Civics and Reforms

Getting some unexpected behavior while playing Boudicca and having founded a religion.
Spoiler screen shot of holy city :

Pop-up informs me that a new religion civic is available. But, the Religion Civics choose box blocks one of the choices.
Spoiler religion civic choose box :

So, choice Organized Faith is blocked. Choice unavailable for the following reason(s): Requires Founder Status in any City.

Confused. Is this a glitch? or Am I missing something?

Nota bene: (1) holy city is not in capital; and (2) possible mod conflict with New Beliefs Mods (v16).
Oh, bugger, it's supposed to mean Founder Building... but I made it that all Founder Builders have the "Founder Status." dummy building to detect However, I will look at New Belief Mods and their Founder Beliefs. Please IGE it if you can.
 
Oh, bugger, it's supposed to mean Founder Building... but I made it that all Founder Builders have the "Founder Status." dummy building to detect However, I will look at New Belief Mods and their Founder Beliefs. Please IGE it if you can.
I've had this problem too, and it was without the New Belief mod.
 
New update, not save-game compatible. Some things are removed and added!

General Mechanic
Reflavored Event Choices so Civilizations don't feel rigid and locked in-between.
Labor Associations now reduce urbanization unhappiness by 2 in the City instead of 1.
Credit Unions no longer generate +3% Gold for every Bank. They now reduce building maintenance costs by -5%.
The promotion received from Theocracy and Hereditary Rule now uses Asterix Rage's icon as suggested... years ago.
Government Civic
  • Hereditary Rule
    • Promotion brought back: Gain 10% Combat Strength in or near a friendly city. Gain +50% Experience from Combat.
  • Confederation
    • The AI seemed to enjoy this for no particular reason... :mischief:
    • +30% Gold reduced to +15% Gold.
    • Yield penalties in puppeted cities reduced by 15% (yes with that Imperialism policy, it would stack and it would also stack with Venetian UA... giving a quite generous Venetian puppet....)
  • Patronage
    • City-State Influence no longer decays 25% slower.
  • Representation
    • Always had this weird niche bonus on certain specialists, the old ways are best.
    • Replaced all specialist bonuses with +1 Science to all Specialists.
  • Totalitarianism
    • Let this be the civic to allow you to wage war constantly.
    • GG/GA Combat Aura bonus decreased from +15% to +10%.
    • Military Unit Production bonus increased from +15% to +20%.
    • War Weariness reduction increased from -10% to -25%.
    • Forts and Citadels generate +1 Gold.
    • Removed +1 Happiness from Police Station.
    • Removed Foreign Spy Ineffectiveness Bonus.
  • National Suffrage
    • Has extra code to detect for other Great People Improvements.
    • Gold cost reduction for purchases increased from -8% to -10%.
    • Each citizen generates +0.25 Food/Production/Gold each (from +0.33)
    • Great People Improvements bonus increased from +4 Food to +5 Food.
    • Also adds +5 Food to Landmarks.
Legal Civic
  • Feudalism
    • +20% yields from City-States.
  • Bureaucracy
    • No longer grants yield modifiers and yield bonuses to Palace and National Wonders.
    • Instead duplicates all the yields and yield modifiers to Palace and National Wonders (This means Palace no longer gets +6% Science, only +6 Science but other buildings like the Hall of Honor receives their modifier).
    • Also fixed some bugs where Bureaucracy wasn't buffing some National Wonders like the Publician's Office.
  • Nationhood
    • Removed spy modifiers (+rigging, +steal GW, +steal techs), basically a rework.
    • When you successfully counter a foreign Espionage action in a City, gain 25 Golden Age Points and Gold, scaling with Era and the Level of the foreign Spy.
    • +10 Culture and Gold when you succeed in an Espionage action in a foreign City, scaling with Era and City.
    • Unit Supply generated by Population increased by 10%.
  • Free Speech
    • Has extra code to detect other Great People Improvements.
    • +2 Culture to Landmarks.
    • No longer generates +2 Culture to Great Works.
  • Constitutionalism
    • Gold modifier during Golden Age increased from +10% to +15%.
Labor Civic
  • Slavery
    • Reworked completely. Slavery now creates an enslaved populace that stuns your early growth and causes unhappiness problems. In exchange, you can put them to work!
    • Allow cities to work one more tile/specialist (with fake Citizens, they do not count toward or as any bonus [yet they will consume food]), but incur a -33% Growth and +2 Unhappiness in all Cities.
  • Manorialism
    • Grants +1 Food in Cities for every 3 non-Specialist Citizens in the City.
    • Removed +1 Production to Villages
  • Caste System Nerf: Great General/Admiral Point in the Capital reduced from 0.05 to 0.04 per Citizen in the Empire.
  • Caste System Nerf: Unhappiness Needs Modifier increased from +5% to +10%.
  • Industrial Servitude
    • Industrial Servitude was too unreliable and reliant on working strategic resources which ended up being improved by Great Person Improvements. This was counterproductive to its name. These changes should promote the idea of migrant labor to some extent.
    • Tweaked +1 Production and +1 Gold in the Capital for every 10 Citizens (from +1 Gold for every 8 Citizens).
    • Added +1 Production and +1 Gold for every 5 non-Specialist Citizen in the City.
    • Added +2 Production toward Laborers
    • Added +1 Food to Farms, +1 Border Growth Point to Forts, +1 Production to Mines and Lumbermills. +1 Gold and +1 Culture to Villages. (Farms, Forts Mines, Lumbermills, and Villages produce +1 their base yield)
    • Removed +2 Production and +2 Gold on Strategic Resources.
    • Removed +10% Production and +10% Gold off Factory.
  • Unionism
    • Fixed bug where Unionism was only buffing +1 of the respective Guild's yields instead of +2.
    • Added a +50% Construction rate toward the respective guilds.
  • Emancipation
    • Tourism modifier to Civilizations with less happiness increased from 17% to 20%.
    • Happiness per Citizen in a City decreased from 0.14 to 0.1.
Economy Civic
  • State Property
    • You can't even access this civic without a Corporation (irony in the name)
    • Prereq Tech moved to Corporation from Scientific Method.
    • Corporate Franchises no longer generate +5% food and +2% Culture.
    • Corporate Offices now generate +4 Food and +4 Science (from +4 Food and +4 Production)
    • Corporate HQ's bonus buffed from +10% Food and +10% Culture.
    • Workshop gain +5% Production.
  • Corporatism
    • Was too reliant on Corporation buildings and should be more reliant on its Monopoly bonus and its own corporation.
    • Corporate Franchises no longer generate +5 Gold and +2 Tourism.
    • Corporate Offices now generate +3 Production, +3 Gold, and +2 Tourism (from +5 Production and +5 Gold).
  • Environmentalism
    • Was weirdly too profitable. The +15% Gold from the Recycling Centers, Ironworks, and Coal Refineries should suffice as well as the "taxes" from Corporate Franchises.
    • No longer generates bonus Gold from Landmark, Forest, Jungle, and Marsh. Culture bonus increased to +2.
    • Now adds +2 Culture to Atolls, Flood Plains, and Oasis.
    • Deducts 1 Food off Farm.
Religion Civics
Religion civics were hard to import since the idea of a state religion did not really exist, and the bonuses to grant to majority religions were rather limiting...
  • Organized Faith
    • Founder buildings no longer generate +3 of their respective yields and +5% of all yield modifiers.
    • Founder buildings now generate +3 of all yields.
    • Changed religious requirement, no longer requiring a Founder building to enact, but now a religion with a Reformation belief.
    • Landmarks generate +3 Production.
  • Theocracy
    • Units additionally gain faith from kills.
    • Landmarks generate +2 Gold.
  • Pacifism
    • Cities following the Majority Religion generate +2 Golden Age Points.
    • War Weariness increased from +25% to +33%.
  • Cult of Personality
    • Removed Cities following Majority Religion gaining +2 Golden Age Points.
    • Idols now generate +1 Golden Age Point instead of +1 Culture.
    • Idols generate +2 Culture, +1 Tourism, and +1 Happiness to Idols when Cult of Personality is active.

Will push another update in 2 weeks.
 
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New update, not save-game compatible. Some things are removed and added!

General Mechanic
  • The AI now enacts their civics randomly without a cost to turn processing instead of around a number...
  • Reflavored more civic choices so AI Civilizations don't feel rigid.
  • Labor Associations, Credit Unions, Science Institutions, and Civil Departments now add +1 Gold instead of getting +1 Gold from their respective buildings. This mitigates Poverty in other cities (and other modded buildings of those couldn't affect these buildings, so this helps resolve the matter).
  • Labor Association now matches its industrial-era building's maintenance, Credit Union no longer has Gold Maintenance, Science Institution's gold maintenance now matches its atomic-era buildings, and Civil Department's gold maintenance is the same as its information-era buildings.

Government Civic
  • Confederation
    • I'll be real. That bonus was only applicable to Venice and puppet-dominant civs. Not very useful.
    • +5% Gold in Cities with a WLTKD.
    • Removed puppet yield penalty reduction.
  • Patronage
    • This civic seems to favor wide empires, doesn't it?
    • +15% Production toward Diplomatic Units
    • Removed +1 Gold in every City for every City-State Friendship
    • Removed +1 Tourism in every City for every City-State Alliance
    • Added +1 Gold and Tourism in the Capital for every City-State Friendship
    • Added +3 Gold and Tourism in the Capital for every City-State Alliance.
    • Gold and tourism bonus of Embassy increased from +1 to +4.
  • Representation
    • Remember how I said the old ways are best? Let's try to copy Civ 4's Representation more.
    • +1 Happiness in all Cities per every 15 citizens it has.
    • Removed +Faith and +Tourism during Golden Age.
Legal Civic
  • Feudalism
    • A little too powerful.
    • XP bonus reduced from 20 to 15.
    • Military gift bonus reduced from 10 to 5.
    • +10% yields from Vassals.
  • Bureaucracy
    • Recent Bureaucracy changes don't favor wide Capitals as much.
    • Bureaucracy's Production/Gold per Citizen in the Capital increased from +1 to +1.5.
    • Bureaucracy no longer reduces urbanization in the Capital.
    • Bureaucracy now adds 3 Laborers in the Capital.
  • Nationhood
    • This civic is mostly taken to avoid paying more upkeep let's be really honest...
    • Golden Age Points and Gold from successful defensive spy actions increased from 25 to 30 (This bonus only triggers in the Capital now).
    • Culture and Gold from successful spy actions no longer scale with cities, but bonus increased from 10 to 20.
Labor Civic
  • Slavery
    • Growth penalty is too harsh. Especially with the Unhappiness penalty.
    • Reworded effect to say it adds +1 Laborer in all Cities.
    • Growth penalty reduced from -33% to -10%.
    • -2 Unhappiness in all Cities => -3 Unhappiness in the Capital, -1 Unhappiness in all Cities.
  • Manorialism
    • Grants +1 Gold from Work Boats.
  • Industrial Servitude
    • Growth bonus reduced from 15% to 10%.
  • Emancipation
    • 25% of Happiness produced in Cities is added to Culture.
    • Grants +1 Food and Tourism to Villages, doubled to Towns.
    • No longer grants Happiness per Citizen in a City now.
Economy Civic
  • Decentralization
    • Trade Route/Influence to City-States reduced from +1 to +0.75 (max decreased from +5 to +3.75).
    • Route maintenance reduction increased from -15% to -20%.
  • State Property
    • +1 Science to Workshops
  • Corporatism
    • Corporate Offices now generate +2 Production, +2 Gold, and +1 Tourism (from +3 Production, +2 Gold, and +1 Tourism)
Religion Civics
  • Ancestor Veneration
    • Altar's Faith Cost reduced from 75 to 50.
    • Altar generates +10% Faith instead of +15% Faith.
    • Altars may be capturable and retained on loss.
  • Organized Faith
    • Reformation belief requirement felt too punishing, especially for founders who were behind.
    • Only requires an Enhancer OR Reformation belief to enact.
  • Theocracy
    • Units' faith from kills reduced from 100% to 50% of enemy's combat strength.
  • Cult of Personality
    • No longer grants culture from happiness.
    • Idols now generate +3 Culture, +2 Tourism, and +1 Happiness when Cult of Personality is active (from +2 Culture, +1 Tourism, and +1 Happiness).
  • Free Religion
    • No longer has a religion pressure penalty.
    • +1 to all City Yields for every World Religion that has at least one Follower in all Cities.
 
Last new update, not save-game compatible? I don't know.

Government Civic
  • Despotism
    • Reduced Illiteracy Modifier from -15% to -10%.
  • Hereditary Rule
    • Fixed a bug where Navy Units didn't get the promotion.
    • Fixed a bug where you could get +15 XP by repeatedly choosing it.
  • Totalitarianism
    • Fixed a bug where Ordo didn't benefit from the bonus.
    • +1 Production to Barracks, Armories, Military Academies, Forts, and Citadels (including Ordos).
Legal Civic
  • Anarchism
    • Reduced Distress Modifier from -15% to -10%.
  • Constitutionalism
    • Golden Age Length Bonus increased from 20% to 25%.
    • Cities generate +20% Food, Science, and Faith during Golden Ages.
    • No longer produces +15% Gold during Golden Ages.
    • No longer generates Great People faster during Golden Ages.
Labor Civic
  • Tribalism
    • Reduced Boredom Modifier from -15% to -10%.
  • Slavery
    • Reduced Unhappiness in the Capital from +3 to +2.
  • Manorialism
    • Tile Improvement Speed bonus increased from +20% to +25%.
    • Non-Specialist Citizens to make +1 Food in every City increased from 3 to 5.
    • Citizens in the Empire to make +1 Food in the Capital increased from 10 to 20.
  • Caste System
    • Citizens in the Empire to make +1 Great General Point and +1 Great Admiral Point in the Capital increased from 30 to 50.
  • Industrial Servitude
    • Non-Specialist Citizens to make +1 Production and +1 Gold in every City decreased from 5 to 4.
    • Removed Citizens in the Empire to make +1 Production and +1 Gold in the Capital.
  • Emancipation
    • Removed Citizens in the Empire to make +1 Tourism in the Capital.
Economy Civic
  • Bartering
    • Reduced Poverty Modifier from -15% to -10%.
  • Decentralization
    • Removed Route maintenance reduction.
  • Commercialism
    • Food and Production Bonus from City Connections increased from +2 to +3.
    • Removed gold bonus from City Connections.
  • Free Market
    • Tourism Modifier of Trade Route increased from +10% to +12%.
    • Removed +1 Gold from Town.
  • Environmentalism
    • +2 Culture to Natural Wonders.
Religion Civics
  • Ancestor Veneration
    • Faith in Cities following your Majority Religion or Pantheon reduced from +2 to +1 (bug will be reverted in next patch if possible)
    • Removed +5 Faith to Landmarks.
  • Pacifism
    • Great People Generation Bonus doubled during Golden Ages.
    • Specialists generate +1 Golden Age Point.
    • Reduced Great People Generation Bonus from 50% to 25%.
    • Removed Culture and Golden Age Point Bonus from Cities following your Majority Religion.
    • War Weariness Modifier increased from +33% to +50%.
  • Cult of Personality
    • Renamed to Celebrity Worship.
    • Holy Sites and Landmarks generate +2 Culture.
 
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First update of a new patch!

Government Civic
  • Hereditary Rule
    • Fixed a bug where Air Units, Carriers, and Submarines did not benefit from Hereditary Rule's Promotion.
    • Removed +1 Culture on World Wonders.
  • Confederation
    • Gold Bonus of Cities under WLTKD increased from +5% to +10%.
    • Gold Bonus of Cities decreased from +15% to +10%.
Legal Civic
  • Civil Law
    • Gain +1 Culture from World Wonders.
    • No longer grants Gold or Golden Age Points when your border expands.
  • Bureaucracy
    • Now provides 4 Laborers in the Capital instead of 3.
    • Production/Gold per Citizen in the Capital reduced from +1.5 to +1.
  • Free Speech
    • Reduced Gold from Great Works from +5 to +2.
Labor Civic
  • Manorialism
    • No longer adds Food in the Capital from Citizens in the Empire.
  • Industrial Servitude
    • Removed +2 Production from Laborers.
  • Unionism
    • Respective yield bonuses of Guilds, Labor Associations, Credit Unions, Science Institutions, and Civil Departments increased from 2 to 3.
    • No longer adds Science or Golden Age Point in the Capital from Citizens in the Empire.
  • Emancipation
    • Increased Tourism modifier to Civilizations less happy than you from 20% to 25%.
    • Removed Food and Tourism bonuses from Villages and Towns.
Economy Civic
  • Free Market
    • Removed +1 Gold from Town.
Religion Civics
  • Ancestor Veneration
    • Faith in Cities following your Majority Religion increased from +1 to +2.
    • Altars no longer produce +1 Golden Age Point when enacted.
  • Organized Faith
    • Founder Building Yield bonus increased from +3 to +4.
  • Theocracy
    • Fixed a bug where Air Units, Carriers, and Submarines did not benefit from Theocracy's Promotion.
 
A small glitch: manorialism should be indicated as a labor civic, not a legal one.
 

Attachments

  • manorialism.jpg
    manorialism.jpg
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First update of a new patch (for 3.5)
Publican Office now has the proper national population scaling and NumCityCost.
Labor Civic
  • Slavery
    • +1 Happiness from Courthouses.
  • Manorialism
    • Fixed UI bug
 
Just noticed some strange behavior. Somehow civics have been enacted in my game which I definitely did not select myself. And to enact them requires techs which I havent yet researched. And nobody else has researched these techs yet.

If I try to change my civic settings, these too advanced civics are - correctly - not selectable.

Looking at the tooltips, the same set of too advanced techs has also been enacted for all other civs in the game.

Here an example, all civs have the religious civic "Celebrity Worship" (alternatively called "Cult of Personality") enacted, which requires Flight (not yet researched by any civ, we are all in the Renaissance or Medieval eras). Interestingly, for William of the Netherlands, in the tooltip it is shown as enacted, but according to the overview, he still has got "Organised Faith". In the screen for my civilisation, overview and tooltip both show "Celebrity Worship"/"Cult of Personality", which is active, as I am able to build "Idols" in all my cities.

civics.jpg


On the contrary, in this example, Kanxi of the Manchu has a more advanced economy civ shown in the overview than in the tooltip (nobody in the game has researched Corporations yet):

kanxi.jpg


I don't have older savegames without all these civics selected, so I can't tell when this change did happen.

Perhaps it is connected with the begin of the Renaissance Era ? William of the Netherlands, in the example above, is one of the few civs who hasn't yet entered the Renaissance Era:

william.jpg


On the other hand, Kanxi of the Manchu is still in the Renaissance era, like me.

If Civic and Reform (v19) doesn't cause this, it must be the effect of another mod. I am playing with ca. 50 mods (ca. 20 of them additional civs).

But the only mods of which I think they could possibly create this effect, are the Enlightenment Era Mod (v8) and the Future Age Mod.
 
Just noticed some strange behavior. Somehow civics have been enacted in my game which I definitely did not select myself. And to enact them requires techs which I havent yet researched. And nobody else has researched these techs yet.

If I try to change my civic settings, these too advanced civics are - correctly - not selectable.

Looking at the tooltips, the same set of too advanced techs has also been enacted for all other civs in the game.

Here an example, all civs have the religious civic "Celebrity Worship" (alternatively called "Cult of Personality") enacted, which requires Flight (not yet researched by any civ, we are all in the Renaissance or Medieval eras). Interestingly, for William of the Netherlands, in the tooltip it is shown as enacted, but according to the overview, he still has got "Organised Faith". In the screen for my civilisation, overview and tooltip both show "Celebrity Worship"/"Cult of Personality", which is active, as I am able to build "Idols" in all my cities.

View attachment 666220

On the contrary, in this example, Kanxi of the Manchu has a more advanced economy civ shown in the overview than in the tooltip (nobody in the game has researched Corporations yet):

View attachment 666224

I don't have older savegames without all these civics selected, so I can't tell when this change did happen.

Perhaps it is connected with the begin of the Renaissance Era ? William of the Netherlands, in the example above, is one of the few civs who hasn't yet entered the Renaissance Era:

View attachment 666221

On the other hand, Kanxi of the Manchu is still in the Renaissance era, like me.

If Civic and Reform (v19) doesn't cause this, it must be the effect of another mod. I am playing with ca. 50 mods (ca. 20 of them additional civs).

But the only mods of which I think they could possibly create this effect, are the Enlightenment Era Mod (v8) and the Future Age Mod.
I'll need a copy of
My Games\Sid Meier's Civilization 5\cache\Civ5DebugDatabase.db

My Games\Sid Meier's Civilization 5\Logs\Database.log
My Games\Sid Meier's Civilization 5\Logs\Lua.log
My Games\Sid Meier's Civilization 5\Logs\xml.log

If these 3 above are barely filled, follow this instruction.
 
Here they are. Thanks for looking into it !

(In the config.ini file, I had set ValidateGameDatabase = 1 and LoggingEnabled = 1)
 

Attachments

Here they are. Thanks for looking into it !

(In the config.ini file, I had set ValidateGameDatabase = 1 and LoggingEnabled = 1)
I sitll need this My Games\Sid Meier's Civilization 5\cache\Civ5DebugDatabase.db
 
Hi, I believe I might have discovered a bug with the Bureaucracy government civic. Whenever you switch away from the civic to another you seem to keep the four laborers in your city even after you switch. Additionally, if you switch back to bureaucracy from another civic or sometimes even when you just re-select the civic (rather than pressing 'No thanks. I don't want to change now.') it will give additional sets of four laborers on top of what you already have. Sorry if this has been mentioned or addressed before, but I just noticed it in my game.

Additionally, a few turns after enacting it I'm getting an event 'Effects of Bureaucracy have worn off' which gives an additional three laborers (not four?).
 
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It's not in my games. Even more, when I adopt other civics, totalitarianism and industrial servitude, my 4 laborers dissapear and I had to choose bureaucracy again and again.
 
It's not in my games. Even more, when I adopt other civics, totalitarianism and industrial servitude, my 4 laborers dissapear and I had to choose bureaucracy again and again.
I see, it must be a bad interaction with another mod I'm running then.
 
Updated for VP 3.8
General Changes
  • Fixed some art assets
  • Publican's Office no longer grants -33% Plot Purchase Cost, but instead provides +1 Great Diplomat Point.
  • Labor Association's Tech Prerequisite moved to Steam Power from Industrialization, no longer grants an Engineer slot. Adds +5 Great Engineer Points instead of +3. Removed the -2 Urbanization Unhappiness for -3% Empire Size Modifier in all Cities.
  • Credit Union no longer grants a Merchant slot. Adds +5 Great Merchant Points instead of +4. Removed the -1 Urbanization Unhappiness (Bugged it didn't work in the first place). Grants -4% Global Base Building Maintenance instead of -5% Global Base Building Maintenance Reduction.
  • Science Institution no longer grants a Scientist slot. Removed +5% Global Great People Generation in all Cities for Great Scientists generate +5% more Science when discovering a Technology. Removed the -1 Urbanization Unhappiness (Bugged it didn't work in the first place).
  • Civil Department no longer grants a Civil Servant Slot. Adds +5 Great Diplomat Points instead of +6. Removed the -1 Urbanization Unhappiness (Bugged it didn't work in the first place).
Government Changes
  • Hereditary Rule no longer grants +50% Experience from Combat.
  • Confederation no longer grants +10% Gold in Cities with WLTKD nor a +15% global Unhappiness Modifiers for all Needs
  • Confederation now grants +10% Gold in non-Capital Cities.
  • Confederation now grants +10% Unhappiness Modifiers in non-Capital Cities.
  • Patronage no longer grants +15% Production toward Diplomatic Units.
  • Patronage no longer grants +1 Gold from Civil Servants.
  • Patronage now grants +5 more Influence on Military unit gifts to City-States.
  • Totalitarianism no longer buffs Forts and Citadels (including Ordos) by +1 Production and +1 Gold. now buffs Harbors and Seaports instead.
  • National Suffrage no longer buffs Historic Events
Legal Changes
  • Feudalism no longer grants +5 more Influence on Military unit gifts to City-States.
  • Feudalism now removes -10% yield penalties of puppeted cities.
  • Nationhood no longer grants yields from killing spies in the Capital.
  • Nationhood grants 25 Culture and Golden Age Points, scaling with Era (from +20 Culture and Gold, scaling with Era) from offensive spy actions.
  • Free Speech no longer grants +2 Gold from Great Works.
Labor Changes
  • Slavery no longer grants +2 Unhappiness in the Capital (has +1 Unhappiness like any other Cities).
  • Manoralism no longer grants +1 Gold to Farms and Fishing Boats.
  • Caste System now generates +1 Great General and Great Admiral Point for every 40 Citizens in Empire (from 50).
  • Caste System no longer adds +10% Unhappiness Modifier for all Needs.
  • Unionism builds their buffed buildings +100% faster instead of +50% faster, in addition to granting +4 yields instead of +3 yields.
Economy Changes
  • Decentralization's Bonus Gold from Trade Routes dropped from +3 to +2.
  • Environmentalism no longer grants +15% Gold to Ironworks, Refinery, and Recycling Centers.
  • Environmentalism gains +1 Gold in the Capital for every 2 Citizens in the Empire.
Religion Changes
  • Ancestor Worship no longer grants +1 Tourism to Alters.
  • Organized Faith no longer grants +4 Golden Age Point and +4 Tourism.
Not save-game compatible.
 
Ask mom? tf?
I think that's one of the false tooltip it gives when Lua assigns it... which is related to Organized Faith's Requiring a Founder Building OR Corporatism's Corporation.
 
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