45°38'N-13°47'E
Deity
Actually I've answeredNope, actually not.
[emoji38] In the worst case I'll have to make my own little addition to the mod, I really like the idea..
Actually I've answeredNope, actually not.
[emoji38] In the worst case I'll have to make my own little addition to the mod, I really like the idea..
45°38'N-13°47'E;13729549 said:Actually I've answered
Hmm... You convinced me, so I changed my mind. It was important. We need that civic
Let's see if I get the point: You want to place it not into the Military category but to Society or Econom, right?
That's a very... unique idea. I don't know what the others think about it but I could accept it as an Economy civic, though it would be strange to combine it with Pacifist for example: "We love peace so much that we are always ready for war!"![]()
I agree with 45* about the 33% remark. I would suggest you could add to the civic +1 anger per 10% foreign nationality.
I play as a warmonger. I would not use either one of these civic choices BECAUSE of the culture penalties. In my view you do not seem to realize that it is not enough to capture a city and forget it. No, when you capture a city you have to subdue it and expand it as soon as possible because of the way Aforess has redesigned the culture system there will be lots of open space for other civs to crowd a city right next to you almost immediately.
So I think something else we are missing is civics to represent Industrial Era and later totalitarian states. Since we lost Fascist, I don't think we have many "dark" civics (at least from my perspective). We have some "light" civics and some "gray" civics (Atheist, Planned, Corporatist, MAD) but I think we could use a couple that do represent the darker side.
These ones are kind of sketched out, and I'd be interested if there are effects that you think I overlooked.
Single Party
Single Party represents various states where one party runs the government. As much as I like to use nouns without adjectives first before adding any adjective, a Party civic would probably be more like. This covers everything from Nazi Germany to the Soviet Union and its satellite states.
I found in the SVN very old versions of AND and looked at the old Fascist and Communist governments and compared them to Democracy and Federal. I came up with this as a laundry list of what I think it would do. I am trying to stay away from anything having to do with military and leave that to the military civics and, believe it or not, the religion civics.
- Requires Fascism
- Category is Rule/Power/Legislative/whatever you think of it as.
- High Upkeep
- -2 local stability per turn
- +2 national stability per turn
- -50 instability on changing to this civic
- +25% production
- -20% culture
- Unlimited Spy specialists
Cult of Personality
This has been done in a couple of other mods. This is a Religion civic. I think of it as Divine Cult meets Atheist. The object is to turn the leader into a secular god; the difference between this and Divine Cult is that Cult of Personality does not use the trappings of an existing religion. Religions are simply ignored.
I'm not sure here if I would introduce +1 unhappy per Religion. If I did, I would probably increase the happiness from buildings and/or extend the bonus to Monument and related buildings.
- Requires Propaganda
- Medium Upkeep
- +2 local stability per turn
- +2 national stability per turn
- +8% national stability (Secular gives +8%, Atheist gives +10%)
- No State Religion
- No Non-State Religion Spread
- -20% culture, +20% espionage
- +20% unit production
- -25% war weariness
- +2 happiness from Broadcast Tower/Communication Tower/Network Node, Press Agency, Advertising Agency
- +25% commerce in the Capital
The stability figures for CoP are based on Secular (+1 local stab/+1 national stab/+8% national stability) and Atheist (+2 local stab/+2 national stab/+10% national stab)
Of course, neither of these civics are meant for cultural victory seekers and both are really intended for warmongers. Adopting both of them plus Mobilization would be a warmonger's delight but would cripple culture production.
So far, I am not really a fan of all the proposed new civics. They seem to be focused on how player's think a real world government should operate in Civ, and not about how playable the civic is. Civilization is not the real world, and does not emulate the real world. Adding content because it is missing, instead of because it would improve gameplay is a bad reason to add content. I know there isn't a situation where I would adopt these civics.
So far, I am not really a fan of all the proposed new civics. They seem to be focused on how player's think a real world government should operate in Civ, and not about how playable the civic is. Civilization is not the real world, and does not emulate the real world. Adding content because it is missing, instead of because it would improve gameplay is a bad reason to add content. I know there isn't a situation where I would adopt these civics.
I have a quite similar feeling. They are not bad, just... I never felt any of these missing. Not even if they strengthen techs.
I think Mercenaries would be a great idea, but only if it allows the civ to truly >HIRE< mercenaries and not only training units in a bit different setting. Otherwise it's not missing.
Slavery civic was also shunned by stating it is poorly designed. If you could capture enemy units as slaves to hurry food and production it would be a great difference. At least I DO miss that from a game play perspective.
However I would also like to suggest a religion civic:
Syncretism
Maybe some more bonus and / penalty.
- Available in the medieval era
- +1
per religion (Our religions have a lot in common)
- +1
in cities with state religion (What is this heresy spreading?!)
- High upkeep
- Can train missionaries without monasteries (and remove this feature from State Church and Free Church. Or if possible allow it only for missionaries of the state church)
- Some culture and gp bonus
- Some war weariness penalty
- Stability penalty without without Holy City ( but no bonus with it, giving S.C. and F.C. an advantage)
Just a quick idea.