The post
Special attention to civics part 1 and part 2
Considering that theese ideas would never be implemented in vanilla FFH2, FF and Orbis are the only ones who could benefit from them.
I think most of theese ideas demand a lot of work with their implementation and should be somehow changed to make their implementation easier.
Also, Orbis civics always needed some rework.
My comments regarding some of theese civics:
God king: Should be high upkeep and remove the maintenance penalties. The possibility of changing the GP output in the capital is interesting.
Aristocracy (Feudal contract) I think giving +2 general XP, free units and some yield bonuses to citadels is enough.
Republic: Grants adaptative trait. Either way, elections mechanics. Either way, leave as it is, +100% to cottage growth.
Magisterium: Seems the equivalent to Magocracy in Orbis, which isn't very ellaborated. Maybe a net XP boost to arcane units and +25% production of adepts. If this can't be done, maybe it would be easier to make a unique adept (like Royal Guards) that starts with an extra promotion and is build faster.
Vassalage: Allows drafting and military units are produced with food.
Bureaucracy: The part of being able to go over 100% in science of culture in exchange for your savings is... original. Maybe some handicaps to this Like every -1gold/turn is equivalent to 0.5science or culture/turn. Although I don't think this could be easily implemented.
Otherwise, just +50% GP in the capital.
The great dreaming (Slumbering oven): Grants insane trait. I think if this could be implemented it would be awesome.
Forced labor: Better renamed to slavery and left with slavery effects.
Caste system: Better leave it like it is in vanilla Civ.
Agrariarism: I think a -20% military production would be better.
Mercantilism: I think it would be better as it is in vanilla CIv. No foreign routes, no foreign corprations and an extra specialist.
Foreign trade: It shouldn't grant happiness.
Hearth and Home: I like the idea of reduced food needed to grow. Maybe it would be better to implement it as "Independent farmers" civic from Next war: Extra food when a city grows.
Fortune and Glory: A renaming and just an increase in great general points generated upon victory (+20%).
Excellence: A renaming and leave it at +2 culture per specialist.
Knowlege: Maybe it would be enough with a science % boost. (+10%). I don't think it would be easy to make specific buildings to be build quicker.
Justice (Social order): Leave as it is. In religion branch and with the same effects.
Maybe Enlightment (Empyrean unique civic) could be renamed to Justice.
Xenofobia: Needs another name. Under cultural values. Cities can't flip from culture. No foreign culture. -1 diplomatic penalty with all other civs.
Consumption: Maybe an equal culture boost when hurrying a building with gold. Like the effect of Opera building in Next war mod.
So what are people's comments?
Special attention to civics part 1 and part 2
Considering that theese ideas would never be implemented in vanilla FFH2, FF and Orbis are the only ones who could benefit from them.
I think most of theese ideas demand a lot of work with their implementation and should be somehow changed to make their implementation easier.
Also, Orbis civics always needed some rework.
My comments regarding some of theese civics:
God king: Should be high upkeep and remove the maintenance penalties. The possibility of changing the GP output in the capital is interesting.
Aristocracy (Feudal contract) I think giving +2 general XP, free units and some yield bonuses to citadels is enough.
Republic: Grants adaptative trait. Either way, elections mechanics. Either way, leave as it is, +100% to cottage growth.
Magisterium: Seems the equivalent to Magocracy in Orbis, which isn't very ellaborated. Maybe a net XP boost to arcane units and +25% production of adepts. If this can't be done, maybe it would be easier to make a unique adept (like Royal Guards) that starts with an extra promotion and is build faster.
Vassalage: Allows drafting and military units are produced with food.
Bureaucracy: The part of being able to go over 100% in science of culture in exchange for your savings is... original. Maybe some handicaps to this Like every -1gold/turn is equivalent to 0.5science or culture/turn. Although I don't think this could be easily implemented.
Otherwise, just +50% GP in the capital.
The great dreaming (Slumbering oven): Grants insane trait. I think if this could be implemented it would be awesome.
Forced labor: Better renamed to slavery and left with slavery effects.
Caste system: Better leave it like it is in vanilla Civ.
Agrariarism: I think a -20% military production would be better.
Mercantilism: I think it would be better as it is in vanilla CIv. No foreign routes, no foreign corprations and an extra specialist.
Foreign trade: It shouldn't grant happiness.
Hearth and Home: I like the idea of reduced food needed to grow. Maybe it would be better to implement it as "Independent farmers" civic from Next war: Extra food when a city grows.
Fortune and Glory: A renaming and just an increase in great general points generated upon victory (+20%).
Excellence: A renaming and leave it at +2 culture per specialist.
Knowlege: Maybe it would be enough with a science % boost. (+10%). I don't think it would be easy to make specific buildings to be build quicker.
Justice (Social order): Leave as it is. In religion branch and with the same effects.
Maybe Enlightment (Empyrean unique civic) could be renamed to Justice.
Xenofobia: Needs another name. Under cultural values. Cities can't flip from culture. No foreign culture. -1 diplomatic penalty with all other civs.
Consumption: Maybe an equal culture boost when hurrying a building with gold. Like the effect of Opera building in Next war mod.
So what are people's comments?