SheaferDaDawg
Intelligent Canine
Great, thanks guys.
Boy, I have a lot of threads to sift through
Boy, I have a lot of threads to sift through

From the history file:Can you please post them here for those of us who do not have SVN?
That was bound to happen. The modules aren't meant to remain compatible with the SVN version.Latest version is incompatible with VD/EC.
That was bound to happen. The modules aren't meant to remain compatible with the SVN version.
# GOVERNMENT
1. Dynasticism: +1 happiness per military unit (+3 max)
2. City States: +1 food per specialist, +100% number of cities upkeep
3. Theocracy: +2 happiness with state religion, unlimited priests, +2 experience with state religion
4. Autocracy: +3 happiness with barracks, can draft 1 unit, +50% great general rate, +25% espionage
5. Republic: +50% great people rate, +100% cottage growth
Does Representation still attract a penalty for having more than a certain number of cities, or has this been removed?# ORGANIZATION:
1. Vassalage: +2 experience, +2 happiness with Castle
2. Absolutism: +40% production and commerce in capital
3. Representation: +1 free specialist
4. Totalitarianism: +1 happiness per military unit (+5 max), no city distance upkeep, unlimited spies
5. Egalitarianism: +2 happiness in largest cities, +1 production from town, unhappiness for civs without Egalitarianism
Industrialism seems to be very weak compared to the others in this category. I think it needs a bit of a buff. Perhaps take away from Central Planning and add here double production speed for building Factories/Coal Plants/Industrial Complexes?# LABOR
1. Slavery: can hurry with population, +1 commerce from plantation, slave plantation
2. Agrarianism: +1 commerce from farm
3. Capitalism: +2 commerce from town, +10% commerce
4. Industrialism: +1 production from workshop, watermill, unlimited engineers
5. Public Welfare: unlimited artist, scientist, merchant, +2 science per specialist, can hurry buildings with gold, double production for University, Public Transport
I think Central Planning is good enough with +1 production per specialist and +1 food from workshops and Watermills without needing the double production for Factory and Coal Plant. Do you mean +2 gold or +2 commerce from Environmentalism? Perhaps the -30% pollution is a bit redundant given the effect of Recycling Center. I'm not seeing enough reasons to switch out of Central Planning and into Environmentalsim at this stage.# ECONOMY
1. Guilds: +1 gold per specialist, +1 production from workshop
2. Mercantilism: no foreign trade routes, +25% trade route yield, +25% gold in capital, +1 commerce from workshop
3. Free Market: +1 trade route, increased corporation spread
4. Central Planning: +1 production per specialist, +1 food from workshop, watermill, double production for Factory, Coal Plant
5. Environmentalism: -30% pollution, +2 gold from windmill, forest preserve, +1 happiness with Public Transportation, double production for Recycling Center, Hydro Plant
Would it be too overpowered to allow Scholasticism to also provide the ability to build missionaries without Monasteries? I skip Scholasticism and stay in Organised Religion because the buliding speed bonus is so much more valuable for large empires.# RELIGION
1. Pantheon: +1 happiness with Pagan Temple, can construct classical wonders
2. Organized Religion: +25% building speed with state religion, allows missionaries
3. Scholasticism: +25% great people birth with state religion
4. Fanaticism: +25% unit production with state religion, no foreign religion spread
5. Secularism: +10% research, no religious unhappiness, no state religion
Surely by the time Conscription is available most cities would already have a Barracks? I would have thought that this bonus is better placed/timed with Warrior Code. The experience bonus within own borders is very underwhelming. I rarely fight battles within my own borders, so would not be particularly interested in this effect. Its benefit is really only apparent when you are under siege attack by an AI civ, which is not a common situation that I find myself in. The bonuses from Standing Army would be superior in just about every case that I can think of.# MILITARY
1. Warrior Code: -50% war weariness, double production for Stable
2. Mercenaries: can hurry units with gold, +1 gold upkeep per unit
3. Levy Armies: +50% improvement speed, additional free units
4. Standing Army: +25% unit production, +2 experience
5. Conscription: can draft 2 units, +50% experience within own borders, double production for Barracks
Can't look them up right now, I'll post them and the prereq techs soon. The upkeep costs have changed for a number of civics though.I think these changes look generally good.Caveat: I haven't updated SVN yet because I'm still finishing a game with an older revision.
Are there still default civics in each category with no benefits/effects?
What are the various upkeep costs (none/low/medium/high)?
Isn't Autocracy useful enough right now? I'd rather limit most military effects to the Military column, and it already allows to draft.I think Autocracy should also provide an experience bonus like the effect of the Pentagon.
Currently all civic stability effects are inactive. Since I have to write everything from scratch soon, I can actively decide to bring it back. And to be honest it never really made sense to me. Shouldn't it make your colonies happy to give them Representation?Does Representation still attract a penalty for having more than a certain number of cities, or has this been removed?
I thought that too. I'd rather keep the building production stuff with Central Planning though. I could imagine a flat +10% production or +1 hammer with mines though.Industrialism seems to be very weak compared to the others in this category. I think it needs a bit of a buff. Perhaps take away from Central Planning and add here double production speed for building Factories/Coal Plants/Industrial Complexes?
Yeah, it's commerce (tiles can't yield gold directly after all). It should be noted though that Central Planning still has the one corporation per city limitation, and as mentioned elsewhere I intend to make corporations create unhealthiness and unhappiness, which Environmentalism could negate/reduce, so they won't be as imbalanced as they sound now.I think Central Planning is good enough with +1 production per specialist and +1 food from workshops and Watermills without needing the double production for Factory and Coal Plant. Do you mean +2 gold or +2 commerce from Environmentalism? Perhaps the -30% pollution is a bit redundant given the effect of Recycling Center. I'm not seeing enough reasons to switch out of Central Planning and into Environmentalsim at this stage.
I'm not sure. My general impression was that Scholasticism was already used quite often to farm GPs.Would it be too overpowered to allow Scholasticism to also provide the ability to build missionaries without Monasteries? I skip Scholasticism and stay in Organised Religion because the buliding speed bonus is so much more valuable for large empires.
The Barracks and Warrior Code stuff occured to me too after a while. Barracks where only added as an afterthought after I implemented the ability originally for Central Planning, because Conscription indeed seemed to lack purpose.Surely by the time Conscription is available most cities would already have a Barracks? I would have thought that this bonus is better placed/timed with Warrior Code. The experience bonus within own borders is very underwhelming. I rarely fight battles within my own borders, so would not be particularly interested in this effect. Its benefit is really only apparent when you are under siege attack by an AI civ, which is not a common situation that I find myself in. The bonuses from Standing Army would be superior in just about every case that I can think of.
It's still the same set of civics, Slavery to create and use slaves, Agrarianism and Mercantilism to keep those you already have.Within the new civics, which ones will allow the settling of Slave units on plantations and in cities?
You mean the anarchy? I think that needs to stay, but the permanent stability penalties associated with it will go.Do you intend to revamp the revolt system as well? As it currently stands, Cristo Redentor becomes insanely necessary in the late game, which isn't very fun. I'm not sure quite how to do it, maybe remove the empire stagnation and just have a sizable stability hit?
On reflection, you're probably right about Autocracy.Isn't Autocracy useful enough right now? I'd rather limit most military effects to the Military column, and it already allows to draft.
I think that Rhye was trying to keep the theme of destabilisation going strong on this one. Just like in the Greek City States, Representation was good to a point and then it was simply unstable.And to be honest it never really made sense to me. Shouldn't it make your colonies happy to give them Representation?
I use it as the Moors (who start with it) because I don't know that the UHV can be won without it. But for most other civs, waiting a little longer for the next GP is offset by the production bonus in my view.I'm not sure. My general impression was that Scholasticism was already used quite often to farm GPs.
What about along the lines of if Conscription didn't cost population during drafting at the same rate as without Conscription? Or under Conscription allow military units to be built using surplus food (like for Levy)?Standing Army has high upkeep though, and Conscription medium I think, which could be reduced to low. Generally Standing Army is supposed to be the superior civic with Conscription more like an alternative for production poor civs who would rely more on drafting.
I'm not sure, do you have any ideas to balance the two?
Ooh, tasty.I also intend to change the rules regarding golden ages. Civic changes in golden ages would still cost anarchy but not "cost" you GA turns in the meantime.
For some time I planned for Levy Armies to build units using food, but I decided against this mechanism because it does weird things to your ability to let cities grow and might often be more discouraging than interesting.What about along the lines of if Conscription didn't cost population during drafting at the same rate as without Conscription? Or under Conscription allow military units to be built using surplus food (like for Levy)?
Could the ability to use surplus food become optional?For some time I planned for Levy Armies to build units using food, but I decided against this mechanism because it does weird things to your ability to let cities grow and might often be more discouraging than interesting.
And it looks like the unhappiness is more of a problem for drafting so maybe I'll reduce that.
Currently all civic stability effects are inactive. Since I have to write everything from scratch soon, I can actively decide to bring it back. And to be honest it never really made sense to me. Shouldn't it make your colonies happy to give them Representation?
I thought that too. I'd rather keep the building production stuff with Central Planning though. I could imagine a flat +10% production or +1 hammer with mines though.
I'm not sure. My general impression was that Scholasticism was already used quite often to farm GPs.
That would require a new interface option in the city screen, and I don't know if it's possible.