+health)

Religion: (determines unhappiness)
'Tribal': civ is equivalent to a minor religion (foreigner+religious unhappiness)
Polytheistic Tolerance (less foreigner unhappiness)
Theocracy/Divine right (religious happiness for the official religion, higher religious unhappiness for other cities, official religion more likely to spread)
Nationhood (more culture production, more foreign unhappiness)
Secular (increase religious unhappiness, but encourages cities to lose religion)
 
Thunderfall said:
Here is the civics screen I captured from the GameReactor video:

The second choice from the top in the rightmost column looks likes "Organized Religion" to me. Has anyone else managed to figure out the rest of the texts?
 
i have a question since i have never played any civics using game- can u gear ur civ to being a seafaring militaristic type civ by ur choices? (or other such combos)
 
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