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Civics and Reforms

Discussion in 'Mods Repository' started by Enginseer, Jun 3, 2016.

  1. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Version 2/3/4/5/6 Upcoming
    SUGGESTED NOTES ABOVE WERE CANCELED OR DONE.

    How can you help? Suggest some ideas with the events relating to the civics.
     
  2. Buildkirbyus

    Buildkirbyus Trainee Modder

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    Here's some constructive criticism/opinion/reports about my first time using this mod.

    • Mantinence seems too high for the early game, in my game everyone (me included) had at least negative 30-50+ gold per turn
    • Civics seem to spaced apart, maybe trying unlocking one row per era?
    • Civics that spawn units do not get promotions from nearby cities
     
  3. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Yeah, I haven't realized that people have custom mods that have maintenance, so all their building basically cost double. So, I'll reduce the upkeep down from 20% -> 10%, 50% -> 25%, -> 70% - 40%.

    I'll also be reworking the civic upkeep after I put in the civic loyalty events for them. (Hereditary Rule will be Low Upkeep in Version 2).

    And if you think about it.. most civics are spaced apart based on how "popular it was" anyway. Military Theory is probably the closest thing to the Civ 4 Monarch Tech and Civil Service closest to Serfdom and Vassalage. Unless you have ideas on where to put them evenly and explanation on why besides balance. That'd be nice.
     
  4. maptap

    maptap Chieftain

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    Hi. I love this mod, it really heightens the immersion with so many great choices.

    I am currently in middle of an epic game on king difficulty, at the end of the medieval era. So far I have only discovered 4 other nations. I am running about a 100 GPT deficit, yet am comfortably at 1500 gold due to the progress branch and strategic golden ages.
    However of the 4 other civs I have discovered, 3 of them have 0 gold with about 50 GPT deficit, and the 4rth currently has 30 gold, also with a 50 GPT deficit.

    I am running some other mods which add buildings, but its only like 5 extra at this point.

    I was wondering, is there any way to lower the upkeep for the AI and keep it save game compatible?

    Thanks!
     
  5. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Go in the ____Policy.xml and look for the BuildingMaintenanceMod and change its value suitable to you. It could probably work since you're just changing its value instead of adding or deleting its row, but you never know until you try.
     
  6. maptap

    maptap Chieftain

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    Thanks.
     
  7. maptap

    maptap Chieftain

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    I tried this and played a few turns. It didn't seem to change anything. Does it only change once the event fires again?
     
  8. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Doesn't work then, you gotta start a new game with the updated version.

    More likely in Version 2, I'll add some government civic event that'll boost your gold income significantly and I'll revert the upkeep values after all the events for all civics have been finished to Version 6.
     
  9. biship

    biship Warlord

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  10. Aldebaran1997

    Aldebaran1997 Prince

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    I don't know why is it happen, but it seems that Serfdom is adopted when I adopt Slavery. I still affect Slavery's effects, but I also have an effect of Serfdom which I don't want.
     
  11. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    I made a typo in slavery and serfdom in the files, thanks!
     
  12. Aldebaran1997

    Aldebaran1997 Prince

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    It's always my pleasure. I applause for your effort improving one of the most interesting mod on civ V.
     
  13. Valvts

    Valvts A Plant

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    I applause too, good job! When does it will be finished you think?
     
  14. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    When I feel like it, it's a solo-project. There aren't any incentives from any collaborators to rush me.
     
  15. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Civic and Reform now has a solid UI that is completely user-friendly and multiplayer-compatible!
     
  16. thunderbird_14

    thunderbird_14 Prince

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    So a hint for multiplayer modpack :D ?
     
  17. Jdoug312

    Jdoug312 Warlord

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    I had an idea for a civic that could tie in to one of these categories:

    Anti-prohibition (needs a better name?): bonus to tourism, happiness and gold, penalty to production. Maybe 2 or 3 turns of resistance upon enacting?
     
  18. Aldebaran1997

    Aldebaran1997 Prince

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    New civic overview is nice, but there is a way to see requirement or effect of civics in game?
     
  19. Aldebaran1997

    Aldebaran1997 Prince

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    Is upkeep affect for crime system which replaces maintenance system from JFD's CiD?
     
  20. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    As far as I'm aware, JFD's CiD doesn't replace gold maintenance meaning that Civic and Reform will still fully change the gold maintenance to fit its upkeep. On another note, i might do a release releasing a new batch of civics and spacing out the civics with techs.
     

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