From the Son of Heaven down to the mass of the people, all must consider the cultivation of the person the root of everything besides.
--Confucius, The Great Learning
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Civics and Reforms (C&R) is a mod designed to bring back the old experience of the flexible Civics system in the previous predecessor of Civilization V at managing a nation's domestic and foreign affairs. This system allows you to customize and specialize your domestic and foreign affairs with a diverse choice of options categorized into Government, Legal, Labor, Economy, and Religion. With these categories, you can choose a combination of civics to fuel up your empire toward a new era.
This mod requires the Vox Populi.
"We admit of no government by divine right ... the only legitimate right to govern is an express grant of power from the governed."
--William Henry Harrison
Civics and Reforms (C&R) is a mod designed to bring back the old experience of the flexible Civics system in the previous predecessor of Civilization V at managing a nation's domestic and foreign affairs. This system allows you to customize and specialize your domestic and foreign affairs with a diverse choice of options categorized into Government, Legal, Labor, Economy, and Religion. With these categories, you can choose a combination of civics to fuel up your empire toward a new era.
This mod requires the Vox Populi.
"We admit of no government by divine right ... the only legitimate right to govern is an express grant of power from the governed."
--William Henry Harrison
Name | Description | Prerequisites | Upkeep | Bonuses | AI Bias | Diplomatic Favor |
---|---|---|---|---|---|---|
Despotism | Rule by One | None, but obsolete in Renaissance Era. | Low | -10% Illiteracy | Default | +1 / -1 |
Hereditary Rule | Rule by Inheritance | Military Strategy | Low | +1 Happiness from Garrisons. +5% Production toward building Wonders. +10% Combat Strength near Friendly Cities. | Wonder, City Defense, Happiness | +5 / -5 |
Confederation | Rule by Implied Consent | Writing | Low | +4 Happiness in the Capital. +10% Gold in non-Capital Cities, but +10% Unhappiness sources in all non-Capital Cities. | Gold, -Happiness | +3 / -3 |
Patronage | Rule by Appointments | Education | Medium | +15 Influence Resting Point. +5 Influence when gifting units to City-States. 100% Base Gold Maintenance of Chanceries and Wire Services becomes a Gold bonus. | Diplomacy | +3 / -5 |
Representation | Rule by Public Trust | Printing Press | Medium | +1 Happiness for every 15 Citizens in a City. +1 Science from Specialists. | Science, Happiness | +3 / -3 |
Totalitarianism | Rule by Force | Rifling | High | +10% Great General/Admiral's Combat Bonus. -25% Unhappiness from War Weariness. 100% Base Gold Maintenance of Armories, Barracks, Harbors, Military Academies, Seaports, and Stables becomes a Gold bonus. | Offense, Defense, Happiness | +3 / -7 |
National Suffrage | Rule by Expressed Consent | Atomic Theory | High | -10% on Gold Investments and Unit Upgrades. +0.25 Food, Production, Gold per Citizen. +5 Food to Great People Improvements and Landmarks. | Growth, Production, Infrastructure | +7 / -5 |
"Whoever desires to found a state and give it laws, must start with assuming that all men are bad and ever ready to display their vicious nature, whenever they may find occasion for it."
--Niccolo Machiavelli
Name | Description | Prerequisites | Upkeep | Bonuses | AI Bias | Diplomatic Favor |
---|---|---|---|---|---|---|
Anarchism | No legal basis. | None, but obsoletes in Renaissance Era. | Low | -10% Distress. | Default | +1 / -1 |
Codified Law | Basis based on arranged and accounted codes. | Mathematics | Low | 1 Specialist in all Cities do not contribute to Urbanization unhappiness. +1 Culture from Wonders. | Great People, Happiness | +3 / -3 |
Feudalism | Legal basis established by your superior. | Chivalry | High | +15 XP to Military Units. -35% Unit Maintenance. +20% City-State Yields. +10% Vassal and Puppet Yields. | Military Training, Offense, Defense, Diplomacy | +7 / -5 |
Bureaucracy | Legal basis that continues to grow bigger in its own interest. | Physics | High | All National Wonders that benefit from Ceremony (Tradition's Legalism) get doubled yields and yield modifiers. Get 7 Laborers in the Capital that can work an additional tile or specialist. 7 Specialists in the Capital do not contribute to Urbanization unhappiness. | Wonder, Production | +3 / -3 |
Nationhood | Legal basis in the interest of one's nation. | Military Science | None | Gain 25 Culture and Gold from successful spy actions scaling with era. Unit Supply from the population increased by 10%. | Espionage | +3 / -7 |
Free Speech | Legal basis by the challenges the system it endures under a free system. | Radio | Medium | +10% Culture in all Cities. +2 Culture to Great People Improvements and Landmarks. +2 Gold to Great Works. | Culture | +5 / -5 |
Constitutionalism | Legal basis by self-evident laws and difficult to circumvent. | Telecommunications | High | +25% Golden Age Length. +1 Golden Age Point per Citizen. +20% Food, Science, and Faith during a Golden Age. | Happiness, Science, Growth, Religion | +5 / -5 |
"The night is far spent, the day is at hand; let us therefore cast off the works of darkness, and let us put on the armor of light."
--The Holy Bible: Romans, 13:12
Name | Description | Prerequisites | Upkeep | Bonuses | AI Bias | Diplomatic Favor |
---|---|---|---|---|---|---|
Tribalism | Labor encouraged by what the tribe needs. | None, but obsolete in Renaissance Era. | Low | -10% Boredom. | Default | +1 / -1 |
Slavery | Labor encouraged by force. | Bronze Working | Medium | +1 Laborer in all Cities can work 1 additional tile or specialist. -10% Growth. +2 Unhappiness in the Capital and +1 Unhappiness in all Cities. | Production, -Growth, -Happiness | +5 / -7 |
Manorialism | Labor encouraged by protection. | Civil Service | Low | +25% Tile Improvement Speed. +1 Food for every 5 non-Specialist Citizens in Cities. | Growth, Tile Improvement, Gold | +3 / -5 |
Caste System | Labor encouraged by birth. | Guilds | Medium | +1 Specialist Base Yield. +10% Unhappiness source in all Cities.+1 Great General Point and +1 Great Admiral Point in the Capital for every 40 Citizens in the Empire. | Great People, Culture, Military Training, -Happiness | +5 / -5 |
Industrial Servitude | Labor encouraged by migrants. | Industrialization | High | +10% Growth in all Cities. +1 Production and Gold for every 4 non-Specialist Citizens in Cities. Farms, Forts, Mines, Lumbermills, and Villages produce an additional yield. | Production, Growth | +3 / -5 |
Unionism | Labor encouraged by unity. | Electricity | High | +2 Happiness and +4 Yields to Guilds, Labor Associations, Credit Unions, Science Institutions, and Civil Departments. These buildings also build 100% faster. | Great People, Happiness, Production, Science | +3 / -3 |
Emancipation | Labor encouraged by free will. | Globalization | Low | 25% of the City's Happiness is added to Culture. +25% Tourism to Civilizations with less Happiness. | Culture | +7 / -7 |
"Better is bread with a happy heart than wealth with vexation."
--Amenemope
Name | Description | Prerequisites | Upkeep | Bonuses | AI Bias | Diplomatic Favor |
---|---|---|---|---|---|---|
Bartering | Dictated by the value of both trade parties. | None, but obsoletes at Renaissance Era. | Low | -10% Poverty. | Default | +1 / -1 |
Decentralization | Dictated by the influence of multiple trade parties. | Trade | Low | Trade Routes produce +2 additional gold. +0.75 Influence/turn to City-States with an active Trade Route. | Diplomacy | +3 / -3 |
Commercialism | Dictated by national interests. | Currency | Medium | +3 Food and +3 Production in Cities connected to the Capital. +33% Food/Production from Internal Trade Routes. Can only create trade routes to Allied City-States, Vassals, or Masters. | Internal Trade Routes, Growth, Production | +5 / -5 |
Free Market | Dictated by the "invisible hand." | Economics | Medium | +1 Trade Route. Trade Units are trained +25% faster. +12% Tourism Modifier to Trade Routes. | Trade Routes, Culture | +3 / -3 |
State Property | Dictated by the state. | Corporation + Owned Corporation | Medium | +1 Food to Engineers, Mines, Quarries, Lumbermills, Logging Camps, and Manufactories. +10% Food and +10% Culture to Corporate HQ. +4 Food and +2 Science to Corporate Offices. | Growth, Science, Production, Tile Improvement | +5 / -7 |
Corporatism | Dictated by the corporate. | Corporation + Owned Corporation | High | Each unique Global Monopoly modifier is increased by an additional 5% if it's percentage-based, or +2 otherwise. +15% Tourism and +15% Gold to Corporate HQ. +6 Gold to Corporate Offices and build them 100% faster. | Happiness, Production, Culture, Tile Improvement | +5 / -5 |
Environmentalism | Dictated by the environment's best interest. | Ecology | High | +1 Gold for every 2 Citizens in the Empire. +10 Gold to Corporate Franchises. +2 Culture to Landmarks, Atolls, Flood Plains, Forests, Jungles, Marshes, Oases, and Natural Wonders. -1 Food to Farm. -3 Production to Mines, Quarries, Lumbermills, and Manufactories. | Culture, -Production | +7 / -7 |
"Three things are necessary for the salvation of man: to know what he ought to believe; to know what he ought to desire; and to know what he ought to do."
--St. Thomas Aquinas
Name | Description | Prerequisites | Upkeep | Bonuses | AI Bias | Diplomatic Favor |
---|---|---|---|---|---|---|
Paganism | No formal belief system. | None, but obsoletes at Renaissance Era. | Low | -10% Religious Unrest. | Default | +1 / -1 |
Ancestor Veneration | Ancestral belief system. | Calendar | Low | Cities following your Majority Religion produce +2 Faith. Unlocks the faith purchase of Altars. These buildings produce +1 Border Growth Point and Faith. They additionally produce +10% Faith and +1 Tourism when active. | Religion | +5 / -3 |
Organized Faith | Organized faith system. | Philosophy and a Majority Religion with a Enhancer/Reformation Belief | High | +5% of all Yields to Founder Buildings. Cities following your Majority Religion produce +2 Production. +3 Production from Temples, Holy Sites, and Landmarks. | Production, Religion | +3 / -3 |
Theocracy | Government-enforced belief system. | Theology and a Majority Religion. | Medium | Units gain +5 HP Regeneration in non-hostile Territories and earn Faith from kills. Cities following your Majority Religion produce +2 Science. +2 Gold from Temples, Holy Sites, and Landmarks. | Offense, Defense, Religion, Science | +5 / -5 |
Pacifism | Pacifist belief system. | Biology | None | +25% Great People Generation (doubled during Golden Ages). +1 Golden Age Point to Specialist. +50% Unhappiness from War Weariness. +100% Unit Maintenance. | Great People, Religion, Culture, -Offense | +7 / -3 |
Celebrity Worship | Cult belief system. | Flight | Medium | Unlock the constructions of Idols. These buildings produce +1 Golden Age Point. They additionally produce +3 Culture, +2 Tourism, and +1 Happiness when active. +2 Culture to Holy Sites and Landmarks. | Culture, Happiness | +5 / -5 |
Free Religion | Free belief system. | Pencilin | Medium | +1 Happiness in all Cities. +10% Science. +1 to all City Yields for every World Religion that has at least one Follower in all Cities. | Science, Happiness | +5 / -5 |
Oh, wait. This was scrapped. Sorry about that!
More Buildings
You think Writer's Guilds, Musician's Guilds, and Artist's Guilds were all there is? There are more with this mod. Adding additional mini-guilds to the Engineers, Merchants, Scientists, and Civil Servants! These buildings grant +3 Great People Point and one Specialist Slot toward their respective type. However, they cost a hefty of 4 Gold Maintenance, so beware!
Name | Prerequisite | Specialist | Bonus |
Labor Association | Industrialization | 1 Engineer Slot | 2 Specialist in this City no longer produces Unhappiness from Urbanization. +1 Gold from Workshops. |
Credit Union | Replaceable Parts | 1 Merchant Slot | +1 Gold from Banks. -5% Base Building Maintenance in all Cities. |
Science Institution | Atomic Theory | 1 Scientist Slot | +1 Gold from Research Labs. +5% Great People Generation Rate in all Cities. |
Civil Department | Telecommunications | 1 Civil Servant Slot | +1 Gold from Wire Service. +1 World Congress Delegate. |
Publician's Office | Currency + Caravansary | - | -33% Discount on Tile Purchases in this City. -10% Base Building Maintenance in all Cities. |
Altars | Requires Ancestor Veneration Civic | - | +1 Faith and +1 Border Growth Point when Ancestor Veneration is not active, otherwise generate +1 and +15% Faith, +1 Border Growth Point, +1 Culture, and +1 Golden Age Point. |
Idols | Requires Cult of Personality Civic | - | +1 Golden Age Point when Cult of Personality is not active, otherwise generate +2 Culture, +1 Tourism, and +1 Happiness. |
Upkeep
Of course, you don't get to choose civics and enact them for free. There's a certain cost depending on your building maintenance! The stronger the bonuses, the more expensive it is to maintain it.
Of course, you don't get to choose civics and enact them for free. There's a certain cost depending on your building maintenance! The stronger the bonuses, the more expensive it is to maintain it.
Government | Legal | Labor | Economy | Religion | |
---|---|---|---|---|---|
None | 0% | 0% | 0% | 0% | 0% |
Low | 10% | 9% | 8% | 7% | 6% |
Medium | 15% | 14% | 13% | 12% | 11% |
High | 20% | 19% | 18% | 17% | 16% |
Revolution
Switching civics aren't free. People just don't change overnight, and a revolution might take place in your Empire if you're not careful! Empires that span numerous amount of cities are hurt less than empires with a lesser amount of cities. Luckily, people will only revolt for at most 2 turns. Resistance chance are based on the upkeep given.
Switching civics aren't free. People just don't change overnight, and a revolution might take place in your Empire if you're not careful! Empires that span numerous amount of cities are hurt less than empires with a lesser amount of cities. Luckily, people will only revolt for at most 2 turns. Resistance chance are based on the upkeep given.
None | Low | Medium | High | |
---|---|---|---|---|
Chance of Revolution | 35% | 25% | 15% | 5% |
Diplomatic Favor
It's not that hard. People see you have chosen the same civics, they like you. People see you have a civic different to theirs. They dislike you.
So how will you rule your empire?
Civilization IV - Idea and Artwork
@thelijah - Artwork for Great Merchant Guilds
@grant - Artwork for Altar
Spoiler some old stuff dont touch :
Civics
Spoiler some old stuff dont touch :
Type|Civic|Upkeep|Description|Tech Requirement|AI Strategy
Government|Despotism|Low|Default government civic. +1 Gold in the Capital. No Resistance when chosen.|Agriculture
Government|Hereditary Rule|Medium|+1 Happiness from Garrisons. +10% Production toward Wonders.|Military Theory|AIs will pick this as soon as possible, but will remain on this if they are wonder-hungry and are happiness-deprived from expanding their empires!
Government|Confederation|Medium|+20% more gold and unhappiness in all cities. Puppeted and Occupied cities produce +25% Production.|AIs who utilize the tall city strategy and emphasize on gold will most likely pick this.
Government|Patronage|Medium|+1 Influence per turn with city-states you have a trade route with. City-States' influence degrades 15% slower. +2 Food and +2 Production for every City-State friend and +1 additional gold for City-State Allies|Education|AIs who are extremely diplomatic favored will always pick this.
Government|Representation|Medium|+1 Science to Merchants, Artists, and Musicians. +1 Gold to Writers, Engineers, and Scientists. +5 Happiness in the Capital.|Printing Press|AIs who prefer a various type of yields will prefer this.
Government|Police State|High|Great General(and Admiral)'s Combat Effectiveness increased by +15%, +50% Military Unit Production, -25% War Weariness. Foreign spies' effectiveness decreased by 25%. +2 Happiness from Police Stations|Military Science|AIs who are very war hungry will always pick this, however the expense of this civic may cripple one of them which may force them to change after giving it a try of strong bonuses.
Government|Universal Suffrage|Medium|+10% Tourism from Historic Events. +2 Culture and Food to Laborers and Specialists. GPP Improvements produce +2 Food. Gold investment cost reduced by 15%.|Atomic Theory|The ultimate late game civic, AIs may take it to finalize all their ideologies and social policies along with growing significantly from urbanization.
Legal|Anarchism|Low|Default legal civic. +1 Gold in the Capital. -20% Illitearcy.|Agriculture
Legal|Civil Law|Medium|WLTKD provides +10% Happiness. 1 Specialist in each cities do not produce unhappiness. |Mathematics
Legal|Vassalage|High|Units gain +20 XP when trained. +1 Great Admiral Point from Coastal Cities. +10 Influence with Military City-State Gifts. Military|Chivalry
Legal|Bureaucracy|High|Capital produces +50% more Production and Gold. 15 Specialists in the Capital do not produce unhappiness. +50% Gold from City Connections.|Civil Service|AIs who really love production and gold for their capital will prioritize this.
Legal|Nationhood|None|Combat Strength of Cities increased by 15%. Friendly spies likely to capture enemy spies by 50%. Trade routes produce -1 Gold.|Military Science
Legal|Free Speech|Medium|+15% Culture in all Cities with a Broadcast Tower. +1 Gold to Village and Town.|Radio
Labor|Tribalism|Low|Default labor civic. +1 Gold in the Capital.|Agriculture
Labor|Slavery|Medium|+1 Production to each City. Occupied and Puppeted City produces +25% more Production.|Bronze Working
Labor|Serfdom|Low|Workers construct Improvements +25% faster. Farm produce +1 Gold, but -1 Food.|Civil Service
Labor|Caste System|High|+15% Great People Generation. Guilds provides +3 of their respective yields.|Guilds
Labor|Industrial Servitude|High|Factories and Seaport produces +15% more Production and Gold.|Industrialization
Labor|Emancipation|Medium|+25% Tourism to civilizations with less Happiness. +1 Happiness for each 10 Citizens in a City.|Globalization
Economy|Decentralization|Low|Default economic civic. +1 Gold in the Capital.|Agriculture
Economy|Mercantilism|Medium|3 Specialists do not produce unhappiness in each Cities. +17% internal yields from trade routes. No foreign trade route creation.|Guilds
Economy|Free Market|Medium|+1 trade route. External trade routes produce +2 gold.|Economics
Economy|State Property|Low|+1 Production to Mine, Quarry, Lumbermill, and Manufactory. Corporate Offices produce +2 Production, but -6 Gold.|Scientific Theory
Economy|Corporatism|High|Corporate Offices produce +20% more Production and +2 Tourism.|Corporation
Economy|Environmentalism|High|+1 Tourism and Culture to Forest, Jungle, and Marsh. -1 Production to Lumbermill.|Ecology
Religion|Paganism|Low|Default religion civic. +1 Gold in the Capital.|Agriculture
Religion|Organized Religion|High|Cities following the majority of your religion produces +3 Production and Faith. -15% Faith cost for Units and Buildings.|Philosophy
Religion|Theocracy|Medium|Units gain +20 XP when trained. No conversion that does not follow the religious majority in your Cities.|Theology
Religion|Pacifism|None|+100% Great People Generation. +100% Unit Maintenance.|Scientific Theory
Religion|State Atheism|Medium|All positive happiness is converted twofold to Culture. Cities produce little to no passive religious pressure. Trade routes from your Cities produce little to no religious pressure. Cities with Shrine produce little to no Faith.|Scientific Theory
Religion|Free Religion|Medium|+1 Happiness in all Cities. Cities with Shrine produce +10% Science.|Scientific Theory
Spoiler might never be released LOL :
Spoiler might never be released LOL :
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Military|Conscription|Low|Default military civic. If nation is at Renaissance Era or later, units globally have -15% Combat Strength.|Agriculture
Military|National Levy|Low|+15% Military Production. Units earn 25% less XP through combat.
Military|Mercenaries|High|Can purchase Landsknecht and Foreign Legion if not already. Units trained have a +10% Combat Strength on non-friendly territory.
Military|Volunteer Army|Medium|Units trained have a +10% Combat Strength on friendly territory.
Military|Professional Army|High|Units trained have an overall +15% Combat Strength.
Military|Total War|High|Generate Great Generals and Admirals 50% faster. Combat Strength of Cities increased by 20%. Units globally have +10% Combat Strength. +10% Poverty, Illiteracy, Boredom, Religious Division, and Crime.
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