Subscribe 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 Community Patch, although Vox Populi is completely recommended. "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 Description Prerequisites Upkeep Bonuses AI Bias Diplomatic Favor Despotism Rule by One None, but obsolete at Renaissance Era. Low -15% Illiteracy Default +1 / -1 Hereditary Rule Rule by Royal Blood Military Theory(or Archery) Low +1 Gold and +1 Production from Garrisons. +5% Production toward Wonders. Wonder +5 / -5 Confederation Rule by Consent Writing Low +4 Happiness in the Capital. +30% Gold, but +15% Unhappiness(or 3 Unhappiness) Gold +3 / -3 Patronage Rule by Appointments Education Medium +15 Influence Resting Point. -25% Influence Decay Rate. +1 Gold for each City-State friend. +1 Tourism for each City-State ally. +1 Gold to Civil Servants. City-State +3 / -5 Representation Rule by Public Trust Printing Press Medium +10% Faith and Tourism during Golden Ages. +1 Tourism from Artists, Musicians, and Writers. +1 Gold from Engineers, Merchants, and Scientists. +1 Food to Civil Servants. Great People +3 / -3 Totalitarianism Rule by Force Rifling High +15% Great General/Admiral's Combat Bonus. +15% Military Unit Production. -10% Unhappiness from War Weariness. +33% Ineffective Foreign Spies. +1 Happiness from Police Stations. +1 Gold from Barracks, Armories, and Military Academies. Military +3 / -7 National Suffrage Rule by Governed Atomic Theory High +10% Tourism from Historical Events. +0.33 Food, Production, and Gold per Citizen. +4 Food to Great People Improvements. -8% on Gold Investments. Big Population +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 Description Prerequisites Upkeep Bonuses AI Bias Diplomatic Favor Anarchism No laws really. None, but obsolete at Renaissance Era. Low -15% Distress Default +1 / -1 Codified Law The law is properly arranged and accounted. Mathematics Low +5% Food during Golden Ages. +5% Food during WLTKD. 1 Specialist in all your Cities do not contribute to Unhappiness. Receive 3 Gold and 1 Golden Age Point when your borders expand, scaling with era. Expansion +3 / -3 Feudalism The law is set by your superiors. Interchangeably at will. Chivalry High +15 XP to Military Units. +20% Yields from City-States and Vassals. +10 Influence when gifting units to City-States. -30% Unit Maintenance. Military +7 / -5 Bureaucracy The law is forever increasing and grow bigger and bigger. Its weakness is its inefficiency to take over you. Physics High +2 Production and +2 Gold for every Citizen in the Capital. 15 Specialists in the Capital do not generate unhappiness. National Wonders and Palace have +100% Base Yields and +100% Base Modifiers derived from the Base Yields. +3 Gold to Courthouses. Wonder +3 / -3 Nationhood The law is the interest of your nation. Your nation's passion overrides your passion. Military Science None Gain 200 Gold and Golden Age Points when you kill a Spy, scaling with era and level. +33% Spy Catch Rate. +33% Spy Theft Rate. +17% Spy Influence Rate. Espionage +3 / -7 Free Speech The law is whatever it is we can make of it. We have the right to challenge it and remake it. Radio Medium +10% Culture. +2 Culture to Great People Improvements. +5 Gold and +2 Culture to Great Works. Culture +5 / -5 Constitutionalism We hereby establish self-evident laws that citizens are born into and promise not to change them with exceptions of rare circumstances. Telecommunications High +20% Golden Age Length. +1 Golden Age Point per Citizen. +10% Gold and +25% Great Person Progress during a Golden Age. Happiness +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 Description Prerequisites Upkeep Bonuses AI Bias Diplomatic Favor Tribalism Everyone works according to what their local tribe needs for bare necessities. Nothing more. Nothing less. None, but obsolete at Renaissance Era. Low -15% Boredom Default +1 / -1 Slavery We allocate that sometimes labor must be encouraged by force. Bronze Working Medium +1 Production to Laborers, Mines, and Quarries. Newly-founded and Conquered Cities start with 25 Production, scaling with era. +20% Production to Puppets and Cities with a Courthouse. +1 Production in the Capital for every 15 Citizens in the Empire. Production +5 / -7 Manorialism By encouraging labor through protection, all can mutually benefit. Civil Service Low +1 Food in the Capital for every 10 Citizens in the Empire. +20% Tile Improvement Speed. +1 Gold to Farms. +1 Production to Villages. Tile Improvement +3 / -5 Caste System We acknowledge the allocation of labor exist on a per-birth scale. Guilds Medium +1 Specialist Base Yield. +5% Unhappiness(or +1 Unhappiness). +1 Great General Point and +1 Great Admiral Point in the Capital for every 20 Citizens in the Empire. Great People +5 / -5 Industrial Servitude We can import labor from other nations and encourage this importation. Industrialization High +15% Growth in all Cities. +10% Production and Gold from Factories. +2 Production and Gold to Strategic Resources. +1 Gold in the Capital for every 8 Citizens in the Empire. Production +3 / -5 Unionism Labor can sometimes be demanding and we must intervene to ensure they do not rebel. Electricity High +1 Golden Age Point and +1 Science in the Capital for every 10 Citizens in the Empire. +1 Happiness and +2 Yields to Guilds, Labor Associations, Credit Unions, Science Institutions, and Civil Departments. General +3 / -3 Emancipation It is within rationale that we allow any citizens to choose what labor they want to participate in. There is no other reasoning. Globalization Low +17% Tourism to Civilizations with less Happiness. +1 Happiness for every 7 Citizens in the City. +1 Tourism in the Capital for every 10 Citizens in the Empire. Happiness +7 / -7 "Better is bread with a happy heart than wealth with vexation." --Amenemope Description Prerequisites Upkeep Bonuses AI Bias Diplomatic Favor Bartering People will merely trade with whatever the other party seems to deem valuable. None, but obsolete at Renaissance Era. Low -15% Poverty Default +1 / -1 Decentralization Value is dictated by how large the scale of the trade is. If it is too small, we have no arrangement and we allow our citizens to do at their discretion. Trade(or Horseback Riding) Low Trade Routes produce +3 additional gold. -15% Route Maintenance. +1 Influence/turn to City-States with an active Trade Route. Gold +3 / -3 Commercialism We acknowledge that the value of our nation must be kept within our nation. We cannot let foreign interests chip at our value. Currency Medium +2 Food and +2 Production to Cities connected to the Capital. +33% Food/Production from Internal Trade Routes. +20% Gold from City Connections. Cannot create trade routes to non-Allied City-States and non-Vassals or non-Masters. General +5 / -5 Free Market We will ensure a free market at this nation and at any cost even if it is against the invisible hand of our market. Economics Medium +1 Trade Route. Trade Units are trained +25% faster. +1 Gold to Towns. +10% Tourism Modifier to Trade Routes. Trade Routes +3 / -3 State Property Sometime it is best for the state to decide what is the best value for our economy. Scientific Theory and an owned Corporation Medium +1 Food to Mines, Quarries, Lumbermills, Logging Camps, and Manufactories. +10% Food and +10% Culture to Corporate HQ. +4 Food and +4 Production to Corporate Offices. +5% Food and +2% Culture to Corporate Franchises. Growth +5 / -7 Corporatism The State is the Corporations. The State does not own us. We own the State. Corporation and an owned Corporation High +5% Monopoly Modifiers. +2 Monopoly Yields. +15% Tourism and +15% Gold to Corporate HQ. +5 Production and +5 Gold to Corporate Offices. +5 Gold and +2 Tourism to Corporate Franchises. Culture +5 / -5 Environmentalism It is within our best interest that we renew our pride in preserving our environments for the better future of man's value in nature. Ecology High +15% Gold to Recycling Centers, Coal Refineries, and Ironworks. +10 Gold to Corporate Franchises. +1 Culture and +2 Gold to Landmarks, Forests, Jungles, and Marshes. -3 Production to Mines, Quarries, Lumbermills, Logging Camps, and Manufactories. Culture +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 Description Prerequisites Upkeep Bonuses AI Bias Diplomatic Favor Paganism We do not have a formalized belief system. We could believe in multiple deities or just one. We are not exactly sure. None, but obsolete at Renaissance Era. Low -15% Religious Strife Default +1 / -1 Ancestor Veneration Our beliefs revolve around our past and our ancestors. We appeal to the authority of the past for our future decisions. 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 +15% Faith, +1 Tourism, and +1 Golden Age Point when active. Religion +5 / -3 Organized Faith Our beliefs are organized and have been systemized. There are no skew interpretations. Philosophy and a Founder Building High +3 respective yields and +5% of all Yields to Founder Buildings. Cities following your Majority Religion produce +2 Production. +3 Production from Temples and Holy Sites. Production +3 / -3 Theocracy We acknowledge that every citizen has a set of beliefs. We will support this acknowledgment by putting our beliefs in government's decisions. Theology and a Majority Religion Medium +5 XP to Military Units. +5 HP Regeneration in non-hostile Territories. Cities following your Majority Religion produce +2 Science. +2 Gold from Temples and Holy Sites. Military +5 / -5 Pacifism After war and suffering, our beliefs is of a pacifist nature. We should not seek war unless others wish to bring it to us. We can only enlighten ourselves and our decisions in this matter. Biology None +50% Great People Generation. Cities following your Majority Religion produce +2 Culture. +25% Unhappiness from War Weariness. +100% Unit Maintenance. Great People +7 / -3 Cult of Personality Our beliefs are revolved around personality. The best of us clearly show that they are the true practitioners of our beliefs. Flight Medium 50% of City Happiness is added to Culture. Unlocks the construction of Idols. These buildings produce +1 Culture. They additionally produce +2 Tourism and +1 Happiness when active. Cities following your Majority Religion produce +2 Golden Age Points. Culture +5 / -5 Free Religion Citizens have the free will to practice whatever beliefs they want. They may even question others' beliefs as well. Pencilin Medium +1 Happiness in all Cities. +5% Science. Cities receive the pantheon bonus of the 2nd minority religion. -75% Religious Pressure. Science +5 / -5 "I must study politics and war that my sons may have liberty to study mathematics and philosophy." --John Adams 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! Prerequisite Technology Specialist Bonus Building Bonus Labor Association Industrialization Engineers -4% Empire Needs Reduction in all Cities. +1 Gold from Workshops. Credit Union Replaceable Parts Merchants +5% Gold to Banks. +1 Gold from Banks. Science Institution Atomic Theory Scientists +5% Great People Generation in all Cities. +1 Gold from Research Labs. Civil Department Telecommunications Civil Servants +1 World Congress Delegate +1 Gold from Wire Service. Publican's Office Currency - +1 Gold and +1 Culture. -25% Discount on Tile Purchases in this City. -10% Base Building Maintenance in all Cities. Altars Unlocked with Ancestor Veneration Civic - Generates +1 Faith and +1 Border Growth Point. +15% Faith, +1 Tourism, and +1 Golden Age Point when Ancestor Veneration is active. - Idols Unlocked with Cult of Personality Civic - Generates +1 Culture. +2 Culture and +1 Happiness when Cult of Personality is active. - 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. Government Legal Labor Economy Religion None 0% 0% 0% 0% 0% Low 10% 9% 8% 7% 6% Medium 15% 14% 13% 12% 11% High 25% 24% 23% 22% 21% 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. 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?Credits Civilization IV - Idea and Artwork @thelijah - Artwork for Great Merchant Guilds @grant - Artwork for Altar Spoiler some old stuff dont touch : Civics Column 1 Column 2 Column 3 Column 4 Column 5 Column 6 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 : Column 1 Column 2 Column 3 Column 4 Column 5 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.