Aussie_Lurker
Deity
Hi guys. Well after a long hiatus due to injury, I have had an opportunity to get back to basics with my 'Civics Mod'. It was actually looking at the Civics in the Warlords manual where I noticed the first, most obvious problem-that many civics had only 1 benefit (and often marginal at that) wheras some had 2-often both quite good. So, I thought I would tackle things in 3 stages.
The first stage is to simply balance out the existing civics on offer-which is what I offer here. Stage 2 will involve adding 2 more civics options to each category-primarily to balance out the early and late game options. Stage 3 will be the addition of additional civics categories, namely Ideology, Organisation and Rights (though I may add a Military civic as well). All up, then, we are probably looking at an 8x8 grid of civics.
Anyway, I would love it if you guys would check it out, and send any feedback to me via PM. Balancing issues are the highest priority, but if you think there is something I have done which could be done in a better way-or not at all-then please let me know.
Government Civics Changes
Legal Civics Changes
Labour Civics Changes
Economics Civics Changes
Religion Civics Changes
Aussie_Lurker
The first stage is to simply balance out the existing civics on offer-which is what I offer here. Stage 2 will involve adding 2 more civics options to each category-primarily to balance out the early and late game options. Stage 3 will be the addition of additional civics categories, namely Ideology, Organisation and Rights (though I may add a Military civic as well). All up, then, we are probably looking at an 8x8 grid of civics.
Anyway, I would love it if you guys would check it out, and send any feedback to me via PM. Balancing issues are the highest priority, but if you think there is something I have done which could be done in a better way-or not at all-then please let me know.
Government Civics Changes
Spoiler :
-Hereditary Rule-+3 Culture per Specialist; +2 Happiness from Castles.
-Police State-1 Sickness; +25% Military Unit Porduction; +2 Happiness from Jails.
-Universal Sufferage-+2 Health; +25% War Weariness; +1 Hammer from Towns.
-Police State-1 Sickness; +25% Military Unit Porduction; +2 Happiness from Jails.
-Universal Sufferage-+2 Health; +25% War Weariness; +1 Hammer from Towns.
Legal Civics Changes
Spoiler :
-Bureaucracy-+50% Gold and Hammers in Capital; +3 Gold per Specialist; +25% no. of City Maintainance.
Labour Civics Changes
Spoiler :
-Slavery-Pop Rush allowed; +2 Hammers from Mines and Quarries.
-Serfdom-+50% Worker Rate; +2 Food from Pasture and Farms.
-Caste System-Unlimited Merchants, Artists and Scientists; +2 Gold from Wineries and Plantations.
-Serfdom-+50% Worker Rate; +2 Food from Pasture and Farms.
-Caste System-Unlimited Merchants, Artists and Scientists; +2 Gold from Wineries and Plantations.
Economics Civics Changes
Spoiler :
-Mercantilism-No Distance from Capital Maintainance; +1 Hammers from Camps and Plantations; No Foreign Trade.
-Free Market-+1 Free Trade Route; +1 Gold from Lumbermills and Wells; -1 Health.
-State Property-+1 Specialists; +1 Food from Workshops and Watermills; -1 Happiness in Largest Cities.
-Environmentalism-+6 Health in All Cities; Happiness from Jungles and Forests; +25% no. of Cities Maintainance.
-Free Market-+1 Free Trade Route; +1 Gold from Lumbermills and Wells; -1 Health.
-State Property-+1 Specialists; +1 Food from Workshops and Watermills; -1 Happiness in Largest Cities.
-Environmentalism-+6 Health in All Cities; Happiness from Jungles and Forests; +25% no. of Cities Maintainance.
Religion Civics Changes
Spoiler :
-Pacifism-+100% GP rate; +3 Culture per Specialist; +1 Gold per military unit.
Aussie_Lurker