Quite a few changes were made since I first posted this. The latest changes are in italics.
This is the civics mod I made for my own use. There are no new civics or civic categories. My goal was to tweak the existing civics to have positive and negative aspects, and to more closely reflect the descriptions given for them in the Civilopedia and what my "common sense" perception of that civic was.
I've been playtesting and tweaking this for a couple weeks now.
I may have been inspired by the creators of a few other civic mods, but I can't recall which. I give my thanks to them.
Here is a list of only what I changed. Remember, those bonuses and negative effects I did not change are not listed here. (For example, I didn't remove the -100% city maintenance by distance bonus you get with State Property, or the +100% culture per city with Free Speech, so I didn't list them here.) Keep that in mind when you evaulate my changes, please.
Government
Despotism
Anarchy length 2 (this doesn't affect you when you start off with despotism, but it seems like there would be trouble if you reverted back to it later)
+20% city distance maintenance cost (rule by might could get expensive over large distances, I thought)
-25% war weariness (this charismatic dictator type civic seems fit for a bonus such as this)
Hereditary Rule
+10% city distance maintenance cost (monarchy may not be much different from despotism in this respect)
+10% commerce/production in capital (due to royal court presence)
Representation
+20% city distance maintenance cost (holding elections for representatives and funding parliament seem more expensive over distance, also represents pork-barrel politics)
+2 happiness in largest cities (+3 seemed too much for just Low upkeep)
+1 culture/commerce/production per specialist (rather than only +3 commerce - to reflect a bigger variety of positive things this civic may give)
Police State
Anarchy Length 3 (seems like there would be some resistance - more resistance added per The Q-Meister's insinuation, to keep players from abusing this civic)
-20% great people chance (described in Civilopedia)
-3 happiness in largest cities (due to presence of martial law and secret police)
+1 happiness for each military unit in a city, representing the "police" (people are not getting "happy" but unhappy people are getting dealt with - same game effect)
This civic has two big bonuses (-100 war weariness, faster unit production) but three demerits: less great people, unhappiness, and cost. I thought it should be a difficult civic to maintain for a long time, as it seems to have been historically, at least in modern times.
Universal Suffrage
+10% city distance maintenance cost (same reason as Representation, but we are getting more efficient)
+1 commerce and production in towns (default was +1 production only - this is to somewhat offset the maintenance cost and represent improvements in society)
Legal
Barbarianism
Anarchy Length 2 (reverting to barbarianism may not be seen as a positive thing by society)
-1 happiness in largest cities (brutality - read Civilopedia entry)
Vassalage
(no changes)
Bureaucracy
-10% great people (creativity stifled - described in Civilopedia)
-100% number of city cost modifier (having lots of cities no longer costs extra gold) (removed)
-50% distance maintenance (better able to manage a large empire)
Nationhood
Anarchy Length 2 (revolutions were often fought to achieve nationhood - France, US, etc.)
Free Speech
Upkeep Medium (Low was too cheap for all the good things this civic provides, including the default +100% culture bonus)
+50% great people chance (creativity encouraged)
+20% war weariness (easier to protest war)
removed town bonuses (I think the great people chance is a good replacement - universal suffrage encourages the economy, but free speech? Hmm.)
Labor
Tribalism
-10% worker speed (hard to organize major projects with this civic)
Slavery
Anarchy Length 2 (may be some resistance to this change in civics)
-10% great people mod (stifles creativity - described in Civilopedia)
-2 happiness in largest cities (slave revolts)
+1 hammer for quarries only
+2 commerce for plantations (changes made according to [to_xp]Gekko's suggestions)
(I assume these are where slaves were traditionally used most, and without labor costs, the masters gain benefits)
Serfdom
-1 food on farms, but +2 gold instead, to represent landlords taking their cut of the serfs' farm production and getting rich themselves (suggestion by MrCynical)
Caste System
-1 health in cities (to represent the slum conditions the lowest castes might have to live in, and offset the unlimited specialist bonus) (removed)
High upkeep - to represent a wasteful aristocratic upper caste
Emancipation
Anarchy Length 2 (the US fought a civil war over this civic)
Upkeep Medium (to represent restoring areas that once relied on slavery but are now ruined economically)
1 free specialist in each city (freed slaves often became influential people)
Economy
Decentralization
-10% trade commerce (no regulation, much corruption, etc.)
No upkeep (the trade penalty is penalty enough)
Mercantilism
removed free specialist and replaced it with:
unlimited merchant specialists in cities (which made more sense than allowing just any kind of free specialist)
-25% distance maintenance - to simulate a drive toward colonialism
High upkeep - to represent inflation caused by large amounts of gold coming into the economy
Free Market
+10% to trade (seems reasonable due to less protectionism)
-1 health in each city (representing pollution from rapid economic development)
-10% state religion great people modifier (representing a more materialistic society)
State Property
Anarchy Length 2 (again, revolution was often necessary to achieve this civic in our history)
-10% great people (creativity stifled - see Civilopedia entry)
(I removed my "no state religion spreading" setting because it wouldn't make any difference: religious civics determine things like that.)
-10% foreign trade yield (no hard currency, restrictive trade practices based on politics) (reduced from -25% penalty)
-10% gold in commerce (same as above)(removed)
+1 happiness with factory (the factory is the focus ideologically)
+1 hammer with workshop, but removed default +1 food for watermill
(collective farms were not efficient historically - starvations occured)
+1 hammer, -1 gold in towns (based on Brancaleone's suggestion)
Environmentalism
changed tech requirement to Ecology from Biology (makes sense?)
Anarchy Length 2 (big business would resist)
Upkeep High (mandatory recycling taxes, alternate but expensive fuels, etc.)
Extra Health reduced to 4 (from 6 which seemed too high)
Recycling Center gives +2 health (which restores original +6 if you build it) (my mistake - buildings can't give health through civics. I changed this to +1 happiness)
+1 food at windmills (hydroponics, etc.)
-1 hammer at mines (strip mining frowned upon)
Religion
Paganism
No state religion allowed (if you could choose one of the game religions as your state religion - you wouldn't be pagan anymore, right?)
Organized Religion
Upkeep Medium (less expensive than Theocracy, but still costly to build all those ornate temples and fund the clergy)
+10% state religious great people modifier
+1 state religion happiness (OR is not as oppressive as Theocracy - so the state religion gives happiness)
+15% state religion building modifier (reduced from 25 to offset the great people bonus)
-10% research in all cities (religious dogma often held back science - Copernicus, Galileo, etc.)
Theocracy
Anarchy Length 2 (may require revolution, like in Iran)
Upkeep High (the religion is the govt. - and you need to fund those religious police to enforce religious law)
+25% state religion great people mod (the society is focused on this)
State religion building production +25 (an extension of what Organized Religion gave you - seems logical)
-30% research rate (see above, but more conflict more likely due to very powerful clergy and stricter interpretation of religion)
Pacifism
Upkeep Low
-50% military production (if your civ is pacifist, you shouldn't be aggressively building up your military)
+100 war weariness (it is Pacifism, right?! The +1 gold cost per military unit never seemed to cost me much of anything, and although I didn't remove it, I didn't think it was balancing enough on its own.)
Free Religion
+20 culture in each city instead of +10 research (I think religious dogma not suppressing science is the default. For example, the ancient Greeks did not suppress science/research with their "Paganism." I represented the suppression of science/research in the more dogmatic Organized Religion and Theocracy civics. Also, although not all techs are science per se, after achieving Free Religion, you're researching a lot of hard science techs. I therefore think the diversity you get from free religion should be a cultural bonus, not a research one.)
You need two files, the CIV4CivicInfos.xml to be placed in your My Documents\My Games\Civilization 4\CustomAssets\xml\gameinfo folder, and in order to get the extra civic descriptions to fit neatly on the Civic screen, you also need CvCivicsScreen.py to be placed in My Documents\My Games\Civilization 4\CustomAssets\python\screens. This is if you want to run this as default. If you want it as a mod, move these files to the corresponding folders under Mods, and make your own mod.ini.
I hope you all like this. Feedback (constructive criticism, please) is welcome.
This is the civics mod I made for my own use. There are no new civics or civic categories. My goal was to tweak the existing civics to have positive and negative aspects, and to more closely reflect the descriptions given for them in the Civilopedia and what my "common sense" perception of that civic was.
I've been playtesting and tweaking this for a couple weeks now.
I may have been inspired by the creators of a few other civic mods, but I can't recall which. I give my thanks to them.
Here is a list of only what I changed. Remember, those bonuses and negative effects I did not change are not listed here. (For example, I didn't remove the -100% city maintenance by distance bonus you get with State Property, or the +100% culture per city with Free Speech, so I didn't list them here.) Keep that in mind when you evaulate my changes, please.
Government
Despotism
Anarchy length 2 (this doesn't affect you when you start off with despotism, but it seems like there would be trouble if you reverted back to it later)
+20% city distance maintenance cost (rule by might could get expensive over large distances, I thought)
-25% war weariness (this charismatic dictator type civic seems fit for a bonus such as this)
Hereditary Rule
+10% city distance maintenance cost (monarchy may not be much different from despotism in this respect)
+10% commerce/production in capital (due to royal court presence)
Representation
+20% city distance maintenance cost (holding elections for representatives and funding parliament seem more expensive over distance, also represents pork-barrel politics)
+2 happiness in largest cities (+3 seemed too much for just Low upkeep)
+1 culture/commerce/production per specialist (rather than only +3 commerce - to reflect a bigger variety of positive things this civic may give)
Police State
Anarchy Length 3 (seems like there would be some resistance - more resistance added per The Q-Meister's insinuation, to keep players from abusing this civic)
-20% great people chance (described in Civilopedia)
-3 happiness in largest cities (due to presence of martial law and secret police)
+1 happiness for each military unit in a city, representing the "police" (people are not getting "happy" but unhappy people are getting dealt with - same game effect)
This civic has two big bonuses (-100 war weariness, faster unit production) but three demerits: less great people, unhappiness, and cost. I thought it should be a difficult civic to maintain for a long time, as it seems to have been historically, at least in modern times.
Universal Suffrage
+10% city distance maintenance cost (same reason as Representation, but we are getting more efficient)
+1 commerce and production in towns (default was +1 production only - this is to somewhat offset the maintenance cost and represent improvements in society)
Legal
Barbarianism
Anarchy Length 2 (reverting to barbarianism may not be seen as a positive thing by society)
-1 happiness in largest cities (brutality - read Civilopedia entry)
Vassalage
(no changes)
Bureaucracy
-10% great people (creativity stifled - described in Civilopedia)
-100% number of city cost modifier (having lots of cities no longer costs extra gold) (removed)
-50% distance maintenance (better able to manage a large empire)
Nationhood
Anarchy Length 2 (revolutions were often fought to achieve nationhood - France, US, etc.)
Free Speech
Upkeep Medium (Low was too cheap for all the good things this civic provides, including the default +100% culture bonus)
+50% great people chance (creativity encouraged)
+20% war weariness (easier to protest war)
removed town bonuses (I think the great people chance is a good replacement - universal suffrage encourages the economy, but free speech? Hmm.)
Labor
Tribalism
-10% worker speed (hard to organize major projects with this civic)
Slavery
Anarchy Length 2 (may be some resistance to this change in civics)
-10% great people mod (stifles creativity - described in Civilopedia)
-2 happiness in largest cities (slave revolts)
+1 hammer for quarries only
+2 commerce for plantations (changes made according to [to_xp]Gekko's suggestions)
(I assume these are where slaves were traditionally used most, and without labor costs, the masters gain benefits)
Serfdom
-1 food on farms, but +2 gold instead, to represent landlords taking their cut of the serfs' farm production and getting rich themselves (suggestion by MrCynical)
Caste System
-1 health in cities (to represent the slum conditions the lowest castes might have to live in, and offset the unlimited specialist bonus) (removed)
High upkeep - to represent a wasteful aristocratic upper caste
Emancipation
Anarchy Length 2 (the US fought a civil war over this civic)
Upkeep Medium (to represent restoring areas that once relied on slavery but are now ruined economically)
1 free specialist in each city (freed slaves often became influential people)
Economy
Decentralization
-10% trade commerce (no regulation, much corruption, etc.)
No upkeep (the trade penalty is penalty enough)
Mercantilism
removed free specialist and replaced it with:
unlimited merchant specialists in cities (which made more sense than allowing just any kind of free specialist)
-25% distance maintenance - to simulate a drive toward colonialism
High upkeep - to represent inflation caused by large amounts of gold coming into the economy
Free Market
+10% to trade (seems reasonable due to less protectionism)
-1 health in each city (representing pollution from rapid economic development)
-10% state religion great people modifier (representing a more materialistic society)
State Property
Anarchy Length 2 (again, revolution was often necessary to achieve this civic in our history)
-10% great people (creativity stifled - see Civilopedia entry)
(I removed my "no state religion spreading" setting because it wouldn't make any difference: religious civics determine things like that.)
-10% foreign trade yield (no hard currency, restrictive trade practices based on politics) (reduced from -25% penalty)
-10% gold in commerce (same as above)(removed)
+1 happiness with factory (the factory is the focus ideologically)
+1 hammer with workshop, but removed default +1 food for watermill
(collective farms were not efficient historically - starvations occured)
+1 hammer, -1 gold in towns (based on Brancaleone's suggestion)
Environmentalism
changed tech requirement to Ecology from Biology (makes sense?)
Anarchy Length 2 (big business would resist)
Upkeep High (mandatory recycling taxes, alternate but expensive fuels, etc.)
Extra Health reduced to 4 (from 6 which seemed too high)
Recycling Center gives +2 health (which restores original +6 if you build it) (my mistake - buildings can't give health through civics. I changed this to +1 happiness)
+1 food at windmills (hydroponics, etc.)
-1 hammer at mines (strip mining frowned upon)
Religion
Paganism
No state religion allowed (if you could choose one of the game religions as your state religion - you wouldn't be pagan anymore, right?)
Organized Religion
Upkeep Medium (less expensive than Theocracy, but still costly to build all those ornate temples and fund the clergy)
+10% state religious great people modifier
+1 state religion happiness (OR is not as oppressive as Theocracy - so the state religion gives happiness)
+15% state religion building modifier (reduced from 25 to offset the great people bonus)
-10% research in all cities (religious dogma often held back science - Copernicus, Galileo, etc.)
Theocracy
Anarchy Length 2 (may require revolution, like in Iran)
Upkeep High (the religion is the govt. - and you need to fund those religious police to enforce religious law)
+25% state religion great people mod (the society is focused on this)
State religion building production +25 (an extension of what Organized Religion gave you - seems logical)
-30% research rate (see above, but more conflict more likely due to very powerful clergy and stricter interpretation of religion)
Pacifism
Upkeep Low
-50% military production (if your civ is pacifist, you shouldn't be aggressively building up your military)
+100 war weariness (it is Pacifism, right?! The +1 gold cost per military unit never seemed to cost me much of anything, and although I didn't remove it, I didn't think it was balancing enough on its own.)
Free Religion
+20 culture in each city instead of +10 research (I think religious dogma not suppressing science is the default. For example, the ancient Greeks did not suppress science/research with their "Paganism." I represented the suppression of science/research in the more dogmatic Organized Religion and Theocracy civics. Also, although not all techs are science per se, after achieving Free Religion, you're researching a lot of hard science techs. I therefore think the diversity you get from free religion should be a cultural bonus, not a research one.)
You need two files, the CIV4CivicInfos.xml to be placed in your My Documents\My Games\Civilization 4\CustomAssets\xml\gameinfo folder, and in order to get the extra civic descriptions to fit neatly on the Civic screen, you also need CvCivicsScreen.py to be placed in My Documents\My Games\Civilization 4\CustomAssets\python\screens. This is if you want to run this as default. If you want it as a mod, move these files to the corresponding folders under Mods, and make your own mod.ini.
I hope you all like this. Feedback (constructive criticism, please) is welcome.