I've been kicking around a few ideas for other civic choices to fill in what I feel are gaps. Here are two ideas I have had for Military civics. Let me know what you think and I will code them up.
Mercenaries
This represents filling an army with hired troops. It is a very ancient practice and I think it represents a good third alternative to Conscription and Warrior Caste. Instead of using your own people, either forced into service or raised into service, you hire warriors. So the cost of using Conscription is food (all military units are produced with food under Conscription), the cost of using Warrior Caste is decreased yields of all types, and the cost of using Mercenaries is money.
This is my list of what Mercenaries should do.
Mobilization
This represents mobilizing your entire civilization, or at least most of it, for war. It first comes along at the tail of the Renaissance Era (the French Revolution was one early example of the levée en masse) and continues to be useful throughout the age of mass warfare until you need to join the Modern Era and build nuclear facilities (MAD or Unmanned Warfare). It is kind of a much-grander scale of Conscription.
Mercenaries
This represents filling an army with hired troops. It is a very ancient practice and I think it represents a good third alternative to Conscription and Warrior Caste. Instead of using your own people, either forced into service or raised into service, you hire warriors. So the cost of using Conscription is food (all military units are produced with food under Conscription), the cost of using Warrior Caste is decreased yields of all types, and the cost of using Mercenaries is money.
This is my list of what Mercenaries should do.
- Requires Horseback Riding: many mercenaries in the ancient and classical era were hired from "barbarian" tribes. I think this practice is older than Currency and Currency has a very high trick count anyway.
- High upkeep: this may be too much, but I think it is worth a shot. I was originally going to use a direct +1 gold/unit, but we aren't using that any more. If we could, I think instead low or even NO upkeep coupled with the +1 gold cost might be more effective, as long as it costs more than running Conscription or Warrior Caste. This is where it is supposed to hurt.
- +2 XP for new units
- +10% Great General emergence
- -25% war weariness: your people aren't doing most of the fighting.
- +1 local stability per turn
- -1 national stability per turn
Mobilization
This represents mobilizing your entire civilization, or at least most of it, for war. It first comes along at the tail of the Renaissance Era (the French Revolution was one early example of the levée en masse) and continues to be useful throughout the age of mass warfare until you need to join the Modern Era and build nuclear facilities (MAD or Unmanned Warfare). It is kind of a much-grander scale of Conscription.
- Requires Grand War: I want to make this tech more than just a naval tech, which is how it currently acts (Ship of the Line and Trafalgar Square).
- Medium upkeep
- -50% production: production is being routed to the war effort.
- +100% military unit production and production of Garrison, Military Base, Cannon Forge, Arsenal, Factory, Drydock, Naval Yard: you can churn out military units and basic military facilities. The more peripheral buildings (like Combat Simulator) are excluded. The priority is getting out units now.
- Can draft 8 units/turn (twice that of Conscription).
- -20% culture, +20% espionage: great minds are put to work in either research or espionage.
- +15% war weariness: if you're winning, great, but if you're not, the people will be very unhappy.
- +2 national stability per turn: have a goal for the people.