Civics and how to use them

siff

Chieftain
Joined
Nov 7, 2005
Messages
32
I put this in Civ4 - Strategy & Tips before, without knowing about this forum, sorry about that. (i guess this should be in here).

I wanted to look more closely at civics when I found out that I was doing a lot of mistakes in the game because of them.

The files that I have compiled look at emphasizing civics for special kind of tasks. The tasks I'm looking at are: Military production, Growth, Building production, Research, Gold, Religion, Going to war and Happyness.

When doing the list, my angle is; what civics should I be using for different tasks. This is rather one sided and a narrow view of the game, but I feel it can help in choosing civics for a selected strategy.

This list is not a complete, since that would require a lot more detailed view. It is also not perfect and open for debate, as of now

Important point is that I have not tested this in the game, that would requre a lot of work and I'm hoping the community will help there and in the debate, so that the list can be improved.

If anyone wishes to do some more work on it, feel free.

The htm file


The excel file (excel 2003)

Last but not least, it is quite handy to print a smaller version of the list on one paper and keep one the side while playing.


Siff
 
Hi.

Nice addition.

However, in the Emphasize Research where do you get that from Bureacracy civic overall science output is increased by 70-100% ? I haven't seen this information anywhere and I use this civic alot.

It affects your capital only increasing gold and hammer output by 50%AFAIK.

I would add to your list the Emphasize Great People rate of birth:

Government= representation
Legal= burocracy (for GW/units construction at capital)
Labour= cast system
Economy= mercantilism
Religion= pacifism
 
Drakan said:
However, in the Emphasize Research where do you get that from Bureacracy civic overall science output is increased by 70-100% ?

It doesn't say that. It sais that when you choose this civic, you should increase the overall science output (the science slider) to at least 70%, in order for the Bureacracy civic to be useful.

-- Roland
 
With "state Property" you have no maintenance cost from distance to palace +1 food from workshop and +1 food from watermill. The watermill generates a lot of gold, about 3. So the reason I choose it is because there is also growth going on with excess food.

It may well be that +1 trade route per city, as when using "free market" is making more money, but it's very hard for me to calculate that. The player in question has to see if he has enough cities and open border to make more from open market.

As I saied before, this view is very one sided and not the only way to use the civics. Alot of the ones I wrote down, can be blended togather for better effect, it all depends on what you are doing in the game. For example, it can be very hard waging a war with Serfdom when all the labor is calling for Emancipation, they can cripple the economy in a very short time.

Thanks for the tip :)

Siff
 
You might want to add an 'emphasize culture' and an 'emphasize great person' category.

For culture my choices would be:

Universal Suffrage (for cash rushes)
Free Speech (+100% culture)
Caste System (unlimited artists)
Free market (more $ for cash rushes)
Free Religion (+1 culture per religion in the city)

This combo is my favorite for 50k wins. I also find that it's *awesome* for establishing cultural boundaries in newly captured cities. I've had cities producing 60+ culture per turn with no improvements the moment they came out of revolt.

For Great Person generation, you'll want Caste System (unlimited specialists) + Pacificm (+100% Great Person birth rate.) Mercantilism (one free specialist) may be useful as well. The government/legal categories are much less clearcut here. None of them give any direct benefit, so I'd say whatever suits your empire.
 
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