Impaler[WrG]
Civ4:Col UI programmer
I was trying out your mod and am liking it so far but I have a major criticism of the Civics system. I find that Civics have WAY too many modifiers on them sometimes to the point of having nearly a page of effects.
With any item in a game I think the RULE OF THREE should be respected, three bullet-point effects should be sufficient to describe the thing. Note that this dose not include things like the cost to build or the raw strength of a unit, but pertains only to the SPECIAL effects. In some cases you might stretch to 4 or even 5 effects when the player is not interacting with the item very often such as in Civics but that's really pushing it.
I'm going to go through all your Civics and give them a once over in this regard. I generally like the themes you've used and mostly try to retain the spirit of what you have, just focus each Civic on what look to be it's core effects and slice off the minor effects which look to be mostly 'noise' to me. I've done just the starting Civics which I've given a once over to show what I'm thinking.
Banditry: +100% Distance from Capitol Maintenance
Barter: No Foreign Trade Routes, No Corporations, No Inflation, -25% Gold, -25% Science
Chiefdom: +100% Number of Cities Maintenance (I didn't like the idea of a hard city limit, this feels more flexible while still being in the same spirit)
Folklore: -25% WW, No State Religion, +1 Commerce Landmarks, +50% Construction Monument
Junta: Lower Military Upkeep, +1 Happy Wall, High Wall, Barracks
Survival: +25% Military Unit production, +1 Health, Healers Hut, +1 Happy Ceremonial Alter
Tribal: +3 Sick in all Cities, +50% Food to grow, -25% Gold, +25% Culture, +1 Food Camp
Obviously I'll play test this and see how rough the start is, I find that in a Civ game (SMAC to be exact) making starting Civics quite 'BAD' doesn't hurt balance and makes getting new Civics a lot more fun.
With any item in a game I think the RULE OF THREE should be respected, three bullet-point effects should be sufficient to describe the thing. Note that this dose not include things like the cost to build or the raw strength of a unit, but pertains only to the SPECIAL effects. In some cases you might stretch to 4 or even 5 effects when the player is not interacting with the item very often such as in Civics but that's really pushing it.
I'm going to go through all your Civics and give them a once over in this regard. I generally like the themes you've used and mostly try to retain the spirit of what you have, just focus each Civic on what look to be it's core effects and slice off the minor effects which look to be mostly 'noise' to me. I've done just the starting Civics which I've given a once over to show what I'm thinking.
Banditry: +100% Distance from Capitol Maintenance
Barter: No Foreign Trade Routes, No Corporations, No Inflation, -25% Gold, -25% Science
Chiefdom: +100% Number of Cities Maintenance (I didn't like the idea of a hard city limit, this feels more flexible while still being in the same spirit)
Folklore: -25% WW, No State Religion, +1 Commerce Landmarks, +50% Construction Monument
Junta: Lower Military Upkeep, +1 Happy Wall, High Wall, Barracks
Survival: +25% Military Unit production, +1 Health, Healers Hut, +1 Happy Ceremonial Alter
Tribal: +3 Sick in all Cities, +50% Food to grow, -25% Gold, +25% Culture, +1 Food Camp
Obviously I'll play test this and see how rough the start is, I find that in a Civ game (SMAC to be exact) making starting Civics quite 'BAD' doesn't hurt balance and makes getting new Civics a lot more fun.