Here is the thread to discuss all things civic related.
Current Civic List:
Leadership:
Chieftain
Strength
Wealth
Military
Democratic
Military:
Gang
Militia
Banditry
Professional Army
Robotic Armies
'Recruitment'
Survivalism
Slavery
Refuge
Penal System
Citizenship
Economy:
Barter
Bottle Caps
Stocks and Shares
Military Control
Printed Currency
Research:
Scavenging
Human Testing
Scientific Study
Military Science
Computer Simulation
Civic Impact Plan:
Leadership:
Chieftain: Centralised Power, Massive boost for Capital.
Strength: Aggressive, Destructive, Lacking economy and Intellectual elements, power through domination.
Wealth: Increaed Income, Increased Merchant Focus/Power, Increased Corporate Power. Increased Costs for everything not merchant related.
Military: Improved military, requires a strong military to maintain stability, non-military elements suffer.
Democratic: Diffusion of power and happiness. Higher 'accountability'.
Military:
Gang: DOp Strength, power through undermining opposition.
Militia: Quantity over Quality.
Banditry: Powerful DOps and pillage/domination economy.
Professional Army: Quality Over Quantity
Robotic Armies: Robots, Robots Everywhere.
'Recruitment'
Survivalism: More food/less productivity. Negative GP Production, Scav. Specialist(New concept) produce Food.
Slavery: Allows Slavery
Refuge: Allows Immigrants/Refugees (population redistrubution) Improvements spawn defence units (maybe).
Penal System: Allows Slavery Uses Prison Labour as slaves
Citizenship: Citizen specialist more powerful, larger happiness and health requirements (Citizens refuse to be content with squalor)
Economy:
Barter: Low Yield Boosting, Basic Bonus Resource Boosts (food stuffs mostly), Low Commerce Production
Bottle Caps: Improved Trade Routes, Improved Income from Scav. Improvements and Ruins, High return from Nuka Cola and PreWar booze.
Stocks and Shares: High Upkeep, Better/Faster Improvements, Better Merchants(or possibly some kind of stock trading specialist), Posibly Short term/diminishing rewards.
Military Control: High Upkeep, Military Production boosts, low happiness, Slow Improvement Growth, Boost to 'Strategic' Resource Benefits, reduced growth.
Printed Currency: Increased Tax(Coin) Commerce, Improved Merchants, (Professional Specialists: Increased Output, Negative Commerce, Unhappiness)
Research:
Scavenging: Scav. Improvement Boost, Scav. Specialist(New concept) produce Science, Negative GP production
Human Testing: Slaves Produce Science, Scientists/Doctors(New concept) producce Unhappiness, Doctors Produce Science, Citizens Produce Science/Unhappiness/Unheathiness.
Scientific Study: Improved Scientist, Special buildings provide Science from Resources, High Upkeep, Scientists produce negative gold commerce, (Maybe Unlimited Scientists and Increased GP Production)
Military Science: Boost to Military Production, Strategic Resources produce Science(Special Buildings), Scientists produce Unhappiness and less science.
Computer Simulation: High Upkeep, Engineers produce Science, Special Buildings produce Sciene from Electiricity Bonus Resource.
Civic Abilities:
Unlock Units and Buildings (cannot function without active civic)
Spawn Units from Improvements (On Build and Repeatedly)
The Aim of Civics:
Current Civic List:
Spoiler :
Leadership:
Chieftain
Strength
Wealth
Military
Democratic
Military:
Gang
Militia
Banditry
Professional Army
Robotic Armies
'Recruitment'
Survivalism
Slavery
Refuge
Penal System
Citizenship
Economy:
Barter
Bottle Caps
Stocks and Shares
Military Control
Printed Currency
Research:
Scavenging
Human Testing
Scientific Study
Military Science
Computer Simulation
Civic Impact Plan:
Spoiler :
Leadership:
Chieftain: Centralised Power, Massive boost for Capital.
Strength: Aggressive, Destructive, Lacking economy and Intellectual elements, power through domination.
Wealth: Increaed Income, Increased Merchant Focus/Power, Increased Corporate Power. Increased Costs for everything not merchant related.
Military: Improved military, requires a strong military to maintain stability, non-military elements suffer.
Democratic: Diffusion of power and happiness. Higher 'accountability'.
Military:
Gang: DOp Strength, power through undermining opposition.
Militia: Quantity over Quality.
Banditry: Powerful DOps and pillage/domination economy.
Professional Army: Quality Over Quantity
Robotic Armies: Robots, Robots Everywhere.
'Recruitment'
Survivalism: More food/less productivity. Negative GP Production, Scav. Specialist(New concept) produce Food.
Slavery: Allows Slavery
Refuge: Allows Immigrants/Refugees (population redistrubution) Improvements spawn defence units (maybe).
Penal System: Allows Slavery Uses Prison Labour as slaves
Citizenship: Citizen specialist more powerful, larger happiness and health requirements (Citizens refuse to be content with squalor)
Economy:
Barter: Low Yield Boosting, Basic Bonus Resource Boosts (food stuffs mostly), Low Commerce Production
Bottle Caps: Improved Trade Routes, Improved Income from Scav. Improvements and Ruins, High return from Nuka Cola and PreWar booze.
Stocks and Shares: High Upkeep, Better/Faster Improvements, Better Merchants(or possibly some kind of stock trading specialist), Posibly Short term/diminishing rewards.
Military Control: High Upkeep, Military Production boosts, low happiness, Slow Improvement Growth, Boost to 'Strategic' Resource Benefits, reduced growth.
Printed Currency: Increased Tax(Coin) Commerce, Improved Merchants, (Professional Specialists: Increased Output, Negative Commerce, Unhappiness)
Research:
Scavenging: Scav. Improvement Boost, Scav. Specialist(New concept) produce Science, Negative GP production
Human Testing: Slaves Produce Science, Scientists/Doctors(New concept) producce Unhappiness, Doctors Produce Science, Citizens Produce Science/Unhappiness/Unheathiness.
Scientific Study: Improved Scientist, Special buildings provide Science from Resources, High Upkeep, Scientists produce negative gold commerce, (Maybe Unlimited Scientists and Increased GP Production)
Military Science: Boost to Military Production, Strategic Resources produce Science(Special Buildings), Scientists produce Unhappiness and less science.
Computer Simulation: High Upkeep, Engineers produce Science, Special Buildings produce Sciene from Electiricity Bonus Resource.
Civic Abilities:
Unlock Units and Buildings (cannot function without active civic)
Spawn Units from Improvements (On Build and Repeatedly)
The Aim of Civics:
Spoiler :
We will have the ability for traits that are blocked/removed by civic choices, traits that require civic choices and civic choices that require traits, as well as civics can add points to gain traits.
This will allow for a very cool and very deep civic system.
Essentially what I hope to eventually achieve is a system that in essence makes civics more powerful the longer you use them, as well as making them more 'damaging' or much 'wider' in impact when you change your civics in relation to how long you have been using that civic.
It can even impact each faction differently for each civic choice.
So Reno using the Gang Civic can gain them all kinds of Crime Lord traits that give them all kinds of unique abilities.
It could even be negative like the NCR using the Slavery Civic for a long time could lead to a loss of the NCR Rangers.
How does it work?
Well, each civic can unlock units and buildings, so the more of these you build the bigger the impact will be when you switch civics, as the buildings and units shut down. I also hope to create long chains of these buildings so building them will keep unlocking more things but will increasingly tie your empire to that civic.
Also each turn a civic is active, it will add points to one or more traits, and will eventually add that trait to your character, these traits can also unlock buildings and units, and other trait benefits, and can have the civic as a requirement, so if you change.. bye bye traits.
Traits can also have levels, so you could gain the first level trait by having a civic active for 10 turns, then level 2 would arrive after 50 turns and so on.
So the longer you remain in a civic choice the more powerful and specialised your faction will become in that civic style.
If you then begin to weight your construction and unit choices down that road, it will accelerate these special trait gains, and also make it far harder to walk away from the civic path you have chosen as you could find a huge part of your civilization immediately crumbles into ruin.
As I said before these civic/trait lines and branches could also be different for each faction, so a focus on slavery could see the raiders and slavers become more and more powerful, while it brings the NCR to ruin.
One path could see the BoS fall into isolationist stagnation, while the same path could see the Ghouls build a Radioactive Ghoul Utopia.
Obviously that is all details that need to be worked out, but I hope you will see the exciting possibilities of it!
This will allow for a very cool and very deep civic system.
Essentially what I hope to eventually achieve is a system that in essence makes civics more powerful the longer you use them, as well as making them more 'damaging' or much 'wider' in impact when you change your civics in relation to how long you have been using that civic.
It can even impact each faction differently for each civic choice.
So Reno using the Gang Civic can gain them all kinds of Crime Lord traits that give them all kinds of unique abilities.
It could even be negative like the NCR using the Slavery Civic for a long time could lead to a loss of the NCR Rangers.
How does it work?
Well, each civic can unlock units and buildings, so the more of these you build the bigger the impact will be when you switch civics, as the buildings and units shut down. I also hope to create long chains of these buildings so building them will keep unlocking more things but will increasingly tie your empire to that civic.
Also each turn a civic is active, it will add points to one or more traits, and will eventually add that trait to your character, these traits can also unlock buildings and units, and other trait benefits, and can have the civic as a requirement, so if you change.. bye bye traits.
Traits can also have levels, so you could gain the first level trait by having a civic active for 10 turns, then level 2 would arrive after 50 turns and so on.
So the longer you remain in a civic choice the more powerful and specialised your faction will become in that civic style.
If you then begin to weight your construction and unit choices down that road, it will accelerate these special trait gains, and also make it far harder to walk away from the civic path you have chosen as you could find a huge part of your civilization immediately crumbles into ruin.
As I said before these civic/trait lines and branches could also be different for each faction, so a focus on slavery could see the raiders and slavers become more and more powerful, while it brings the NCR to ruin.
One path could see the BoS fall into isolationist stagnation, while the same path could see the Ghouls build a Radioactive Ghoul Utopia.
Obviously that is all details that need to be worked out, but I hope you will see the exciting possibilities of it!