Civics

Something obvious just came to mind. How about adding the option to always be able to kill a unit of population if it chooses not to work under police state? It annoys me that when im running a very nasty police state that citizens can get away with choosing not to work. What the? This is fascism my friend, its off to the camps for you.

This has historical precedent, im thinking the common purges of Stalinist Russia. As Hannah Arendt, the author of the huge work, the origins of totalitarianism claims, there was no unemployment in Stalinist Russia. A job was found for you or you were purged as an undesirable.

Or an example from communist china, the tiananmen square crack-down. You have a large number of protestors calling for democracy and an end to nepotism, and the government decided to use the military to force them into submission. Game equivalent of a rioting unit (or two) of population that was dealt with bringing back stability.

So yeah putting this in would be a superb idea. Keep any rioting populations in check under the harshest of governments. Because thats an essential part fo what they do. Keep people in check.
 
Los Tirano said:
Something obvious just came to mind. How about adding the option to always be able to kill a unit of population if it chooses not to work under police state? It annoys me that when im running a very nasty police state that citizens can get away with choosing not to work. What the? This is fascism my friend, its off to the camps for you.

This has historical precedent, im thinking the common purges of Stalinist Russia. As Hannah Arendt, the author of the huge work, the origins of totalitarianism claims, there was no unemployment in Stalinist Russia. A job was found for you or you were purged as an undesirable.

Or an example from communist china, the tiananmen square crack-down. You have a large number of protestors calling for democracy and an end to nepotism, and the government decided to use the military to force them into submission. Game equivalent of a rioting unit (or two) of population that was dealt with bringing back stability.

So yeah putting this in would be a superb idea. Keep any rioting populations in check under the harshest of governments. Because thats an essential part fo what they do. Keep people in check.

Right. I agree. Even in Nazi Germany you have to do "something". Fighting, working in a factory,.... and working in a camp for the least convinced by the greatness of the regime.

The Frog.
 
I would suggest something what I always did running my mods in previous versions of civilizations - big costs of communism according to corruption and ineficiency of "big" ideas. There are many of examples why comunists economic regimes couldn't work normally and collapsed with huge debts.

Here I would suggest to implement this to State Property civic:

• Just one trade route per city (as all trade is centrally planned)
• No maintenance cost from distance to palace
• +1 food from workshop, watermill
• +1 hammer from workshop, mine (as production is focused on heavy industry)
• -1 commerce from cottages and hamlets (no free trade is allowed)
• -2 commerce from villages and towns (no free trade is allowed)
• No Great Merchants allowed (there is no place for them)
• Double production speed of Faktory, Steel Mill

What do you think?
 
sounds pretty accrurate to me
 
Hian the Frog said:
Right. I agree. Even in Nazi Germany you have to do "something". Fighting, working in a factory,.... and working in a camp for the least convinced by the greatness of the regime.

The Frog.
Naturally. But the concentration camps didn't just spring up; have them as an improvement, and when built they nullify the non-workingness of unhappy citizens in its city.

Which would actually make a whole lot of sense.
 
Crezth said:
Naturally. But the concentration camps didn't just spring up; have them as an improvement, and when built they nullify the non-workingness of unhappy citizens in its city.

Which would actually make a whole lot of sense.
But once you've built camps, you can't change out of that civic or you risk HUGE unhappiness in your civ.
 
True to reality.

Nowadays, Germany (well, West, anyway) is ever so disgraced by the Third Reich. Certainly not a morale boost.

So it becomes a sort of "This is the last civic change you can make in this section, if you build these camps", and can really make for interesting game.
 
i would suggest adding Aussie_Lurker's civics mod its very well done though i have found a few combo civics that increase gpt by a considerable amount.
 
Long forgotten threat.

In gold the Serfdom civic is too weak. Not only it gives +1:commerce: from farms and +50% worker rate (in late games all plots are usually improved, so its not so good as it seems), but it also gives STRONG revolts.
I say that profit from this civic should be higher, especially knowing that there is not much place for farms in WorldMap, especially in Europe and Japan. Mostly thanks to big ammount of resources.
Japan for instance had serfdom in Real history, rice was the currency in medival Japan (changed arround 1590ad). In WTR there is only 1 rice and 1 grassland, but no access to fresh water.

I say that Serfdom should give more :food: or :commerce: from farms, as well as it should allow force production like slavary, but with higher happiness penalty.
Maybe +1:food: from farm and -1:health: ?
 
I have a problem with the revolts for Serfdom. They are a bit to much. I changed over to Serfdom and have had a revolt in at least one of my cities every turn. Your notes say there is a 2% chance for a revolt. Man I must be very unlucky. The other problem is if the revolters are suppose to be serfs why are they the most powerful units. I just got the tech that gives crossbowmen and had a revolt on the same turn. I haven't had a chance to build any of those units but the revolters all had crossbows. :eek: How are revolting serfs getting their hands on equipment I haven't build yet. The revolters should be made of mostly very low units, a nusance not a way for your entire civ to be over run. If that is the intention then who in their right mind would ever use that civic.

And just a thought but shouldn't the chance of a revolt be effected by the happiness of your city? Happy citizens do not revolt.
 
Happy citizens do not revolt.

But peasants does. TO make peasant happy you need to give him status higher than peasant eg change civic.

Peasants as well as slaves get equipment from stolen arsenals/armories. In japan till end of XVI centuary peasants were allowed to have sharp ended weapon.

I know that TR team is working on adding some "revolt" promotion, lowering strength of rebelians. Progress is unknown to me.
 
"Peasants as well as slaves get equipment from stolen arsenals/armories."

This is exactly why the weapons should be of equal or lower technology than the most common troops in the field, not of the most advanced one possible to build. I absolutely love TR, but since the advent of the revolt system, i have played with slavery and serfdom exactly once, which was enough to determine that neither of these civics were worth the cost of rampaging armies in the middle of my territory.

i usually play on prince, and tend to get major leads in the classical/medieval time periods because i avoid these techs and keep my improvements in place, while the AI always goes for them and has improvements pillaged. i find this to be especially important when considering villages/towns.

This, combined with the tendency for every AI nation to go for pacifism, are the only major flaws in an otherwise outstanding game.
 
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