Civics: Next big change

I wish you had a "Government" civic to represent the heirs of the Roman/Iranian Imperial style of rule. "Despotism" which also refers to Germanic chieftains, just doesn't do it justice. The Byzantines and Arabs, societies based on complex and developed legal and tax codes, should not have the same form of government as some Germanic forest chief that just conquered the pile of mud known as Northern France.
 
- Feudal Monarchy: increased number of free units, also adds free military units
- Divine Monarchy: extra happiness in the largest cities instead of happiness per military unit
- Merchant Republic: can't be taken by AI civs if less than 50% of their cities are coastal
- Merchant Republic: increased to +50% gold in capital, removed +25% gold in other cities
- Merchant Republic: +50% yield from trade routes, +1 trade routes in coastal cities instead of all cities
- Merchant Republic: +1/2 upkeep cost for military units, reduced to +50% war weariness
- Feudal Law: military units are produced with food instead of the +20% production bonus (trade off between production and growth)
- Feudal Law: increases maintenance cost from distance to palace instead of decreasing it, +50% Great General emergence rate
- Religious Law: doubles the reduction rate of persecution points (thus shortens the duration of religious instability), removed +2 culture from specialists
- Common Law: instead of +100% culture, +100% great people rate
- Tribalism: -50% great people growth rate
- Free Peasantry: reduced to +50% work speed for workers
- Apprenticeship: removed unlimited artist, scholar, merchant
- Free Labor: reduced to +1 free specialist, +10% hammers in all cities
- Decentralization: +50% for both city-related maintenance costs
- Manorialism: +25% for both city-related maintenance costs (still pretty decentralized)
- Trade Economy: unlimited merchant moved here from Apprenticeship, +10% gold in all cities, unstable with Serfdom
- Guilds: reduced to +1 beakers per specialist, companies have more chance to spread, +2 gold for guild hall
- Mercantilism: +50% yield from trade routes, unstable with Merchant Republic
- Improvements and fixes in the civic help texts
- Revised upkeeps in all civic categories
Opinions about the latest updates?
The primary aim of this civic revision was to further improve the current system.
I wish you had a "Government" civic to represent the heirs of the Roman/Iranian Imperial style of rule. "Despotism" which also refers to Germanic chieftains, just doesn't do it justice. The Byzantines and Arabs, societies based on complex and developed legal and tax codes, should not have the same form of government as some Germanic forest chief that just conquered the pile of mud known as Northern France.
Yeah, maybe on the long run.
I wasn't too careful with the wording in my last post, but I meant that for now I wanted to leave the current system in place, with only improving on it wherever it's possible.

But I agree with the notion behind it, to make civics more or less fitting for (almost) all civs.
Mainly with your post from before:
I'd recommend doing all the civics at once, I'd start over from scratch, and hold off on a 6th category. Currently the civics don't even make any sense as is. The reason SoI civics jived so well is because they were simple and "general" enough that they could fit many civs. Having "Apprenticeship" or "Theocracy" applies to too few civs.
But for now, no total redesign of civics.
 
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