Well then, another rework, this time complete and with pedia descriptions excepting religious civics; based on this post
I made this with orbis 0.23d+ leaders enhanced
Changes: Note that I'm only posting the effects, not the prereq techs nor pedia entries.
HU=High Upkeep
MU=Medium Upkeep
LU=Low Upkeep
Lawmaking:
-Despotism LU: +20% military production; +50% war weariness; +1 unhappiness/city
-Royal Family HU: +50% gold income, culture and espionage in capital; +25% war weariness
-Oligarchy MU: +1 specialist/city +2 espionage/specialist
-Theocracy MU: Unlimited priest, No temples are required to build disciples (you still can build temples of course); -50% war weariness; +1 unhappiness/ non state religion; +1 happiness with state religion
-Republic MU: +50% hammers in capital; +25% war weariness
-Democracy LU: +3 happiness/city (largest ones) -25% war weariness; +25% culture in all cities; Periodic events of elections to gain new traits
Executive:
-Barbarism LU +1 happiness/military unit; +2 unhappiness in cities
-Free cities LU: No city maintenance; -20% military production; +1 unhappy/ military unit stationed in the city.
-Bureaucracy HU: +100% number of cities maintenance modifier; Improvements (Cottages) upgrade +100% faster; +25% worker speed
-Adhocracy LU: -75% number of cities maintenance; +2 health/city; Can hurry with gold; +1 unhappy/city
-Vassalage LU: +3 free of upkeep units; +25% free of upkeep units according to your population.
-Empire: HU: +6 experience/ unit; +1 gold upkeep for each unit; +50% war weariness; +10% gold income; +1 happiness/ military unit
Social Structure:
-Tribalism LU
-Apprenticeship LU: -25% GPP; -15% corporation maintenance; +1 hammer/ workshop; +1 hammer and -2 wealth/ town
-Slavery LU: Can hurry with population; +35% enslavement chance.
-Feudalism LU: -1 food, +2 wealth/farm
-Crusade: Untouched
-Caste System MU: -25% GPP; Unlimited Artist, Merchant, Scientist, Priest.
-Meritocracy HU: +50% GPP
Economy:
-Autarchy MU: No foreign trade; No foreign corporations; +1 trade routes. Considerable relationships bonus to other autarchic states.
- Rural Based LU: +1 food, -1 wealth/farm; -1 trade routes.
- Tolls and Permits MU: +1 wealth from hamlet/village; +1 wealth, +1 food from town, enclave
-War Economy HU: +20% military production, +3 free of upkeep units; +10% free of upkeep units based upon your population;Military units produced with food.; -1 trade routes; -25% base wealth (all modifications from building apply to the initial value decreased by 25%) from trade routes.
-Classic Capitalism LU: -25% corporation maintenance; +1 trade routes; +1 coastal trade routes. Slight relationships bonus to other capitalist states.
-Mercantilism: HU: +25% corporation maintenance; No foreign corporations; +50% base wealth income from trade routes(all modifications from buildings apply to the initial value increased by 50%); Huge relationships penalty to other mercantilist states.
- Colectives HU: No corporations; No foreign trade; +35% hammers and food, -100% wealth from trade routes (means for trade routes of original income of at least +3 wealth, you get +1 hammer and food instead, for routes of +8, double) ; +2 happiness and health from Grove; +1 happiness from elder council. Big relationships bonus to other states with collective propiety.
Dominant Values:
-Brotherhood LU. +3 happiness from Dreptus Brewing House; +1 Happiness from Brewery; +1 happiness from Tavern.
- Leadership LU: -25% GPP; +50% great general emergence; +2 happiness from palace; +1 happiness from summer and winter palace.
-Utilitarism MU: +1 happiness from multiple buildings. Total happiness of +10 if all the buildings are built.
-Entrepreneurship MU: Unlimited Merchant; +1 gold/specialist; +2 wealth from workshop; +20% gold income.
-Knowlege HU: +20% GPP; +10% science income; +1 science and culture/specialist; +1 happy from library and academy; +35% war weariness; -20% military production. (I know, overpowered).
-Contribution LU: +1 health/city; +1 happines from state religion; No non state religion spread; -50% war weariness.
-Public Order HU: +1 happy/military unit; allows to conscript units; +1 happy from courtshouse and basilica; +50% war weariness.
-Freedom LU: +100% culture in all cities; +2 happy in all cities; -25% war weariness; Makes neighbours' citizens jealous; Unlimited artist; +4 unhealthiness.
There are also religious civics in Orbis in a different branch, I think I left them untouched. At least, I changed Sacrifice the Weak name to Pawns and removed gpp penalty and science bonus income.
Also, added a hated civic a good portion of major leaders and corrected initial civics problem.
Version 022
-Royal family renamed to Monarchy. Now +100% gold, culture, espionage in capital.
-Assembly renamed to Republic, no longer war weariness penalty. +50% hammers and wealth in capital.
-Oligarchy espionage bonus from specialists doubled. Low upkeep.
-Theocracy war weariness bonus halved (-25%), unhappiness per non state religion in a city doubled (+2 unhappiness). Now thocracy also gives +25% unit production in state religion cities.
-Democracy now triggers Elections. Removed culture and war weariness bonuses. Now it gives a plain +3 happiness in largest cities.
-Added civic to dominant values: Pacifism. Gives +50% great general emergence in cultural borders and +50% experience gained from combat inside cultural borders. +50% war weariness penalty and 2 turns of anarchy.
-Removed +20% gold bonus from Entrepreneurship. Now it gives +2 gold/specialist instead of +1. It was an easy choice with no second thought becaus of that bonus.
-Classic capitalism now gives +2 trade routes in coastal cities, removed the general bonus of +1 trade routes.
-Tolls and permits now gives a plain +1 wealth from village, town and enclave. No trade routes penalty nor food from towns. Upkeep changed to low.
-Removed +10% gold income from Empire civic. Halved war weariness penalty (now +25%)
-Adhocracy now gives -50% number of cities maintenance instead of -75%.
-Meritocracy GPP bonus reduced to 35% from 50%. A big GPP bonus with no penalties was an obvious choice.
-Lowered relationships penalty of Mercantilism. (Don't know why but AI never uses it, at least never seen it even from Hannah who has it as a favourite civic)
-Removed +20% military production from War economy civic.
-Knowledge no longer gives +20% GPP. Halved military production penalty (now -10%) and reduced war weariness penalty to +25%.
-Freedom now gives +50% general culture income, provoques anger (doubled anger provocation) and allows unlimited artists. Removed happiness and war weariness bonuses. Removed +4 unhealthiness.
-Doubled happiness bonus from Dreptus Brewing House given by Brotherhood civic.
-Numerous pedia changes
-Added hated civics for the rest of the leaders.
Version 023
-Added three specialists dependant of civics: Oligarch, Slave and Officer.
*Oligarchs give a plain +2 wealth and +1 culture but take an extra point of food. They also generate great people points but without altering great people probabilities.
*Slaves give +2 hammers and +1 wealth but drain -1 culture and GPP each turn.
*Officers give Great Commander points (not Great General) but drain -1 gold each turn.
-An enslaved unit from combat can be added to a city as a permanent slave. (this is the only change to UnitInfos.xml)
-Oligarchy now allows unlimited Oligarchs. Removed all other bonuses.
-Slavery allows unlimited Slaves. Medium upkeep. The rest of the bonuses are conserved.
-Added +25% GPP to Republic and Democracy.
-Empire allows unlimited Officers. No other bonuses touched.
-Renamed Contribution to Dogmatism.
-Reintroduced Glory civic; Scions only. Dominant Values.
-Reduced experience bonus gain from pacifism inside cultural borders to 25%.
-Pawns gives +8 wealth from Bradeline's well.
-Slumbering Coven gives +8 wealth from Aifons Isle and +2 wealth from water mana.
-Shadow Court gives +8 wealth from Tower of Eyes.
-Guardian of Nature gives +8 wealth from Yggdrassil.
-Arete gives +8 wealth from Mount Kalshekk.
-Enlightment gives +8 wealth from Mirror of Heaven.
-Purity gives +8 wealth from Pool of Tears.
-Humanism gives +6 wealth from Remnants of Partia and from Seven Pines.
Version 024.
- Added Industrialism civic. Mechanos only. +1 food and +1 commerce from farm. +1 hammer and commerce from workshop, windmill and watermill. Population consumes 1 food instead of 2. +5 unhealthiness in all cities. +2 unhappiness from Factory. Added a pedia entry for it aswell.
-War economy: Increased free support cost of units (from 10% proportional to population to 20% proportion)
-Increased Officers GPP output to 5.
-Increased commerce given by Oligarchs to 3.
Version 025
-Updated to Orbis 024b+ leaders enhanced beta3.
- Empire. Reduced exp to +4 but now gives +25% military unit production.
- Bureaucracy: Now allows to hurry with gold. -50% distance upkeep.
- Adhocracy: +100% cottage growth.
- Free cities: Removed -20% military unit production.
- Glory is now religious civic. +100% culture.
- Humanism now removes state religion.
- Removed the thing about slaves being able to join a city as slave specialists.
- Feudalism renamed to Aristocracy. Gives +3 commerce, +1 production from Castle. +1 commerce from farm. +2 culture/specialist. Allows aristocrat specialists.
- Oligarch renamed to Arisatocrat, moved to Aristocracy civic.
- Oligarchy now gives +1 free specialist and +3 espionage/specialist.
- Slaves now give +1 food (they cost less food) and +2 production but drain -2 GPP and -1 culture.
- Added Techpriest specialist +2 hammers, +2 beakers. Unlimited with Industrialism. Gives Great Engineer points.
- Meritocracy moved to dominant values branch. Gives +50% GPP.
- Knowledge gives +2 beakers/specialist.
- Classic Capitalism renamed to Free Trade.
- Freedom renamed to Liberty, changed to Society civic branch.
- Dogmatism gives +1 happiness with pagan temple. Increased health bonus.
- Industrialism unhealthiness increased to +6 unhealthy and +2 unhealth from Factory (+8 unhealthiness total)
There may be some changes I have overlooked.
Version 026
-Updated to Orbis 0.24B and Leaders enhanced 0.36.
-Changed specialists stacking in city screen to the johnsmith's alternative since there was a problem caused by adding new specialists with the vanilla way of specialist management.
-Added a new branch of civics: Leader's Role.
-New icons for some civics from RoM.
-Numerous XML changes to civics (did not track them -_-)
Unzip the assets folder in your Orbis folder in Mods/Orbis make sure you unzipped leaders enhanced previously. Notify me here if you have any problem (wrong txt entries, etc...).
I made this with orbis 0.23d+ leaders enhanced
Changes: Note that I'm only posting the effects, not the prereq techs nor pedia entries.
HU=High Upkeep
MU=Medium Upkeep
LU=Low Upkeep
Spoiler :
Lawmaking:
-Despotism LU: +20% military production; +50% war weariness; +1 unhappiness/city
-Royal Family HU: +50% gold income, culture and espionage in capital; +25% war weariness
-Oligarchy MU: +1 specialist/city +2 espionage/specialist
-Theocracy MU: Unlimited priest, No temples are required to build disciples (you still can build temples of course); -50% war weariness; +1 unhappiness/ non state religion; +1 happiness with state religion
-Republic MU: +50% hammers in capital; +25% war weariness
-Democracy LU: +3 happiness/city (largest ones) -25% war weariness; +25% culture in all cities; Periodic events of elections to gain new traits
Executive:
-Barbarism LU +1 happiness/military unit; +2 unhappiness in cities
-Free cities LU: No city maintenance; -20% military production; +1 unhappy/ military unit stationed in the city.
-Bureaucracy HU: +100% number of cities maintenance modifier; Improvements (Cottages) upgrade +100% faster; +25% worker speed
-Adhocracy LU: -75% number of cities maintenance; +2 health/city; Can hurry with gold; +1 unhappy/city
-Vassalage LU: +3 free of upkeep units; +25% free of upkeep units according to your population.
-Empire: HU: +6 experience/ unit; +1 gold upkeep for each unit; +50% war weariness; +10% gold income; +1 happiness/ military unit
Social Structure:
-Tribalism LU
-Apprenticeship LU: -25% GPP; -15% corporation maintenance; +1 hammer/ workshop; +1 hammer and -2 wealth/ town
-Slavery LU: Can hurry with population; +35% enslavement chance.
-Feudalism LU: -1 food, +2 wealth/farm
-Crusade: Untouched
-Caste System MU: -25% GPP; Unlimited Artist, Merchant, Scientist, Priest.
-Meritocracy HU: +50% GPP
Economy:
-Autarchy MU: No foreign trade; No foreign corporations; +1 trade routes. Considerable relationships bonus to other autarchic states.
- Rural Based LU: +1 food, -1 wealth/farm; -1 trade routes.
- Tolls and Permits MU: +1 wealth from hamlet/village; +1 wealth, +1 food from town, enclave
-War Economy HU: +20% military production, +3 free of upkeep units; +10% free of upkeep units based upon your population;Military units produced with food.; -1 trade routes; -25% base wealth (all modifications from building apply to the initial value decreased by 25%) from trade routes.
-Classic Capitalism LU: -25% corporation maintenance; +1 trade routes; +1 coastal trade routes. Slight relationships bonus to other capitalist states.
-Mercantilism: HU: +25% corporation maintenance; No foreign corporations; +50% base wealth income from trade routes(all modifications from buildings apply to the initial value increased by 50%); Huge relationships penalty to other mercantilist states.
- Colectives HU: No corporations; No foreign trade; +35% hammers and food, -100% wealth from trade routes (means for trade routes of original income of at least +3 wealth, you get +1 hammer and food instead, for routes of +8, double) ; +2 happiness and health from Grove; +1 happiness from elder council. Big relationships bonus to other states with collective propiety.
Dominant Values:
-Brotherhood LU. +3 happiness from Dreptus Brewing House; +1 Happiness from Brewery; +1 happiness from Tavern.
- Leadership LU: -25% GPP; +50% great general emergence; +2 happiness from palace; +1 happiness from summer and winter palace.
-Utilitarism MU: +1 happiness from multiple buildings. Total happiness of +10 if all the buildings are built.
-Entrepreneurship MU: Unlimited Merchant; +1 gold/specialist; +2 wealth from workshop; +20% gold income.
-Knowlege HU: +20% GPP; +10% science income; +1 science and culture/specialist; +1 happy from library and academy; +35% war weariness; -20% military production. (I know, overpowered).
-Contribution LU: +1 health/city; +1 happines from state religion; No non state religion spread; -50% war weariness.
-Public Order HU: +1 happy/military unit; allows to conscript units; +1 happy from courtshouse and basilica; +50% war weariness.
-Freedom LU: +100% culture in all cities; +2 happy in all cities; -25% war weariness; Makes neighbours' citizens jealous; Unlimited artist; +4 unhealthiness.
There are also religious civics in Orbis in a different branch, I think I left them untouched. At least, I changed Sacrifice the Weak name to Pawns and removed gpp penalty and science bonus income.
Also, added a hated civic a good portion of major leaders and corrected initial civics problem.
Version 022
-Royal family renamed to Monarchy. Now +100% gold, culture, espionage in capital.
-Assembly renamed to Republic, no longer war weariness penalty. +50% hammers and wealth in capital.
-Oligarchy espionage bonus from specialists doubled. Low upkeep.
-Theocracy war weariness bonus halved (-25%), unhappiness per non state religion in a city doubled (+2 unhappiness). Now thocracy also gives +25% unit production in state religion cities.
-Democracy now triggers Elections. Removed culture and war weariness bonuses. Now it gives a plain +3 happiness in largest cities.
-Added civic to dominant values: Pacifism. Gives +50% great general emergence in cultural borders and +50% experience gained from combat inside cultural borders. +50% war weariness penalty and 2 turns of anarchy.
-Removed +20% gold bonus from Entrepreneurship. Now it gives +2 gold/specialist instead of +1. It was an easy choice with no second thought becaus of that bonus.
-Classic capitalism now gives +2 trade routes in coastal cities, removed the general bonus of +1 trade routes.
-Tolls and permits now gives a plain +1 wealth from village, town and enclave. No trade routes penalty nor food from towns. Upkeep changed to low.
-Removed +10% gold income from Empire civic. Halved war weariness penalty (now +25%)
-Adhocracy now gives -50% number of cities maintenance instead of -75%.
-Meritocracy GPP bonus reduced to 35% from 50%. A big GPP bonus with no penalties was an obvious choice.
-Lowered relationships penalty of Mercantilism. (Don't know why but AI never uses it, at least never seen it even from Hannah who has it as a favourite civic)
-Removed +20% military production from War economy civic.
-Knowledge no longer gives +20% GPP. Halved military production penalty (now -10%) and reduced war weariness penalty to +25%.
-Freedom now gives +50% general culture income, provoques anger (doubled anger provocation) and allows unlimited artists. Removed happiness and war weariness bonuses. Removed +4 unhealthiness.
-Doubled happiness bonus from Dreptus Brewing House given by Brotherhood civic.
-Numerous pedia changes
-Added hated civics for the rest of the leaders.
Version 023
-Added three specialists dependant of civics: Oligarch, Slave and Officer.
*Oligarchs give a plain +2 wealth and +1 culture but take an extra point of food. They also generate great people points but without altering great people probabilities.
*Slaves give +2 hammers and +1 wealth but drain -1 culture and GPP each turn.
*Officers give Great Commander points (not Great General) but drain -1 gold each turn.
-An enslaved unit from combat can be added to a city as a permanent slave. (this is the only change to UnitInfos.xml)
-Oligarchy now allows unlimited Oligarchs. Removed all other bonuses.
-Slavery allows unlimited Slaves. Medium upkeep. The rest of the bonuses are conserved.
-Added +25% GPP to Republic and Democracy.
-Empire allows unlimited Officers. No other bonuses touched.
-Renamed Contribution to Dogmatism.
-Reintroduced Glory civic; Scions only. Dominant Values.
-Reduced experience bonus gain from pacifism inside cultural borders to 25%.
-Pawns gives +8 wealth from Bradeline's well.
-Slumbering Coven gives +8 wealth from Aifons Isle and +2 wealth from water mana.
-Shadow Court gives +8 wealth from Tower of Eyes.
-Guardian of Nature gives +8 wealth from Yggdrassil.
-Arete gives +8 wealth from Mount Kalshekk.
-Enlightment gives +8 wealth from Mirror of Heaven.
-Purity gives +8 wealth from Pool of Tears.
-Humanism gives +6 wealth from Remnants of Partia and from Seven Pines.
Version 024.
- Added Industrialism civic. Mechanos only. +1 food and +1 commerce from farm. +1 hammer and commerce from workshop, windmill and watermill. Population consumes 1 food instead of 2. +5 unhealthiness in all cities. +2 unhappiness from Factory. Added a pedia entry for it aswell.
-War economy: Increased free support cost of units (from 10% proportional to population to 20% proportion)
-Increased Officers GPP output to 5.
-Increased commerce given by Oligarchs to 3.
Version 025
-Updated to Orbis 024b+ leaders enhanced beta3.
- Empire. Reduced exp to +4 but now gives +25% military unit production.
- Bureaucracy: Now allows to hurry with gold. -50% distance upkeep.
- Adhocracy: +100% cottage growth.
- Free cities: Removed -20% military unit production.
- Glory is now religious civic. +100% culture.
- Humanism now removes state religion.
- Removed the thing about slaves being able to join a city as slave specialists.
- Feudalism renamed to Aristocracy. Gives +3 commerce, +1 production from Castle. +1 commerce from farm. +2 culture/specialist. Allows aristocrat specialists.
- Oligarch renamed to Arisatocrat, moved to Aristocracy civic.
- Oligarchy now gives +1 free specialist and +3 espionage/specialist.
- Slaves now give +1 food (they cost less food) and +2 production but drain -2 GPP and -1 culture.
- Added Techpriest specialist +2 hammers, +2 beakers. Unlimited with Industrialism. Gives Great Engineer points.
- Meritocracy moved to dominant values branch. Gives +50% GPP.
- Knowledge gives +2 beakers/specialist.
- Classic Capitalism renamed to Free Trade.
- Freedom renamed to Liberty, changed to Society civic branch.
- Dogmatism gives +1 happiness with pagan temple. Increased health bonus.
- Industrialism unhealthiness increased to +6 unhealthy and +2 unhealth from Factory (+8 unhealthiness total)
There may be some changes I have overlooked.
Version 026
-Updated to Orbis 0.24B and Leaders enhanced 0.36.
-Changed specialists stacking in city screen to the johnsmith's alternative since there was a problem caused by adding new specialists with the vanilla way of specialist management.
-Added a new branch of civics: Leader's Role.
-New icons for some civics from RoM.
-Numerous XML changes to civics (did not track them -_-)
Unzip the assets folder in your Orbis folder in Mods/Orbis make sure you unzipped leaders enhanced previously. Notify me here if you have any problem (wrong txt entries, etc...).