Civics Improvements Suggestions

So I have some questions about the <bCommunism> tag. As far as I can tell, this tag is only used in the event of a Revolution. In looking at Revolution.py, if your capital or more than half your cities are revolting, there is a 35% chance that they will ask you to switch to a Communist civic if one is available.

The only civic that currently use this tag is Regulated. Is there a reason Regulated uses this tag and Planned does not? Planned is the civic that is directly available at Communism.

Also, I was thinking about using this tag on Single Party. Good idea or not? To me, Single Party represents a lot of different types of one-party states. I just hate having a mechanic that only gets used once.
 
I am still not sure about Conscription. Part of me just wants to revert it back to the way it was before. Thoughts?

I liked it as it was.

Maybe it is possible to make Draft Office build units with food? So it is "optional" and would please both sides.
 
Producing military units with Food cripples city growth for a while. That is really strong penalty, imo.
 
Producing military units with Food cripples city growth for a while. That is really strong penalty, imo.

I think that is the point of the Conscription civic: you either need military units built faster, penalizing city growth, and use it, or keep growing normally but not get the extra bonus to military unit production.
 
Isn't there already a "Regular army" (or something like that) civic which uses food?
 
I am still not sure about Conscription. Part of me just wants to revert it back to the way it was before. Thoughts?

As I wrote in what was probably the wrong thread...
I think it's important to have some mechanism to convert food into production, ala conscription. If you're in a production-constrained location, a civic like (the old) Conscription allows you flexibility to build an army nonetheless - e.g. in a seafood city without hills nearby.

Furthermore, my experience of AnD is that there's WAY too much food available (with all those buildings, and possibly corporations, providing food without needing to work tiles, by the modern era I have farms only on tiles which have farm-specific resources). With so much food available, allowing it to contribute towards building things is very useful. A bonus on hammers when building military units is not nearly the same, nor is the alternative option of employing Engineers (which are fairly hard to come by in decent numbers for most of the game).

I'll miss the ability to use food for production.

Cheers. A.
 
Lately a lot of new Military civics had been introduced to the mod but I think we could have one more.

Watching the news about Russia and Ukraine I think we should have a late modern era civic representing this type of "warfare".

Half-war (I'm pretty sure it needs a better name)
  • can train infantry units with hidden nationality (national unit, max 8 maybe; can do anything an infantry does, including capturing cities, but I guess that would mean real war declaration)
  • +25% :espionage: (and/or Spread Culture, Aid Rebel Factions and Bribe City spy missions 50% cheaper)
  • -1 relations with every civ
  • -1 relations with smaller civs
  • something else?
 
45°38'N-13°47'E;13856560 said:
We've been down the road of hidden nationality units before, for UN units, and it didn't work.

AFAIK those were meant to be peace-keeping units and the AI had no clue on how to use them, right?
What I am speaking about are "land pirates".
 
AFAIK those were meant to be peace-keeping units and the AI had no clue on how to use them, right?
What I am speaking about are "land pirates".
I know but the concept is similar. AFAIK they've been used in C2C, I've tried them long ago and they were more annoying than useful. But I'm open to opinions from the rest of the team.
 
45°38'N-13°47'E;13856570 said:
I know but the concept is similar. AFAIK they've been used in C2C, I've tried them long ago and they were more annoying than useful. But I'm open to opinions from the rest of the team.

Yeah, I remember Resca complaining about "bandits", so it should be different not to be annoying.
I doubt that Vokarya would like this idea anyway, but who knows? :rolleyes:
 
I don't think that they added that much to C2C, so by all means, leave them out.
 
Yeah, I remember Resca complaining about "bandits", so it should be different not to be annoying.
I doubt that Vokarya would like this idea anyway, but who knows? :rolleyes:

My gripe was more with the 'Warchief' / 'Warlord' units, since they were far stronger than anything you could train at the time and more or less required you to throw a stack at them just to get rid of it - only for the AI to have another one trained three turns later and put back in your borders. I gave that line of units the "Future Tech" requirement to build, I was so sick of them :lol:


The Pirate promotion hasn't proven to be annoying yet, but that's because the AI's never used it ;)
Two Navigation promotions (The AI loves those) and Coastal Assault (Which I've only seen the AI get rarely) means you wont be seeing that any time soon, even if it does unlock in the first stages of the game. So if this alleged civic does become a thing - or the idea is looked into - perhaps just allow that promotion or a variation of it to be applied to certain land units? Not really in favor of it myself, but if it does become a thing that's the only way I could see it working without it beign either utterly useless or more harmful than good.
 
The cheap and quick way to try this concept would be to allow the Piracy (rename it Privateer maybe?) promotion for land units.
Requirements for land units... I dunno, Combat 2 or Drill 2?
 
The cheap and quick way to try this concept would be to allow the Piracy (rename it Privateer maybe?) promotion for land units.
Requirements for land units... I dunno, Combat 2 or Drill 2?

As I still that this kind of feature should be tied to a new military civic I described bellow, it could also be solved by a civic building granting such a promotion.
 
As I still that this kind of feature should be tied to a new military civic I described bellow, it could also be solved by a civic building granting such a promotion.

DEFINITELY NOT Drill II. :cry:
Since Protective leaders start with Drill 2 off the bat, and it doesn't take much effort to turn out-of-the-gate units into Drill IV's.
 
Here is something I have been meaning to bring up for a while. I think Leadership is far more appropriate as a tech for the Standing Army civic than Chivalry. In fact, the positioning of the Leadership tech in the early Renaissance is based on the establishment of standing armies in Europe.

To properly reflect this without stripping Chivalry of too much content, I would like to do this:
  • Move Royal Tournament from Heraldry to Chivalry. Heraldry keeps the Man-at-Arms, the Rider, and the Drapers Guild, so Heraldry stays solid for content.
  • Move Standing Army and Parade Grounds from Chivalry to Leadership.
 
Here is something I have been meaning to bring up for a while. I think Leadership is far more appropriate as a tech for the Standing Army civic than Chivalry. In fact, the positioning of the Leadership tech in the early Renaissance is based on the establishment of standing armies in Europe.

To properly reflect this without stripping Chivalry of too much content, I would like to do this:
  • Move Royal Tournament from Heraldry to Chivalry. Heraldry keeps the Man-at-Arms, the Rider, and the Drapers Guild, so Heraldry stays solid for content.
  • Move Standing Army and Parade Grounds from Chivalry to Leadership.
Sounds good to me
 
I have had a few other stray thoughts on Civics that I want to post just to get them out there and see what other people think.

Has there ever been any thought towards making Slavery a Society civic rather than an Economy civic? I am not sure why I thought this, but I suspect I was thinking something along the lines of Caste, but instead of multiple castes, you had a slave "caste" and an everybody-else "caste". I think it would be interesting, but I'm not sure what the ripple effects might be.
 
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