• Civ7 is already available! Happy playing :).

Civics and Reforms

Version 2/3/4/5/6 Upcoming

  • [*]Civic Loyalty Bonus: The more you stand your position on a civic, the more chances that you can get a random event that originates from the civic. However, if you switch. You'll lose the random event's bonuses immediately!
    [*]Civic Revolution: Being in a super unhappy nation will create discontent and anger. Perhaps to the point where they can force you to switch to any other civic besides the one you're on!
    [*]Civic Diplomacy: Adopting similar civics earns you diplomatic boosts, and different civics hinders your diplomacy. (At most +15 and at least -15)
    [*]Version 2/3/4/5/6 will fully expand the Government/Legal/Labor/Economy/Religion civics with these events hence the parenthesis.
    [*]30/60/90/120/150 New Player Events
    [*]12/24/36/48/60 New City Events
SUGGESTED NOTES ABOVE WERE CANCELED OR DONE.

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

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.
 
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!
 
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!

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.
 
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.

Thanks.
 
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.

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

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.
 
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.
 
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.

I made a typo in slavery and serfdom in the files, thanks!
 
I applause too, good job! When does it will be finished you think?
 
I applause too, good job! When does it will be finished you think?

When I feel like it, it's a solo-project. There aren't any incentives from any collaborators to rush me.
 
Civic and Reform now has a solid UI that is completely user-friendly and multiplayer-compatible!
1a67f4eedcc743afbd8e8be3306a15b0.png
 
Government:
-something to do with city-state relations?

Legal:
-no idea

Economy:
-tourism industry (modern age, +1 :tourism: from monuments, +2 :tourism: from coastal cities and landmarks, +5% :c5gold: from hotels or something similar)

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

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

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.
 
Top Bottom