Civics Improvements Suggestions

From what I remember told by 45 it's not just RNG but AI logic: if you're friendly with that civ it would try to prevent the war. If that civ is weaker than you than it would try enforce the war. So it would force something that you might want to do... in most of the cases. If not than you could still deny the request and suffer the penalty.
Bottom line is that there should newer be a situation where the game takes control away and tells me: "NO! You are not doing that! You are doing what I tell you to." That's what matters.

If you don't have that than you get things like the XCOM-2 tutorial where... well anyone who's played that wishes he didn't.

If you feel the need to weigh the option to resist down with penalties that's fine as long as you make sure to balance those so that picking the civic does not become a downer.
 
What if you just called it Feudal Levee or Vassal Levee or something like that?
 
Given that the warrior caste weren't drawn from the peasantry, if you're looking for an military name to replace Feudalism, how about Fealty?
 
Given that the warrior caste weren't drawn from the peasantry, if you're looking for an military name to replace Feudalism, how about Fealty?
I like this one the most: Well explains what the civic is about :)
 
I like the idea but hate the name. I just can't forget that Autocracy is a type of government - the opposite of Democracy. Being incompatible with Democracy doesn't help me in that. So can't we use a "better" name? Like "Absolute" or "Authoritarian"? Or swap the names: "Despotism" and "Autocracy"?


I'd love that very much

I'm going to use the name Autocracy the way I want to use it. There are multiple Rule names that I think could be governments. I think it's the initial "A" connection that sells it for me, with Autocracy civic available at Absolutism tech. And yes, Autocracy will be incompatible with Democracy/Federation. I think I said that before, but I'm saying it now in case I didn't.

Despotism is too established for me to change the name of it.
 
Something I have in mind for a long time for a Junta civic:
  • +1 free Great Military Instructor
  • -2:gold: for Great Military Instructor
This would give Junta a new twist: Cities are governed by military leaders who focus on warfare but cripple economy. But if you can tech them new skill they get better - via building or civics that give some bonus to any specialist.

Giving Junta XP is tricky because it just might break the XP curve. The XP curve is tuned so that Renaissance Era units top out at 16 XP for any land unit: Garrison (2) + Volunteer Army (3) + Intolerant (2) + Brandenburg Gate (1) + Asatru Monastery (2) + The Sagas (2) + West Point (4). That's one point short of 17 XP and 4 starting promotions. To break that barrier, you need either a Great Military Instructor or Military Base/Pentagon/Ultimate Soldiers, all of which show up at Logistics at the end of the Industrial Era.

Looking ahead to what I haven't finished yet gives an interesting idea. I want to move Intolerant's XP to a civic building on Theocracy; with a building, I can delay the XP until the Medieval Era so as not to break the 2-promotion limit. If that shuts down by shifting Rule civics, then that leaves 2 XP worth of wiggle room for other Rule civics to play in. It has potential.
 
I also prefer to avoid double names, but in this case I can't find a better name. Maybe Fozman suggestion renaming Vassallage as Feudal and Feudal as Villeinage is the best option (although I don't like Villeinage very much), but then we have a problem with techs: looks strange that Vassallage (tech) enables Feudal (civic) while Feudalism (tech) enables Villeinage (if I'm not mistaken, I can't look at the tech tree right now).

The way I'm setting it up is:

Politics (tech) will have Republic (government), Proletariat (society), and Imperium (foreign affairs).
Vassalage (tech) will have no civics. It currently does not have any, although it used to have a Vassalage rule civic that's commented out right now.
Feudalism (tech) will have Nobility (rule) and Feudal (society); Feudal could be renamed Serfdom. I'd like better mechanics on Feudal.
Heraldry (tech) will have Vassalage/Fealty (military).

Also I like Fozman suggestion for Green which should remove Oil and Coal, although we've used this mechanic as a way to USE those resources (gold and silver) while in this case we would use it to simply REMOVE those resources.

The XML for that mechanic is really limited. It exclusively converts resources to gold. You would need to redesign the underlying code (it's <BonusMintedPercents>).
 
The way I'm setting it up is:

Politics (tech) will have Republic (government), Proletariat (society), and Imperium (foreign affairs).
Vassalage (tech) will have no civics. It currently does not have any, although it used to have a Vassalage rule civic that's commented out right now.
Feudalism (tech) will have Nobility (rule) and Feudal (society); Feudal could be renamed Serfdom. I'd like better mechanics on Feudal.
Heraldry (tech) will have Vassalage/Fealty (military).

Great, I like it!

The XML for that mechanic is really limited. It exclusively converts resources to gold. You would need to redesign the underlying code (it's <BonusMintedPercents>).

If I come up with some good idea, I might write that part of the code. I mean, removing Coal and Oil when using Green it's ok from a theoretical point of view, and it should probably be applied to Uranium too. But then what? There's nothing I can do to compensate the fact that you can't build most military units without those resources, at least there's nothing yet.
 
If I come up with some good idea, I might write that part of the code. I mean, removing Coal and Oil when using Green it's ok from a theoretical point of view, and it should probably be applied to Uranium too. But then what? There's nothing I can do to compensate the fact that you can't build most military units without those resources, at least there's nothing yet.

If you cut off Oil without cutting off Oil Products, you can use a Biofuel Refinery to generate Oil Products, but that doesn't come along until Genetic Engineering tech at the end of the Modern Era. Perhaps Green could get a precursor to the Biofuel Refinery that comes with a substantial additional cost, then upgrades to the Biofuel Refinery to remove that cost.

The problem with cutting off Coal is that it cuts you off from Steel, since you need Coal to run an Ironworks. There are both unit and building uses for Steel. Durasteel can replace some of them in the Transhuman Era, and it can be produced from Iron and Nanotubes.
 
I'm looking at mechanics for the Corporations rule civic. This is the last one I want to do. This is available at Megacorporations tech. It's more cyberpunk than anything else, so I don't see a need for it any earlier. Some of its mechanics may be redundant with Corporate.

Here's what I think is the minimum for this civic:
  • Incompatible with Communalism/Planned/Post-Scarcity. I don't want to have Corporations and Post-Scarcity stacking. The others might not need to be forbidden if Corporations' benefits are so tied to Corporations that running the Corporations civic alongside a no-corps civic is a bad idea (like Church and a no-state-religion civic).
  • -50% corporate maintenance. This is very powerful. Corporate maintenance is much larger in AND than it is in BTS.
  • Can train Executives without HQ, +50% production speed of Executives.
  • Can hurry with Gold. I think this would be a good use of this ability outside the Economy category.
This is already 5 non-revolution points. I'm not sure where the upper limit really is, but my feeling is it's no more than about 8. I could easily add a bunch of other mechanics from Corporate, but I don't know how many right now. Production and Commerce modifiers are already very heavily used by civics, so I'm not sure I want to go there.
 
  • Incompatible with Communalism/Planned/Post-Scarcity. I don't want to have Corporations and Post-Scarcity stacking. The others might not need to be forbidden if Corporations' benefits are so tied to Corporations that running the Corporations civic alongside a no-corps civic is a bad idea (like Church and a no-state-religion civic).
Don't you want to add Green too?

  • Can hurry with Gold. I think this would be a good use of this ability outside the Economy category.
Reasonable but you are likely to have that ability anyway.

  • Can train Executives without HQ, +50% production speed of Executives.
Since this is requires Realistic Corporations to be OFF (and hurry with gold is a minor bonus) I think it needs something more. Some ideas:
  • Corporations spread faster - but that needs extra coding.
  • Production (or other bonus) on Corporate stores.
  • Bonus for domestic and foreign connections
  • A free Merchant specialist in all cities.
 
If you cut off Oil without cutting off Oil Products, you can use a Biofuel Refinery to generate Oil Products, but that doesn't come along until Genetic Engineering tech at the end of the Modern Era. Perhaps Green could get a precursor to the Biofuel Refinery that comes with a substantial additional cost, then upgrades to the Biofuel Refinery to remove that cost.

The problem with cutting off Coal is that it cuts you off from Steel, since you need Coal to run an Ironworks. There are both unit and building uses for Steel. Durasteel can replace some of them in the Transhuman Era, and it can be produced from Iron and Nanotubes.
Why not just have green add a gold upkeep cost for facilities that use oil and coal (or hell just a flat upkeep cost to all cities) to represent high environmental protection standards?
 
Hi first I want to say that this is a very nice mod you all are doing some very nice work. And on to the topic at hand I have a suggestion for a civic building for the president civic

Presidential cabinet

Requires Palace

Has two empty slots for every specialist (except slaves)

Two free specialists

+10% GP points

I am not sure as to build cost probably close to what the house of parliament costs
 
I think the idea here is very good, but I wouldn't want to give any more specialist slots. At the time President comes available, you have around 4 specialist slots per type from buildings alone, except Priest, which is 1/Temple, or effectively 1/religion present, and then you get 2 more specialist slots per era after that. I don't like the idea of cities hyper-specializing, so I want to keep a rein on the number of specialist slots available. 2-3 free specialists and a GPP bonus in the capital is probably enough, and we could extend it to Forbidden Palace/Versailles.

Cabinet is definitely more meaningful than Presidential Monument. One of the problems with civic buildings is finding something that's meaningful and makes sense to limit to a civic (or two). Not all the choices have been great ones. Art Gallery was originally a Pacifism civic building.

Can we get away with just calling it Cabinet? I don't think furniture is a meaningful game element, so I don't think there would be much confusion on that point.
 
Yeah your probably right about more slots especially if you want to make it possible to get it with forbidden palace/Versailles. I'm not to sure about just calling it cabinet though. but of course it's up to you:)
 
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