Like everything else, I'll use the opportunity to change the civics roster along with the new tech tree. Right now, I mostly sorted the existing civics into new techs. Here they are, also for reference during discussion:
Another thing that might be relevant, but that I don't think I have ever talked about here is that improvements changed substantially:
The most prominent change is the introduction of unhealth and unhappiness from improvements. These only apply when the improvement is worked. As you may have noticed, in the case of workshops, this takes the place of -1 food, making them more useful (Central Planning has been changed in reaction to this). There are (late game) buildings that allow cities to ignore this effect. In addition, watermills have been given a clearer role compared to windmills and workshops.
But moving on to civics, let me give some general thoughts on what I think about civics in general, and the current civics lineup in specific.
Everything open for discussion as always. I think I've given some parameters on how I approach designing the civics system so you can have an idea of what I would agree with, but feel free to ignore them if you think you can persuade me otherwise. Feedback to all of my ideas welcome of course. As you can probably tell from the rambling style of this post, not much is set in stone right now.
Spoiler :
Government
Tyranny
Dynasticism Property low +1 happiness per military unit
City States Tradition high +100% number of cities maintenance, +1 food per specialist for every city working less than 7 land tiles
Theocracy Theology medium Double priest slots, +1 happiness from state religion, +1 unhappiness from non-state religions, +2 experience with state religion
Autocracy Journalism medium +50% great general emergence, can draft 2 units, +2 happiness from Barracks
Republic Statecraft medium +50% great people birth, double cottage growth
Organisation
Direct Rule
Vassalage Feudalism low +2 experience, +2 commerce from Fort, +1 happiness from Castle
Absolutism Civil Service high +40% production, commerce in capital
Representation Representation medium Double statesman slots, +2 happiness in largest cities, +1 happiness from Courthouse
Totalitarianism Psychology none No city distance maintenance, +1 happiness per military unit, +1 espionage per specialist
Egalitarianism Civil Rights high Double slots for artist, merchant, scientist, unhappiness for civs not running Egalitarianism, +1 production for Town
Labor
Tribalism
Slavery Masonry medium Can hurry with population
Agrarianism Calendar low +25% worker speed, +1 production from Pasture, +1 commerce from Farm
Capitalism Corporation medium +10% commerce, +1 commerce from Town, can hurry buildings with gold
Industrialism Machine Tools low Double engineer slots, +10% production, +1 production from Watermill, Workshop
Public Welfare Labour Unions high -50% corporation unhappiness, +2 research per specialist, double production for Hospital, University
Economy
Self-Sufficiency
Guilds Guilds high +1 commerce from Workshop, +1 unhappiness from Bank, double production for Forge, Market, Grocer
Mercantilism Economics medium No additional income from foreign trade, +50% capital trade yield, +1 commerce from plantation, double production for Customs House
Free Market Assembly Line low +1 trade route, +25% corporation yield
Central Planning Macroeconomics high +1 production per specialist, +1 commerce from Mine, Workshop, Quarry, double production for Factory, Coal Plant
Environmentalism Ecology medium -30% unhealth, +2 commerce from Windmill, Nature Reserve, Marine Reserve
Religion
Animism
Pantheon Divination medium No state religion, '+1 happiness from Pagan Temple, can build classical wonders
Organised Religion Priesthood high +25% building production with state religion
Scholasticism Scholarship medium Can train missionaries without state religion, +40% great people birth with state religion
Fanaticism Clergy low +25% unit production with state religion, no non-state religion spread
Secularism Humanities low No state religion, +10% research, can build wonders that require a state religion
Military
Militia
Mercenaries Employment medium Double production for Walls, can hurry units with gold, hurried units start with Mercenary promotion
Levy Armies Nobility low Lower unit support costs, units produced with food, double production for Castle
Standing Army Logistics high +2 land experience, +1 production from Fort, double production for Barracks, Stable
Naval Supremacy Astronomy medium +2 water experience, +25% production of water units, +1 production from Fishing Boats, double production for Drydock
Multilateralism Globalisation low +100% war weariness, +1 free specialist, +25% trade route yield with defensive pacts, +1 gold per military unit
Tyranny
Dynasticism Property low +1 happiness per military unit
City States Tradition high +100% number of cities maintenance, +1 food per specialist for every city working less than 7 land tiles
Theocracy Theology medium Double priest slots, +1 happiness from state religion, +1 unhappiness from non-state religions, +2 experience with state religion
Autocracy Journalism medium +50% great general emergence, can draft 2 units, +2 happiness from Barracks
Republic Statecraft medium +50% great people birth, double cottage growth
Organisation
Direct Rule
Vassalage Feudalism low +2 experience, +2 commerce from Fort, +1 happiness from Castle
Absolutism Civil Service high +40% production, commerce in capital
Representation Representation medium Double statesman slots, +2 happiness in largest cities, +1 happiness from Courthouse
Totalitarianism Psychology none No city distance maintenance, +1 happiness per military unit, +1 espionage per specialist
Egalitarianism Civil Rights high Double slots for artist, merchant, scientist, unhappiness for civs not running Egalitarianism, +1 production for Town
Labor
Tribalism
Slavery Masonry medium Can hurry with population
Agrarianism Calendar low +25% worker speed, +1 production from Pasture, +1 commerce from Farm
Capitalism Corporation medium +10% commerce, +1 commerce from Town, can hurry buildings with gold
Industrialism Machine Tools low Double engineer slots, +10% production, +1 production from Watermill, Workshop
Public Welfare Labour Unions high -50% corporation unhappiness, +2 research per specialist, double production for Hospital, University
Economy
Self-Sufficiency
Guilds Guilds high +1 commerce from Workshop, +1 unhappiness from Bank, double production for Forge, Market, Grocer
Mercantilism Economics medium No additional income from foreign trade, +50% capital trade yield, +1 commerce from plantation, double production for Customs House
Free Market Assembly Line low +1 trade route, +25% corporation yield
Central Planning Macroeconomics high +1 production per specialist, +1 commerce from Mine, Workshop, Quarry, double production for Factory, Coal Plant
Environmentalism Ecology medium -30% unhealth, +2 commerce from Windmill, Nature Reserve, Marine Reserve
Religion
Animism
Pantheon Divination medium No state religion, '+1 happiness from Pagan Temple, can build classical wonders
Organised Religion Priesthood high +25% building production with state religion
Scholasticism Scholarship medium Can train missionaries without state religion, +40% great people birth with state religion
Fanaticism Clergy low +25% unit production with state religion, no non-state religion spread
Secularism Humanities low No state religion, +10% research, can build wonders that require a state religion
Military
Militia
Mercenaries Employment medium Double production for Walls, can hurry units with gold, hurried units start with Mercenary promotion
Levy Armies Nobility low Lower unit support costs, units produced with food, double production for Castle
Standing Army Logistics high +2 land experience, +1 production from Fort, double production for Barracks, Stable
Naval Supremacy Astronomy medium +2 water experience, +25% production of water units, +1 production from Fishing Boats, double production for Drydock
Multilateralism Globalisation low +100% war weariness, +1 free specialist, +25% trade route yield with defensive pacts, +1 gold per military unit
Another thing that might be relevant, but that I don't think I have ever talked about here is that improvements changed substantially:
Spoiler :
Camp (Tanning): +2C with Fur, +2F with Deer, +1P1C with Ivory, +1C with Firearms
Cottage (Property): +1C
Farm (Agriculture): +1F with Irrigation, +1F with Biology, +2F with Corn, Rice, Wheat
Fishing Boats (Sailing): +3F with Fish, +2F with Crab, Clam, +2C with Pearls
Fort (Generalship): +50% defense
Hamlet: +2C
Whaling Boats (Navigation): +1F1P2C with Whale
Lumbermill (Steel): +1P, +1P with River, +1C with Paper, +1P with Railroad
Marine Preserve (Ecology)
Mine (Mining): +2P +1 unhealth, +1P with Railroad, +1P with Geology, -1P +6C with Gold, -1P +5C with Gems, -1P +4C with Silver, +1P with Copper, Iron, Coal, +1P1C with Aluminum, +3C with Uranium
Nature Reserve (Social Services): +1C with River, +2C with Fur, -1P +3C with Ivory
Offshore Platfrom (Synthetics): +1 unhealth, +2P1C with Oil
Orchard (Pottery): +1F with Irrigation, +1C with Crop Rotation, +2C with Wine, Spices
Pasture (Pastoralism): +1F2P with Cows, +3F with Pig, +2F1C with Sheep, +2P1C with Horse, +1F with Refrigeration, +1C with Railroad
Plantation (Calendar): +1F2C with Sugar, +3C with Coffee, Tea, Silk, +4C with Dye, Tobacco, +5C with Incense, +1P3C with Cotton, +3F with Banana, +1C with Horticulture, +1C with Railroad
Quarry (Masonry): +2P with Stone, +1P2C with Marble, +1P with Railroad, +1P with Geology
Town: +4C +1 unhappiness +1 unhealth, +1C with Highway, +1C with Printing Press
Village: +3C +1 unhealth, +1C with Printing Press
Watermill (Machinery): +1P1C, +1P with Replaceable Parts, +1C with Electricity
Well (Refining): +3P2C +1 unhealth with Oil
Windmill (Machinery): +1F1C, +1P with Replaceable Parts, +1C with Electricity
Workshop (Artisanry): +2P +1 unhealth, +1C with Highway, +1P with Machine Tools
Cottage (Property): +1C
Farm (Agriculture): +1F with Irrigation, +1F with Biology, +2F with Corn, Rice, Wheat
Fishing Boats (Sailing): +3F with Fish, +2F with Crab, Clam, +2C with Pearls
Fort (Generalship): +50% defense
Hamlet: +2C
Whaling Boats (Navigation): +1F1P2C with Whale
Lumbermill (Steel): +1P, +1P with River, +1C with Paper, +1P with Railroad
Marine Preserve (Ecology)
Mine (Mining): +2P +1 unhealth, +1P with Railroad, +1P with Geology, -1P +6C with Gold, -1P +5C with Gems, -1P +4C with Silver, +1P with Copper, Iron, Coal, +1P1C with Aluminum, +3C with Uranium
Nature Reserve (Social Services): +1C with River, +2C with Fur, -1P +3C with Ivory
Offshore Platfrom (Synthetics): +1 unhealth, +2P1C with Oil
Orchard (Pottery): +1F with Irrigation, +1C with Crop Rotation, +2C with Wine, Spices
Pasture (Pastoralism): +1F2P with Cows, +3F with Pig, +2F1C with Sheep, +2P1C with Horse, +1F with Refrigeration, +1C with Railroad
Plantation (Calendar): +1F2C with Sugar, +3C with Coffee, Tea, Silk, +4C with Dye, Tobacco, +5C with Incense, +1P3C with Cotton, +3F with Banana, +1C with Horticulture, +1C with Railroad
Quarry (Masonry): +2P with Stone, +1P2C with Marble, +1P with Railroad, +1P with Geology
Town: +4C +1 unhappiness +1 unhealth, +1C with Highway, +1C with Printing Press
Village: +3C +1 unhealth, +1C with Printing Press
Watermill (Machinery): +1P1C, +1P with Replaceable Parts, +1C with Electricity
Well (Refining): +3P2C +1 unhealth with Oil
Windmill (Machinery): +1F1C, +1P with Replaceable Parts, +1C with Electricity
Workshop (Artisanry): +2P +1 unhealth, +1C with Highway, +1P with Machine Tools
The most prominent change is the introduction of unhealth and unhappiness from improvements. These only apply when the improvement is worked. As you may have noticed, in the case of workshops, this takes the place of -1 food, making them more useful (Central Planning has been changed in reaction to this). There are (late game) buildings that allow cities to ignore this effect. In addition, watermills have been given a clearer role compared to windmills and workshops.
But moving on to civics, let me give some general thoughts on what I think about civics in general, and the current civics lineup in specific.
- In general I think every (or almost every) column should represent a progression through history, ending in a civic that represents modern western liberal societies. This civic does not necessarily have to be the most powerful civic but there should be strong incentives to adopt it from an economic perspective. Being tied to a UN resolution also ties into this.
- Designing civics within a column is subject to two competing goals: technological advance should unlock more useful civics but at the same time at least some older civics should remain valid choices so there is strategic variety
- Civics should mostly be balanced within their column, and not be compared to those in other columns. By extension that means that one powerful civic in a column necessitates strong effects for the others there as well.
- I want to stick to the principle that more complex forms of government can be expressed as a combination of two civics from different columns, for example Constitutional Monarchy = Dynasticism + Representation, or Mixed Economy = Public Welfare + Free Market.
- Real life ideologies should consistently match strategic styles in the game. For example, authoritarian civics were themed around military and espionage economy, communist civics around workshop economy and large empires, capitalist civics around cottage economies and mixed economies around specialist economies. In general I'm very happy with this loose association and would like to maintain it.
- Dynamic names are not to be neglected. For instance, the fact that monarchic and republican names continued to exist into the modern era needs to be reflected in the civics lineup without locking modern monarchies into outdated civics. Right now this is accomplished by the combination of Government and Organisation columns.
- Some civics effects add central mechanics to the game that are essential to how it plays out: pop rushing and happiness from military units. Both provide interesting interactions between different game elements and I don't want to remove them, but the problem is that their power makes their columns hard to balance, especially if it is desired that their civics are abandoned over the course of the game (i.e. Slavery).
- Military civics: this column is a strong candidate for removal right now. I initially introduced it because I liked the idea of choosing between different military related abilities, but this didn't really work in my opinion because a) there aren't enough military themed benefits to create enough choices for an entire column, making choices less interested and b) the existence of the column basically gave a military benefit for free, you only had to choose which one. This became even worse when the choice was obvious most of the time.
- Religious civics: they haven't been touched for the longest time. I have seen suggestions for another "no state religion" leader cult or state atheism choice here but I think two "no state religion" civics are more than enough. Secularism is the default late game liberal civic and should stay. I'm open to modeling Pantheon differently but right now I couldn't think of a better way than the current civic. But I'm willing to change the theming of the other civics and then change the effects to match. In my mind, these civics describe how the state religion is organised (or not): decentralised religion (e.g. Islam), centralised but independent of the government (e.g. Catholicism), centralised and controlled by the government (e.g. Orthodoxy).
- Economy civics: I think Mercantilism, Free Market and Central Planning are set. I know people have criticised Environmentalism in the past but I also want to keep it the concept, maybe with a different name. Guilds on the other hand isn't a very good civic, both because it is uninspired in terms of effect, and because it's unapplicable to later stages of the game. Maybe Protectionism instead? Or an earlier type of economy, for example Redistribution? Palace Economy?
- Labor civics: As already mentioned Slavery dominates this column so the later civics need to be strong. I like the current setup of having one cottage economy and one specialist economy focused civic here for the late game. Industrialism feels out of place though, especially because the difference to Capitalism is not really clear. Maybe both should just be merged to "Employment" or "Wage Labor"? I could also see a distinction between early industrial wage labor and more modern service sector driven economies. In general, I think Labor should be about modifying improvement yields, while Economy civics provide more general global modifiers.
- New civics column: I have been thinking about something like a "Values" or "Society" column that describes the guiding values of a society, and maybe how the leading social class of the society is constituted. For example, what I could see here for instance is a Aristocracy -> Meritocracy -> Bourgeoisie -> Totalitarianism -> Egalitarianism progression. This could take the place of the current Organisation column. I think the civics here match well to the effects already present in that column (some can even completely migrate), but they seem more universally applicable across history and geography than those in Organisation right now. Only problem I see is that it would disrupt the current dynamic names "solution" for republics and monarchies described above.
- Government column: I think Dynasticism, Autocracy and Republic (i.e. happiness vs. military vs. economic growth) are the central solid civics here (names could be changed though, e.g. now that Monarchy is not a tech name anymore it could replace the name for Dynasticism). I could envision removing City States and Theocracy (moving to or being represented by something in Religion). Depending on how radically Organisation is changed or replaced more changes might be required.
- Another speculative new column: something like Territory or similar, that describes how the civilization is constituted administratively. City States might move here, and maybe Vassalage, as well as stuff like Thalassocracy, or a civic reflecting loose steppe empires. Open to suggestions here.
Everything open for discussion as always. I think I've given some parameters on how I approach designing the civics system so you can have an idea of what I would agree with, but feel free to ignore them if you think you can persuade me otherwise. Feedback to all of my ideas welcome of course. As you can probably tell from the rambling style of this post, not much is set in stone right now.