Civics rework 2.00

Interesting!
Would you care to share here which HatedCivic you choose for each leader?

Excepting Balseraphs, Malakim, Mechanos, Sheaim, Scions, Sidar and Svartalfar. I'll tweak them later on.

Capria: Slavery
Sabathiel: Vasalage
Tethira: Pawns

Alexis: Democracy; favourite: Royal Family
Flauros: Classic Capitalism; favourite: Autarchy (I made him vampiric Hitler)
Kro'mear: right now hated: Oligarchy favourite: Free cities. I plan to inverse this.
Jonas: Classic Capitalism; favourite: Autarchy (orkish Hitler here) Probably change it to favourite: Mercantilism.
Seelba: Caste System; favourite: Despotism
Hafgan: Theocacy; favourite: Despotism
Charadon: Republic; favourite: Leadership
Mahala: Utilitarism; favourite: Meritocracy. Maybe i'll change this.
Thudr: Humanism; favourite: Guardian of Nature
Sirvagha: Republic; favourite: Despotism probably I'll change this to Barbarism.
Ethne: unchanged
Einion: Empire; favourite: Republic
Thessalonica: Caste System; favourite: Meritocracy
Meelais: Leadership; favourite: Knowlege
Cassiel: Theocracy; F: Meritocracy
Zodalore: Empire; F: Meritocracy
Outhe: Leadership; F:Knowlege
Menec: Utilitarism; F: Oligarchy
Tasunke: Democracy; F:Leadership
Rhoanna: Pawns; F: Vassalage
Capitain Ostandes/Uldanor: haven't changed them
Ilithiridan: Classic Capitalism; F: Collectives (combo with trader trait for +50% hammers and food from trade)
Auric: Classic Capitalism; F: Autarchy
Braeden: haven't changed him, maybe later on.
Angantios: Meritocracy; F: Leadership
Raitlor: Mercantilism; F: Collectives (same as above)
Hyborem: Public order; F: Freedom (:D)
The rest of infernal leader unchanged.
Arthurus: Utilistarism: F:Contribution
Kandros: Knowlege; F: Entrepreneurship
Vitnir: Entrepreneurship; F:Brotherhood changet F wonder to Dreptus.
Ukastra: Unchanged
Cardith: Slavery; F: Adhocracy
Lamalha: Leadership; F:Knowlege
Cith mor: Classic Capitalism; F: Collectives. Probably change it to Agrarianism to combine with Agricultural trait.
Falamar: Mercantilism; F: Classic Capitalism
Hannah: Collectives; F: Mercantilism. As far, the only leader with Mercantilism as favourite and the AI never uses it, even hers and even after changing AI weight;I wonder if it recognizes the penalty in relationships.
Laggs: Utilitarism; F: Brotherhood changed favourite wonter to Dreptus.
Palgadee: Freedom
Amelachier: Empire; F: Collectives. Mabe I'll change this.
Arendel: Undercouncil (Undercouncil is no longer hidden); F: Royal Family
Thessa: Utilitarism; F:Knowlege
Jurla/Illerveth: Unchanged; maybe later.
Garrym: Despotism; F:Entrepreneurship
Beeri: Mercantilism; F:Classic Capitalism
Völa/the other one: Unchanged, later on.
Basium: Freedom; F: Public Order (:D)
 
Kro'mear: right now hated: Oligarchy favourite: Free cities. I plan to inverse this.
Well, lorewise, you probably don't want to change this. She loves Free Cities (City States in LE) because she "stole" a city from Decius' empire and thought it was nice to rule its own city :)

Some other of my leaders aren't really what I would expect from a lore perspective but I have to play your mod in order to advise what I would do (which would be just an advice of course).
 
So you're telling me this is a modmodmodmod? I can't wait.:crazyeye:
 
Well, lorewise, you probably don't want to change this. She loves Free Cities (City States in LE) because she "stole" a city from Decius' empire and thought it was nice to rule its own city
Did you create all or a part of the new leaders or there's already lore written about them?

modmodmodmod
mod:crazyeye:mod:crazyeye:mod:crazyeye:mod :crazyeye:
Never thought about that but it sounds strange, indeed. Personally, I consider this a small addon rather than a mod as there's only xml changes easy to implement. If there were special effects for civics like in Thomas' War now, it would be another story.
 
can the convention simply be a 3mod or a 4mod (modmodmod and modmodmodmod respectively) much easier to type...
 
Did you create all or a part of the new leaders or there's already lore written about them?
Yes, I created all of the new leaders except Talos (which isn't added yet and is Jabie's work). You can see the lore about them here. Many of them have something of a background story already, even though not everything is set in stone yet.
(Saralet recently got a pedia text too :))
 
u must say where to install this one for soem1 who dotn know its , now i try this one
 
btw the problem of setting always brotherhood autarchy n the other things after the creation of the 1st city remain
 
btw the problem of setting always brotherhood autarchy n the other things after the creation of the 1st city remain

That's right, I forgot to include one of the XML files, silly of me :lol: Solved
 
in entrepreneurship, shouldn't the 2 gold for workshops actually be 2 commerce?
 
Ok, so, checked the whole thing ingame at last!
Even though I didn't start a game per se... Unzipping your mod in my LE installation made plenty of errors I should have foreseen :lol: I'm running version .3 already (as I'm developping it :crazyeye:) so many conflicts, like leaders missing and all.

Anyway, some feedback on what I've seen in the pedia:

First, I'm happy you like my idea of boosting unique features :)

+8:commerce: for Aifon Isle in useless. I've never seen it close enough to land to be worked. It could happen (not sure though) but it's so marginal it's really not useful. I'm an OO enthusiast, so it's a bit disappointing not to have a UF boosted... The thing being that there is few OO UF I can think of...

I looked to the Hated/Favorite civics and many seemed fine... I've seen many Hated:Classical Capitalism, though... And I wonder about Membership's civics in those tags, at least in Favorite, because you already get a bonus with members of the same council...

Classical Capitalism: what about +1:traderoute: in non-coastal cities?

Specialists: you added two specialists? They don't have Great People version, do they?

Slumbering Coven: Really like that one. I don't like the +1:mad: in each city having state religion from Orbis. OO, at least to me, seems like a not-so-invasive religion.

Well, that's all for now. I would have to test it with .2beta2 in game :)
 
strange its working fien to me , btw now its work good , soemtimes i find some "TXT NO EXPLANATION " or something like that but its ok!!
 
strange its working fien to me , btw now its work good , soemtimes i find some "TXT NO EXPLANATION " or something like that but its ok!!
Nothing strange, I know why it's not working correctly ;)
 
Ok, so, checked the whole thing ingame at last!
Even though I didn't start a game per se... Unzipping your mod in my LE installation made plenty of errors I should have foreseen :lol: I'm running version .3 already (as I'm developping it :crazyeye:) so many conflicts, like leaders missing and all.

Anyway, some feedback on what I've seen in the pedia:

First, I'm happy you like my idea of boosting unique features :)

+8:commerce: for Aifon Isle in useless. I've never seen it close enough to land to be worked. It could happen (not sure though) but it's so marginal it's really not useful. I'm an OO enthusiast, so it's a bit disappointing not to have a UF boosted... The thing being that there is few OO UF I can think of...

I looked to the Hated/Favorite civics and many seemed fine... I've seen many Hated:Classical Capitalism, though... And I wonder about Membership's civics in those tags, at least in Favorite, because you already get a bonus with members of the same council...

Classical Capitalism: what about +1:traderoute: in non-coastal cities?

Specialists: you added two specialists? They don't have Great People version, do they?

Slumbering Coven: Really like that one. I don't like the +1:mad: in each city having state religion from Orbis. OO, at least to me, seems like a not-so-invasive religion.

Well, that's all for now. I would have to test it with .2beta2 in game :)

In Classic Capitalism (maybe I rename it to Free Markets, it sounds somehow inadequate ina fantastic world with magic) I capped it a little removing the general trade route and making it add 2 trade routes in coastal cities. This way, Autarchy is more attractive for inland civs and Capitalism for coastal civs.

I tried to make some favourite civics and hated civics be antonymous.
Autarchy<----> Capitalism (Not so true, it seriously needs to be renamed)
Collectives<---->Capitalism
Mercantilism<---> Autarchy
Knowledge<----> Leadership
Oligarchy or Despotism<---->Republic or Democracy
etc...
Maybe it needs some change as it makes some leaders' preferences identical between them.

I added three specialists.
Oligarchs give generic great people points (without anltering the probabilities of the different great people), they cost another point of food (as I play with food consumption per population of 2, I don't know if it's too much when your people already consume 3 food) and give commerce (or wealth). Available with Oligarchy
Slaves drain great people points and culture but give 2 production and 1 commerce. Available with slavery or by adding a slave to a city.
Officers drain gold (-1) but give Great Commander points.
There are no associated buildings to them, only civics. I'd like to make some civic dependant buildings like in Rise of Mankind but there's no such tag in Orbis, a shame.

Yes, there aren't many UFs to associate to Slumbering Coven and Aifon Isle usually appears too far and is only accessible with City of Thousand Slums but aside from this, I don't see any other feature that could be asociated.

in entrepreneurship, shouldn't the 2 gold for workshops actually be 2 commerce?

It actually gives +2 commerce (I call it wealth, but whatever) must be a mistype.
 
There are no associated buildings to them, only civics. I'd like to make some civic dependant buildings like in Rise of Mankind but there's no such tag in Orbis, a shame.
There's no tag for those in Rise of Mankind. Those buildings check the civic requirement with python code (zCivics python component).
 
There's no tag for those in Rise of Mankind. Those buildings check the civic requirement with python code (zCivics python component).
Guess that would easen my life if I were to import it but first I'll have to learn python and it still requires meddling dlls to make it apper in civilopedia.
Right now, after managing to make everthing required to edit .cpp and .h files work, I'm trying to add three XML tags to buildings that would allow to vincle them to civics. Guess I'll have to ask some orientation sooner or later.

Updated.
 
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