Civics rework 2.00

Isotope

Warlord
Joined
Dec 23, 2008
Messages
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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


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...).
 

Attachments

  • Civics Rework 024.rar
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  • Civics Rework 025.zip
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  • asdasdasdas.jpg
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  • Civics Rework 026.zip
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  • specialists.jpg
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IMPORTANT THING: Open GlobalDefinesAlt.xml with notepad and change MAX_CIVIC_OPTIONS to 7.

can u tell me where i can find this xml??? what the address for this one??
 
It's in orbis dirctory. Mods/Orbis

I noticed a problem with scenarios. I managed to make the scenarios start without an an error (pacifism and nationhood were deleted and there three branches of civics were renamed) but I can't play scenarios following Decius background and I get instant defeat. Is it orbis problem? I only changed xml files related to civics so I don't know where I messed up if I was the one who caused the problem

edit: mods/Orbis/Assets/XML
 
Here's a slightly modified version. I renamed civic branches to correspond the old model in order to correct the error regarding civics when starting a scenario.
Also, some minor changes.
 
can u put some screenshoot??



Another thing, since I haven't touched civilizationinfos.xml since it doesen't throw any errors if you don't add executive civics line. When starting a game you won't have any civics selected but you'll have the effects of despotism doubled. Just select the civics and make a revolution.
 

Attachments

  • civic1.jpg
    civic1.jpg
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  • civic2.jpg
    civic2.jpg
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  • civic3.jpg
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its work with enchan. coastal city??

Partly yes partly no. Civics do not work as they are located in the same xml files. Still, all other stuff should work. You'll have to manually find civilopedia entries and paste them. Maybe a program called WinMerge could help you, google it.
 
It looks interesting. I didn't test it yet (I'm on a trip, so I can't really get access to a computer with Civ anytime I want) but I'll certainly, especially if it's compatible with my modmod :)

What's an adhocracy? Never heard this word before... I guess it's from ad hoc?
 
yes ti compatible with ench coastal city too , but need to fix something like the pictures , beacuse u see a pink image to some thing
 
It looks interesting. I didn't test it yet (I'm on a trip, so I can't really get access to a computer with Civ anytime I want) but I'll certainly, especially if it's compatible with my modmod

What's an adhocracy? Never heard this word before... I guess it's from ad hoc?

I know no more than what I have read in wikipedia when looking for civic ideas.
Adhocracy

yes ti compatible with ench coastal city too , but need to fix something like the pictures , beacuse u see a pink image to some thing
Pink images? You mean from civics, right? Because now that I think of it, I forgot to include icons on the zip file -_-
 
work fine now , but can u do something for this one??

Try downloading the attachement on the first post, I actualized it and it includes now icons and GlobalDefinesAlt. Maybe it would help.
 
I fail to see is why the initial civics in every category have to be worthless crap you change from the first change you get. Why couldn't initial civics be viable choices even late to the game in some situations?

But I guess it gives more of a choice than my feudal contract + scholarship + guilds + agrarianism. Yes, I run those every time I play a 'normal' civ in Orbis. Other options don't stand a chance:

Spoiler :
+1 food and commerce from farms, extra yields from whatever random castle I have in my city radii, +3 beakers and +1 gold from all my specialists (and I have lots) and reduced city and corporation maintenance. I guess those are the major points.
 
I fail to see is why the initial civics in every category have to be worthless crap you change from the first change you get. Why couldn't initial civics be viable choices even late to the game in some situations?
A good question. I may change that.
 
Updated. As I said in the previous post, I added effects to most of the initial civics.
 
Interesting!
Would you care to share here which HatedCivic you choose for each leader?
 
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