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?
in all cities but +1
(explanation: while labor may exists, it is very different in a tribe than in a city, for example; in a tribe, there is much more leisure and less great projects). Decentralization could lower trade routes yields, simply to suggest an highly unregulated trade, even among the cities of the civ.
or
mod but I remember playing games where under slavery you'd periodically get slave revolts and they were a pain, especially if you were at war already. I mean there already is a mechanic for generating random barbarians, I would think you'd be able to create something similar that would take into account the amount of farms and the general level of happiness of the local city. Plus, I would think for every rebel slave alive at the end of players turn would up the chance that more slaves would revolt.
with Theocracy?
will balance out the no maintenance enough.
