ICanHasName?
Warlord
- Joined
- Feb 24, 2009
- Messages
- 272
CIVIC TWEEKS --- version 1
My main goals are to make more of the civics useable in more situations without changing their purpose, and to improve civs that are objectively bad. I also wanted to give late game cottages a little something, as despite their disadvantages their output is equal to that of a Agristocracy + specialists economy. Also, I added a little flavor where it fit.
I'll release this once I finish the Conquest Python and have a working FF and FF+ version, tomorrow probly.
1) Government First off I want to make Theocracy viable and lean toward religious violence, and I want to make the research and running of GodKing less of a commerce sinkhole, and more useful outside of early game REXing.
GodKing - [50%
] [25%
]
Theocracy - Zeal promotion for disciple units giving +1 attack strength .75 exp gain modifier and free inquisit abilities. Also, [+20%
] [-20%
] 3
from state religion 1
from other religions.
2) Economy - I see no reason to run anything other then AG unless you are Fallow, lanuan, or Matzl. Specialist Economy? Run AG to feed them. Agristocracy? Duh, needs ag. Cottage Economy? Run AG because nothing else is good. I'm not going to change AG, I intend to fix other stuff.
Foreign Trade - Removed -10%
and made the 2 trade routes for all cities.
Conquest - Going to make a function that gives you maybe 10 gold per population killed every time you raze a city, up to ~ 85limit in addition to the bonus you get from capping the city in the first place. Nothing major, it should just make raiding and destruction more profitable.
Mercantilism - Gave it 20%
instead of
and +1
from towns (also enclaves), but it keeps its no foreign trade routes of course.
3) Cultural Values - Values is just a mess for a few reasons. Its got fully 10 civics where 8 or 9 fit. Glory, and Crusade are civ specific, Social Order and Sacrafice the Weak are religious specific. Scholarship and Liberty come way late, Nation, Religion and Pacifism come way early. Fixing this is outside the scope of this mod^4 though.
Consumption - Don't really know what to do with this, Until I think of something better its +25%
and 1
Liberty - Gave liberty a 25% emancipation bonus. That increases the development rate of explorable unique features too >_< In any case thats fun, and probly worth it.
Flavor - made all the allignment changes multiples of 5 and increased them a little: Slavery, Undercouncil, Blood&Sacrafice, Sacrafice the Weak are -25, Conquest is -15, Military state is 0, pacifism is +15, overcouncil and Liberty are +25. Gave slavery a +1 commerce/plantation bonus.
My main goals are to make more of the civics useable in more situations without changing their purpose, and to improve civs that are objectively bad. I also wanted to give late game cottages a little something, as despite their disadvantages their output is equal to that of a Agristocracy + specialists economy. Also, I added a little flavor where it fit.
I'll release this once I finish the Conquest Python and have a working FF and FF+ version, tomorrow probly.
1) Government First off I want to make Theocracy viable and lean toward religious violence, and I want to make the research and running of GodKing less of a commerce sinkhole, and more useful outside of early game REXing.
GodKing - [50%


Theocracy - Zeal promotion for disciple units giving +1 attack strength .75 exp gain modifier and free inquisit abilities. Also, [+20%




2) Economy - I see no reason to run anything other then AG unless you are Fallow, lanuan, or Matzl. Specialist Economy? Run AG to feed them. Agristocracy? Duh, needs ag. Cottage Economy? Run AG because nothing else is good. I'm not going to change AG, I intend to fix other stuff.
Foreign Trade - Removed -10%

Conquest - Going to make a function that gives you maybe 10 gold per population killed every time you raze a city, up to ~ 85limit in addition to the bonus you get from capping the city in the first place. Nothing major, it should just make raiding and destruction more profitable.
Mercantilism - Gave it 20%



3) Cultural Values - Values is just a mess for a few reasons. Its got fully 10 civics where 8 or 9 fit. Glory, and Crusade are civ specific, Social Order and Sacrafice the Weak are religious specific. Scholarship and Liberty come way late, Nation, Religion and Pacifism come way early. Fixing this is outside the scope of this mod^4 though.
Consumption - Don't really know what to do with this, Until I think of something better its +25%


Liberty - Gave liberty a 25% emancipation bonus. That increases the development rate of explorable unique features too >_< In any case thats fun, and probly worth it.
Flavor - made all the allignment changes multiples of 5 and increased them a little: Slavery, Undercouncil, Blood&Sacrafice, Sacrafice the Weak are -25, Conquest is -15, Military state is 0, pacifism is +15, overcouncil and Liberty are +25. Gave slavery a +1 commerce/plantation bonus.