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Civics and Reforms

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

  1. kenneth1221

    kenneth1221 Chieftain

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    Awesome, good to know. Will it be a general nerfing across the board? So far the early game bonuses are snowbally enough, and the late-game penalties have been severe enough, that I've considered removing the mod from my load order until an update, which is a pity because I really like the idea of it.

    I don't want to be a bother, since I know asking for ETAs is bad form, but any chance the update will be out by the end of the summer? Once summer ends I won't be playing much of anything until the next summer rolls around.
     
    Last edited: Jul 22, 2018
  2. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Since you asked so nicely I'll have the changes within 3 days.

    Here are the upcoming changes likely to change within those same days.
    With the wave of the mighty voices from the people, Civic and Reform enters a weakening stage on its political theatre. With several reworks and bugfixes of the civics, I hope this version will become the last final version in bringing this mod to the well-balanced platform.

    Maintenance Upkeep (Government/Legal/Labor/Economy/Religion)
    Low Upkeep cost remain static (10%/9%/8%/7%/6%)
    Medium Upkeep cost reduced from 25%/23%/21%/19%/17% to 15%/14%/13%/12%/11%
    High Upkeep cost reduced from 35%/31%/28%/24%/21% to 25%/24%/23%/22%/21%.
    Default Civics no longer provides +1 Gold to the Capital.
    Default Civics will obsolete at Renaissance Era.
    Default Civics' reduction of unhappiness reduced from -25% to -15%.
    Hereditary Rule's Wonder Production Bonus reduced from +10% to +8%.
    Confederation's Gold Bonus reduced from +50% to +35%.
    Confederation's Unhappiness Increase reduced from +20% to +15%.
    Confederation's Upkeep reduced from Medium to Low.
    Patronage's Influence Resting Point reduced from 20 to 15.
    Patronage's Decay Rate Reduction reduced from -40% to -25%.
    Representation Reworked:
    Cultural Specialists add +1 Tourism and +1 Faith.
    Non-Cultural Specialist add +1 Production.
    Civil Servants (CSD) add +1 Food.​
    Police State's Great General/Admiral Bonus reduced from +15% to +10%.
    Police State's Foreign Spy Ineffectiveness reduced from -25% to -20%.
    Universal Suffrage no longer grants culture and food bonus to specialists.
    Universal Suffrage now grants +4 Food and +2 Culture to Great People Improvements and Landmarks.
    Universal Suffrage's Investment Reduction reduced from -15% to -5%.
    Vassalage's Yields from City-States/Vassals decreased from +20% to +15%.
    Bureaucracy Reworked:
    National Wonder Yields are doubled and grant +1 Happiness.
    10 Specialists may work in the Capital for no Unhappiness Cost.
    +25% Production and Gold in the Capital.​
    Nationhood's Spy Capture bonus reduced from +300 to +250.
    Nationhood's Rig Election chance increased from +15% to +25%.
    Nationhood's Spy Catch bonus reduced from +50% to +33%.
    Caste System Reworked:
    Caste System now grants +1 bonus of the specialist's current yield and +1 Faith.
    Civil Servants (CSD) adds +1 GAP instead(faith still apply).​
    Mechanization Reworked:
    Now called Unionism
    Requires Electricty instead of Robotics
    Guilds and respective Guild buildings add +3 of their current yields and grants +1 Happiness.​
    Emancipation's Happiness per Citizen bonus increased from 6 to 9.
    Ingenious Craft Reworked:
    Now called Statute Labor.
    Upkeep increased from Low to High.
    Ancient-Renaissance Base Buildings produce +1 of its local yields (local refers to being able to be used by the cities itself [this means science, faith, and tourism cannot be boosted].​
    Mercantilism now allows you to begin trade with your vassals! (C4DF)
    Free Market's Upkeep reduced from Medium to Low.
    Free Market no longer produces +2 Gold per Trade Route.
    State Property ironically requires a corporation.
    Cult of Personality no longer grants culture after a majority religion.
    Cult of Personality grants the construction of Idols (+1 Culture)
    Cult of Personality grants +4 Culture and +1 Happiness to Idols.
    Environmentalism's Recycling Center Gold Bonus reduced from +25% to +15%.
     
    Last edited: Aug 13, 2018
  3. Ziad

    Ziad Emperor

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    Hey just came back from a long break from Civ5. Was updating mods. You releasing this one soon?
     
  4. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Preferably I like to release things with the most latest VP that doesn't have an early bug problem (means ppl complaints can be more specific rather than just general). So I'm just waiting.

    Also I'm testing a new few things out before I'm releasing (too much eurekas coming out of me mind)
     
    Last edited: Aug 8, 2018
    JNZS13 likes this.
  5. JNZS13

    JNZS13 Warlord

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    :popcorn:
     
  6. Ziad

    Ziad Emperor

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    Alright.
     
  7. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Hey, everybody, I made some changes.

    Now now, you may say now. How come this "high upkeep" and this "low upkeep" don't feel a difference in the early game? Because you're not building enough infrastructure. Once you get your infrastructure heavily going, you'll notice some of the heavy effects weighing you down(especially as other buildings become more difficult to maintain). I've also added reworked Mechanization that it becomes Unionism something that emphasizes civic guilds. I've also changed Cult of Personality to be an actual Cult of Personality where constructing idols grant you a strong bonus, but should you change it become a meaningless +1 Culture. I've also nerfed Altars a little bit that you shouldn't rush them to get a religion, but rather you are rewarded for skipping out on faith-generation(its high production cost as a classical building). Have fun everyone!

    General Changes
    • Maintenance Rework (Government/Legal/Labor/Economy/Religion)
      • Low Upkeep remains the same in 10%/9%/8%/7%/6%
      • Medium Upkeep reduced from 25%/23%/21%/19%/17% to 15%/14%/13%/12%/11%
      • High Upkeep reduced from 35%/31%/27%/24%/21% to 25%/24%/23%/22%/21%.
    • Default Civics Rework
      • No longer provides +1 Gold to the Capital.
      • Obsoletes at the Renaissance Era
      • Reduction of Unhappiness reduced from -25% to -15%.
      • It seems improper that all of these default civics should exist in modern times. Modern forms of Despotism existed in substitute forms of Hereditary Rule, Patronage, or "Universal Suffrage". Anarchism has never been tried in a modern realistic situation to large extents of success. Tribalism only exists in form of hence a tribe in which we saw the largest unified tribe known as the Mongols disappearing/assimilating toward the Renaissance Era. Decentralization has never seemed to exist in modern economies, although cryptocurrency can be said to be a form of a decentralized economy. The government still takes a strong involvement on this pressing matter today and ultimately paganism(or polytheism) has been a misunderstood way of life for people such as India where people only know a few tens of their own deities by name out of a few million.
    • AI Resistance Changes
      • Normally they would get punished if they chose the same civics in their new "let's review our civic options" which would randomly lead to 5 turns of revolution if a city was unlucky on those turns. I've fixed this to where changing multiple civics for the AI only results in 1-2 turns of revolution!
    Government Changes
    • Hereditary Rule's Wonder Production decreased from +10% to +8%.
    • Confederation's Upkeep reduced from Medium to Low.
    • Confederation's Gold Bonus reduced from +50% to +35%.
    • Confederation's Unhappiness reduced from +25% to +15%.
    • Patronage's Influence Resting Point Bonus decreased from +20 to +15.
    • Patronage's Influence Decay Rate decreased from -40% to -25%.
    • Representation's Original Bonus removed.
    • Cities under Representation generate +25% Tourism and Faith during Golden Ages.
    • Representation now grants +1 Tourism and +1 Faith to Artists, Writers, Musicians.
    • Representation now grants +1 Production to Scientists, Engineers, and Merchants.
    • Representation now grants +1 Food to Civil Servants (CSD).
    • Police State's Great General/Admiral Combat Effectiveness reduced from +15% to +10%.
    • Police State's Foreign Spy Ineffectiveness reduced from -25% to -20%.
    • Police State's War Weariness Reduction reduced from -25% to -20%.
    • Universal Suffrage no longer grants bonuses to specialists.
    • Universal Suffrage's Food bonus on GPI increased from +2 to +4.
    • Universal Suffrage's Culture bonus on GPI increased from 0 to +2.
    Legal Civics
    • Vassalage's Yields from Vassals/City-States decreased from +20% to +15%.
    • Vassalage's Free XP reduced from +20 to +15.
    • Fixed a bug where Vassalage was granting Great Admiral Points.
    • Bureaucracy's Capital Bonus reduced from +40% to +33%.
    • Bureaucracy's Number of Specialist Unhappiness reduced from 20 to 10.
    • Bureaucracy no longer provides +1 Gold and +1 Production to each City.
    • Bureaucracy doubles the yield of national wonders and happiness.
    • Nationhood's likelihood of rigging elections reduced from +25% to +15%.
    • Nationhood's likelihood of catching spies reduced from +40% to +33%.
    • Fixed bug where Nationhood would persist despite changing civics!
    Labor Civics
    • Slavery's Laborer bonus reduced from +3 to +0. (it seems weird that adopting universal suffrage and slavery empowers a laborer with +2 Food, +2 Culture, and +3 Production...)
    • Slavery now provides +1 Production to Mines, Lumbermills, Logging Camps, and Villages.
    • Slavery provides 50 Production scaling with era to newly-founded cities and conquered cities.
    • Caste System's Original Bonus removed.
    • Caste System's Specialists produce +1 of its base yield. (Artist produce +1 Culture, Writer produce +1 Golden Age Point, and Musician produce +1 Tourism)
    • Landlocked Cities under Caste System produce +3 Great General Points.
    • Coastal Cities under Caste System produce +3 Great Admiral Points.
    • Mechanization removed.
    • Industrial Servitude's Bonuses reduced from +10% to +5%.
    • Industrial Servtide's Affected Buildings are now Workshops, Factories, and Seaports.
    • Unionism introduced at Electricity at a High Upkeep. Providing +3 and +5% of respective yields along with +1 Happiness to guild buildings.
    Economy Civics
    • Ingenious Craft Removed
    • Statute Labor introduced in its place at High Upkeep available at Trade.
    • Statute Labor adds:
    • +1 Food to Granary, Herbalist, Well, Aqueduct, and Watermill
    • +2% Food to Grocer
    • +1 Production to Stone Works, Well, and Watermill
    • +2% Production to Stable, Workshop, and Windmill;
    • +1 Gold to Market and Caravansary
    • +2% Gold to Harbor and Bank;
    • +1 Culture to Monument, Amphitheater, Arena, and Bath
    • +2% Culture to Customs House, and Opera House
    • Overall a city with a fully developed infrastructure by the Industrial Era receives its full bonus of +4 Food, +2% Food, +2 Production, +6% Production, +2 Gold, +4% Gold, +4 Culture, and +4% Culture.
    • Mercantilism's City Connection Gold bonus reduced from +50% to +33%.
    • Mercantilism now grants you the ability to trade with your vassals!
    • Free Market's Upkeep reduced from Medium to Low.
    • Free Market no longer provides +2 Gold to Trade Routes.
    • State Property Reworked:
    • Requires a Corporation
    • Upkeep increased from Low to Medium.
    • +1 Food to Mines, Quarries, Lumbermills, Logging Camps, and Manufactories.
    • Corporate Headquarter produce +25% Food and +25% Culture.
    • Corporate Offices under State Property produce +5% Food/Production.
    • Foreign Corporate Franchises under the influence of a domestic State Property produce +5 Food and +2 Culture.
    • Corporatism reworked:
    • Requires a Corporation
    • +2 Flat Monopoly Yield, +5% Monopoly Modifier.
    • Corporate Headquarter produces +25% Gold and +25% Tourism.
    • Corporate Offices under Corporatism produce +5% Gold/Production.
    • Foreign Corporate Franchises under the influence of a domestic Corporatism produce +5 Gold and +2 Tourism.
    • Corporatism vs State Property! The Power of Production is now intertwined with the Corporatism's Powers of Gold and Tourism and State Property's Powers of Food and Culture This locks economy civics to only 3 standard civics and 1 late civics for non-corporate civilizations. Thus AIs with a corporation are always flavored to pick these top two picks rather than any other! (They might pick the other, but it's a rare possibility that they're operating on a negative gold income...)
    • Environmentalism's Gold Bonus on Recycling Centers decreased from +25% to +20%.
    Religion Changes
    • Ancestor Worship's Faith Bonus on Natural Wonders reduced from +5 to +2. (Landmark bonus remains the same).
    • Fixed a bug where Ancestor Worship was providing Culture bonus.
    • Ancestor Worship no longer generates +2 Faith to Altars.
    • Ancestor Worship now generates +15% Faith to Altars.
    • Altars now generate +1 Border Growth Point.
    • Altar's Production Cost raised from 85 to 90.
    • Altar's Faith Cost raised from 100 to 120.
    • Altar's Gold Maintenance increased from 0 to 1.
    • Organized Religion's Production bonus for following the Majority Religion and Holy Sites reduced from +3 to +2.
    • Units under Theocracy now gets their healing bonus under neutral territory as well (it used to be only friendly territory)
    • Theocracy grants +5 XP to trained units.
    • Pacifism's Food bonus from following the Majority Religion reduced from +5 to +4.
    • Fixed bug where Pacifism was providing +60% GPP and not +50% GPP.
    • Cult of Personality no longer provides Culture for following the Majority Religion.
    • Cult of Personality now grants the construction of Idols (+1 Culture). [They are a Modern-cost equivalent building].
    • Cult of Personality grants +1 Happiness to Idols and +5% Culture.
     
    SupTo, Aezuros, Ziad and 2 others like this.
  8. Revolutionist_8

    Revolutionist_8 Prince

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    Thank you so much, Enginseer! :) :hug:
     
  9. Favorius

    Favorius I am not a Chief!

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    I am subscribed in steam but still i have old version. Capital gets free gold from initial civics. How do i update? Unsub and then sub again?
     
  10. Revolutionist_8

    Revolutionist_8 Prince

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    Alternatively you can download directly from "Direct Steam Workshop Download" then place the file inside your Mods folder.
     
  11. Favorius

    Favorius I am not a Chief!

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    Thank you, I downloaded directly from Steam and it is the new updated version.
     
  12. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Nostalgic Reworks...
    • You can no longer see other civ's civics and maintenance without a..
      • (Embassy which unlocks the ability to see others civics)
      • (Declaration of Friendship which unlocks the ability to see how much what they're paying)...
    • Added some audio files.
    • Reduced AI Flavoring Bias(their choices should be more conservative in keeping with the old ways... unless they definitely need a change)
    • Added UI to indicate the default civics are obsolete by the renaissance era and won't be available to be chosen at all! You can still keep this in the information era... as long as you don't switch.
    • Revolution Rework(Changing to Default Civics won't incur any revolution... changing to No Upkeep will incur a 35%(from 20%) chance of revolution... changing to Low Upkeep will incur a 25%(from 15%) chance of revolution... changing to Medium Upkeep will incur a 15%(from 10%) chance of revolution... changing to a High Upkeep will incur a 5%(same) chance of revolution...)
      • Keep in mind this is not the same as anarchy where anarchy will affect all cities, a revolution will take a dice on each city. Revolution cannot increase in cities already revolting as well!
      • Added tooltip to indicate civics that'll incur a chance of revolution.
      • Big AI buff: If they want to keep their same civic at the 20-turn interval, they won't incur any chance of resistance. This applies to humans, but they don't change every 20 turns.
    • Despotism no longer reduces Distress by 15% but reduces Illiteracy by 15%.
    • Universal Suffrage's Upkeep increased from Medium to High (15% to 25%).
    • Universal Suffrage no longer provides +2 Culture to Laborers.
    • Universal Suffrage now provides +2 Production to Laborers.
    • Universal Suffrage's Investment Reduction increased from -5% to -8%.
    • Anarchism no longer reduces Illiteracy by 15% but reduces Distress by 15%.
    • Bureaucracy's No Unhappiness from Specialists increased from 10 to 15.
    • Decentralization renamed to Bartering
    • Statute Labor Reworked -> Decentralization.
      • Low Upkeep (+7% Maintenance)
      • Trade Routes produce +2 Gold.
      • Maintenance paid on Roads and Railroads reduced by 20%.
      • +5% Growth in all Cities.
    • Free Market's Upkeep increased from Low to Medium (+7% -> +12%)
    • Updated Altar artwork (credits to grant).
    • Fixed Organized Religion's Majority Bonus Production not boosting to +3(was +2).
    • Theocracy's Majority Religion Bonus Gold reduced from +3 to +2.
    • Idol's +5% Tourism converted to +2 Tourism.
     
  13. Solitude102

    Solitude102 Chieftain

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    Loving these changes so far.
     
  14. Ziad

    Ziad Emperor

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    Heyyyy

    I'm getting a CTD around turns 230-250 when I'm using this mod on Marathon. It happens pretty reliably. I disabled it and I didn't get a CTD after 2 tests (with a lot of next turns...)

    This only started happening after the most recent two updates. Any possible reason why?
     
  15. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    That must have been frustrating to hear... but what happens around Turn 230-250? (What civics do AI[or you] have and such)?

    Mod List? Something? There has to be a conflict. I've been auto-playing games for a while even in the newest version and I can't explain how you got CTDs.
     
    Last edited: Dec 1, 2018
  16. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    GOING GOLD (in a patch coming really soon within an hour of this patch)
    That means you can check the OP for all the cool features and goodies now!
     
    Last edited: Dec 2, 2018
    vyyt, Ziad and JNZS13 like this.
  17. Ziad

    Ziad Emperor

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    Well I have a lot of mods but I'm not sure if they are relevant

    VP + other components (obviously)
    Wonders Expanded
    Faster Aircraft Animations
    Community Events
    Promotion Overhaul + VP Promo Icons
    Capture++
    Leadership Reformation
    More Unique Components
    Music Changer
    Quick Turns
    Really Advanced Setup
    UI - Filters in Trade Route
    Unique City States
    Wonder Race
    YNAMP

    It happened first in my YNAMP game with most European civs. Then it happened with a Marathon Huge game with 12 random civs.

    I then tested it twice (in Marathon Huge) without this mod and it worked fine.
     
  18. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    How about trying those mod list out?
     
    Ziad and Asterix Rage like this.
  19. Ziad

    Ziad Emperor

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    Alrighty.
     
  20. Cat-du-fromage

    Cat-du-fromage Warlord

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    After 6 games : 3 with civic and reform and 3 without. I constat the mod is unfortunatly a game breaker.

    I really like the mod since, it adds a specialization to your empire but here are the issues:

    1) happiness balance is totally broken, since you can't have unhappiness (exept on purpose), by playing normally, i realised, arriving in medieval era, i had beetween 50-100 happiness (and no happiness problem anymore in classical era), and it grows bigger and bigger (giving fealty doctrine a huge buff^^).

    2) veneration of ancestor (religion civic) is SO valuable to get a religion, in multiplayer especially the most efficient strategy is to take it as fast as possible. Solution i suggest : replace lock all bonus faith until you either found you religion or you're capital is converted by a other; for the altar i propose 1) change +1 faith lock until you get a religion in your capital and +1 food to compensate)

    3)finally all yield given by civic should either:
    - not be included in the calculation for happiness treshhold OR
    - give to each civic a big counter-part (unhappiness namely) and it must scale on era (for exemple Confédération -8 happiness is not enough since +40% gold in cities nullify the malus the further you go through era.
     

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