Civics and Reforms

Too much dummy policies which my mod relies on which causes instability progressively as the game go on.
Ah, thx! It means that there is no direct incompatibilities with that mod? If so, can I use both mods by modifying modinfo and enduring instabilities? Whether or not, I'll always use your mods which suit best for VP.:)
 
Ah, thx! It means that there is no direct incompatibilities with that mod? If so, can I use both mods by modifying modinfo and enduring instabilities? Whether or not, I'll always use your mods which suit best for VP.:)
That's correct unless I don't know how much dummy policies RtP has now.. I had planned for converting them toward dummy events and buildings(to reduce the amount of dummy policies used), but I'm not sure how dummy events can work with stacking dummy buildings considering the troubles I've had with State Atheism civic and such. As a precaution, that's why I blocked RtP, so people wouldn't complain to me that their game were broken.
 
That's correct unless I don't know how much dummy policies RtP has now.. I had planned for converting them toward dummy events and buildings(to reduce the amount of dummy policies used), but I'm not sure how dummy events can work with stacking dummy buildings considering the troubles I've had with State Atheism civic and such. As a precaution, that's why I blocked RtP, so people wouldn't complain to me that their game were broken.
Oh, you have already been doing this! Then, I'll wait for you.
 
Version 4 (Public Opinion Sways the Favors of Many)

Civics now will incur diplomatic opinion with many differing based on historical encounters among similar civics and different civics. (That means different civics can now incur penalties instead of 0 now!)
These diplomatic opinion will be displayed in the tooltip.
Usually all civics have a bias of differences and similarities:
Default Bias: +1/-1 (Default Civics only have this)
Weak Bias: +3/-3 (Similar civilizations would prefer to have this, but different civilizations do not hate this form of rule)
Moderate Bias: +5/-5 (Similar civilizations would most love each other, but different civilizations will have a hate toward this form of rule)
Strong Bias: +7/-7 (Similar civilizations need this to stick together, but different civilizations will develop an unfavorable dislike for this rule)

Confederation's Gold Bonus increased from 15% to 20%.
Vassalage now reduces unit maintenance by 25%.
Theocracy's cities following the majority religion's food bonus is now a gold bonus.
Pacifism now increases unit maintenance by 100%.
Pacifism now provides cities following the majority religion +5 food.
State Atheism now provides +5 Culture in all cities.
State Atheism now provides +1 Happiness to Monuments.
 
I think length of city resistance from changing civics must be extended because it cause just 1 turn resistance in quick or general speed and 1 turn resistance do literally nothing.
Resistance are finished before the next turn, and they can't affect on that.
 
I think length of city resistance from changing civics must be extended because it cause just 1 turn resistance in quick or general speed and 1 turn resistance do literally nothing.
Resistance are finished before the next turn, and they can't affect on that.
It's supposedly supposed to copy off what 1 Turn of Golden Age is in terms of game speed. (Quick is clearly a minimum of 1 turn, but Epic and Marathon should have more)
 
It's supposedly supposed to copy off what 1 Turn of Golden Age is in terms of game speed. (Quick is clearly a minimum of 1 turn, but Epic and Marathon should have more)
Yeah, that's why I'm playing the epic speed game. But sometimes, I want to play the quick speed game without being imbalanced.
 
I like the idea behind this mod so i decided to give it a try. I played few games and i feel like it has too much impact on the game overall. During early game, there is to many free hammers. It makes epic feel like quick speed. Too much free faith culture etc.. hapiness is out of control. I would cut all those bonuses by at least 50% to make the game feel closer o normal VP game. What turns me away from this mod are broken things like 100% hammers in capital, 100% great people, or crapload of free exp for every unit. Building wonders in 2-3 turns is beyond broken. I never made it past renaissance era so i can only imagine things get worse as i go further.
This mod obviously doesn't aim for balance but some bonuses simply break the game.
Every policy should have some sort of downside to make things more balanced. LIke, if I am getting 100% production in capital other cities should lose like 30% or so. If i get 100% bonus to writers artists, i lose 100% to scientists and engineers. If you just give bonuses for fee it makes the game feel like it is on steroids.
 
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I like the idea behind this mod so i decided to give it a try. I played few games and i feel like it has too much impact on the game overall. During early game, there is to many free hammers. It makes epic feel like quick speed. Too much free faith culture etc.. hapiness is out of control. I would cut all those bonuses by at least 50% to make the game feel closer o normal VP game. What turns me away from this mod are broken things like 100% hammers in capital, 100% great people, or crapload of free exp for every unit. Building wonders in 2-3 turns is beyond broken. I never made it past renaissance era so i can only imagine things get worse as i go further.
This mod obviously doesn't aim for balance but some bonuses simply break the game.
Every policy should have some sort of downside to make things more balanced. LIke, if I am getting 100% production in capital other cities should lose like 30% or so. If i get 100% bonus to writers artists, i lose 100% to scientists and engineers. If you just give bonuses for fee it makes the game feel like it is on steroids.
Bureaucracy was underrated in terms of balance, it had no way of competing with Vassalage(free xp) and later Nationhood(better espionage) if it originally gave a simple +50% Prod and Gold in the capital. Pacifism(+100% GPP) isn't that bad, the era requirement is in the right place for you to be pumping out Great People while not overstimulating your nation with troops as a penalty. Vassalage (free xp) isn't as significant as people think. A barrack, armory, and vassalage added only allows you 3 additional promotions compared to 2 additional promotions without vassalage.

Overall, it's free because you can mix and match the penalties with the bonuses historically. Independent city-states would form up a Confederation (Government civic that added gold bonus for unhappiness hits) and in those city-states have probably perfected a craft for it to be independent as possible from other city-states (also known as Ingenious Craft which adds an extra happiness to luxuries, and grants GAP to specific improvements).

Vassalage's high maintenance can be compensated by the fact by its labor counterpart of serfdom granting significant growth in the nation allowing you to industrialize toward a caste system of specialists or an industrial powerhouse of factories and seaports.

Sure the game may be on steroids, but you're on steroids as well. It's up to you to coordinate your civics well against your opponents just how the AI does it accordingly to their nation. In actuality, each of these civics help you provide historically realism in specializing your cities to what it could be. (aside from the fact that you are researching atomic techs in the 1000 AD, but that's a problem that no one can fix unless they do a fix of adding a -50% science in all cities for researching later techs in the wrong appropriate timeline...) An example would be in which Slavery is a great production boost for poor starting civilizations, but so every civilization adopt slavery, I don't see why you shouldn't.

Note: All my balance testing was tested in Deity and Immortal, so the AIs are much significant in having their "steroids" buffed as well and I adjust accordingly, I don't know how Prince difficulties AI will play through the civics so I could be completely wrong. I'll take your feedback into suggestion when making the next balance patch.


Version 5 Balance of Power
  • Civics were never meant to replace social policies as a whole. Appropriate changes has been made to deem it so.
  • Resistance Turns now scale over game speed(Quick: 1, Normal: 1, Epic: 2[was 1], Marathon: 3[was 2])

  • Confederation's Unhappiness Penalty decreased from +25%(-4 Unhappiness) to +15%(-3 Unhappiness).
  • Patronage's Influence Decay decreased from 25% to 15%.
  • Patronage's City-States Quest Rewards bonus decreased from 15% to 10%.
  • Representation's Happiness Boost decreased from 6 to 5.
  • Police State no longer adds happiness to constabularies and military bases.
  • Police State's Happiness Bonus from Police Station increased from 1 to 2.
  • Universal Suffrage's Hurry Cost Reduction decreased from -35% to -15%.

  • Civil Law no longer provides Border Growth Points to Cities.
  • Vassalage's XP Bonus reduced from +25 to +15.
  • Vassalage's Citadel GGP bonus reduced from 5 to 3.
  • Vassalage's Coastal Cities GAP bonus reduced from 5 to 2.
  • Imperialism's Military Tradition increases a Citadel's GGP by +2. (Vox-Populi Only)
  • Imperialism's Military Tradition increases a Coastal City's GAP by +3. (Vox-Populi Only)
  • Bureaucracy's Capital Production and Gold modifier reduced from +100% to +50%.
  • Nationhood's City CS increase decreased from +30% to +20%.

  • Slavery now grant +1 Production to Monument and Granary(rather than just +2 Production passively).
  • Industrial Servitude no longer provides a gold bonus and production bonus to Seaport and Factories, but rather Harbors and Workshop.
  • Industrial Servitude's Gold and Production Bonus decreased from +15% to +10%.
  • Industrial Servitude's Strategic Resource Gold and Production Bonus reduced from +4 to +2.
  • Mechanization's Citizen Birth Bonus reduced slightly.

  • Ingenious Craft no longer provides extra happiness from luxuries.
  • Ingenious Craft no longer provide bonuses to Lumbermill.
  • Ingenious Craft now provides +1 Gold to its associated improvements.
  • Mercantilism's No Unhappiness from Specialists reduced from 3 to 2.
  • Mercantilism's Domestic Trade Route Gold Bonus decreased from +4 to +3.
  • Free Market's International Trade Route Gold Bonus decreased from +5 to +2.5.
  • State Property now provides cities +10% food and +10% production passively (no more +15% with workshop).
  • Corporatism's Corporate Office Bonus reduced from +15% to +10%(Franchise bonus still the same).

  • Ancestor Worship's Tech Requirement moved from Pottery to Calendar.
  • Ancestor Worship no longer provides citizen birth bonus.
  • Ancestor Worship provides Shrine +1 Culture and Monument +1 Faith.
  • Ancestor Worship provides 15 Golden Age Points upon expending a Great Person that scales with era.
  • Organized Religion's religious buildings no longer provide happiness.
  • Organized Religion no longer benefits Shrine.
  • Organized Religion's Faith Bonus on Temple increased from +1 to +2.
  • Organized Religion's Majority Religion Bonus reduced from +5 to +2.
  • Theocracy's Majority Religion Bonus reduced from +5 to +3.
  • Theocracy no longer provides units +15% Combat Strength.
  • Theocracy provides units +5 HP healing in friendly territories.
  • Pacifism's GPP Bonus reduced from +100% to +50%.
  • State Atheism's Culture Bonus in Cities reduced from +5 to +4.
  • State Atheism no longer provides religious unrest (Vox-Populi, but yet should have been obviously done)
 
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Here it is.
I tried to find errors in lua.log but tons of CBOEE and little JFDLC runtime error bothers me.
However, I swear, all of them works right 'till updating CP Events and WCR and using Unique CS.
 

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Why do you have mine and Sukritact's activated at the same time?

There's a reason why I blocked it in mine because it would conflict with Sukritact's since it is basically his mod but with a few tweaks and balance VP checks into it.

Take out my E&D and see what happens since my E&D isn't compatible with Sukritact's E&D and CID and all those JFD mod thingy.
 
Why do you have mine and Sukritact's activated at the same time?

There's a reason why I blocked it in mine because it would conflict with Sukritact's since it is basically his mod but with a few tweaks and balance VP checks into it.

Take out my E&D and see what happens since my E&D isn't compatible with Sukritact's E&D and CID and all those JFD mod thingy.
That's almost dummy mod. I annotated almost of Suk's E&D modinfo file, because yours is better with CBO, so it's do 'nothing'. Though I use it because it makes E&D Button out with RtP's DiploList what yours doesn't. I tried to make all VP's modmod and JFDLC compatible. If it feels rude, I apologize it.
Btw, I realize that the bug I told is actually not a bug, just dumbest lagging of my computer. It works well. Sorry to bothering you...
 
State Property of Economy Civics has medium upkeep, even though text says in has low upkeep.
Btw, when Military Civics comes?
Most likely never due to the war weariness system and unit supply rework now. Anyway, I'll look into it.
 
Thanks so much for this amazing mod!

I have one question: Is there any way to find out what a civic does without making the event choice happen? Once you make the event choice happen, even choosing the civic that you already have can cause resistance.
 
Thanks so much for this amazing mod!

I have one question: Is there any way to find out what a civic does without making the event choice happen? Once you make the event choice happen, even choosing the civic that you already have can cause resistance.
I had thought of doing such a thing, but I'm not at the moment available to test such a thing.
 
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