Dawn of Civilization General Discussion

What is the logic behind outdated civics? How do you know which of your 6 civics are the outdated ones? I assume it's by era, which civics belong to which eras?
 
What is the logic behind outdated civics? How do you know which of your 6 civics are the outdated ones? I assume it's by era, which civics belong to which eras?

In the civilopedia, go to concepts and then stability influence factors, and scroll down to civics. It will tell you when each civic gives instability

I tried to write them here but it is hard to open and close civ 4 that much

Some are linked to era you are in, and some are linked to when you discover a specific technology

(Animism, deaification after discovering theology gives -5 stability)
(vassalage in middle ages gives +2, but in industrial era or later -5)
 
Here's the list, from the code itself:

Code:
if iTotalitarianism in civics:
   if iStateParty in civics: iStability += 5
   if iDespotism in civics: iStability += 3
   if iRevolutionism in civics: iStability += 3
   if iCentralPlanning in civics: iStability += 3
   if iDemocracy in civics: iStability -= 3
   if iConstitution in civics: iStability -= 5
   if iSecularism in civics: iStability += 2
   if civics.any(iTolerance, iMonasticism): iStability -= 3
   
if iCentralPlanning in civics:
   if iEgalitarianism in civics: iStability += 2
   if iStateParty in civics: iStability += 2
   if iCentralism in civics: iStability += 2
   
if iEgalitarianism in civics:
   if iDemocracy in civics: iStability += 2
   if iConstitution in civics: iStability += 2
   if civics.no(iSecularism) and civics.no(iTolerance): iStability -= 3
   
if iIndividualism in civics:
   if civics.any(iRepublic, iDemocracy): iStability += 2
   if iFreeEnterprise in civics: iStability += 3
   if iCentralPlanning in civics: iStability -= 5
   if civics.any(iRegulatedTrade, iPublicWelfare): iStability -= 2
   if iTolerance in civics: iStability += 2
   
if iTheocracy in civics:
   if civics.any(iIndividualism, iEgalitarianism): iStability -= 3
   
if iDeification in civics:
   if civics.any(iRepublic, iDemocracy): iStability -= 3
   
   if iCurrentEra <= iClassical:
       if iRedistribution in civics: iStability += 2
       if iSlavery in civics: iStability += 2
   
if iVassalage in civics:
   if civics.any(iIndividualism, iEgalitarianism): iStability -= 5
   if civics.any(iFreeEnterprise, iCentralPlanning, iPublicWelfare): iStability -= 3
   if iTributaries in civics: iStability += 5
   
   if iCurrentEra == iMedieval:
       if iMonarchy in civics: iStability += 2
       if iManorialism in civics: iStability += 3
       
if iRepublic in civics:
   if iCitizenship in civics: iStability += 2
   if iVassalage in civics: iStability -= 3
   if iMerchantTrade in civics: iStability += 2
   
if iCentralism in civics:
   if iDemocracy in civics: iStability -= 5
   if iRegulatedTrade in civics: iStability += 3
   if iClergy in civics: iStability += 2
   
   if iCurrentEra == iRenaissance:
       if iMonarchy in civics: iStability += 2
       
if iDespotism in civics:
   if iSlavery in civics: iStability += 2
   if iNationhood in civics: iStability += 3
   
if iCasteSystem in civics:
   if iCitizenship in civics: iStability -= 4
   if iClergy in civics: iStability += 2
   if iSecularism in civics: iStability -= 3
   
if iMultilateralism in civics:
   if iDespotism in civics: iStability -= 3
   if iTotalitarianism in civics: iStability -= 3
   if iEgalitarianism in civics: iStability += 2
   if iTheocracy in civics: iStability -= 3
   
if iMonarchy in civics:
   if civics.any(iClergy, iMonasticism): iStability += 2
   
if iElective in civics:
   if iCentralism in civics: iStability -= 5
   
if iConstitution in civics:
   if iDemocracy in civics: iStability += 2
   
if iRevolutionism in civics:
   if civics.no(iSecularism) and civics.no(iTolerance): iStability -= 3
   
if iRegulatedTrade in civics:
   if iManorialism in civics: iStability += 2
   if iMeritocracy in civics: iStability += 3
   
if iIsolationism in civics:
   if civics.any(iMerchantTrade, iFreeEnterprise): iStability -= 4
   if civics.any(iRegulatedTrade, iCentralPlanning): iStability += 3
   if iMeritocracy in civics: iStability += 3
 
That is the list to get civic combinations. The era bonusses/penalties is done by another part of code. If the iCivicEraTechStabilty value is negative for human players, it is halved.

Spoiler :
Code:
    # Civics (eras and techs and religions)
    if iCivicLegitimacy == iVassalage:
        if iCurrentEra == iMedieval: iCivicEraTechStability += 2
        elif iCurrentEra >= iIndustrial: iCivicEraTechStability -= 5
       
    if iCivicReligion == iDeification:
        if iCurrentEra <= iClassical: iCivicEraTechStability += 2
        else: iCivicEraTechStability -= 2 * (iCurrentEra - iClassical)
       
    if iCivicGovernment == iRepublic:
        if iCurrentEra <= iClassical: iCivicEraTechStability += 2
        elif iCurrentEra >= iIndustrial: iCivicEraTechStability -= 5
       
    if iCivicTerritory == iIsolationism:
        if iCurrentEra >= iIndustrial: iCivicEraTechStability -= (iCurrentEra - iRenaissance) * 3
       
    if tPlayer.isHasTech(iRepresentation):
        if iCivicGovernment not in [iRepublic, iDemocracy] and iCivicLegitimacy not in [iRevolutionism, iConstitution]: iCivicEraTechStability -= 5
       
    if tPlayer.isHasTech(iCivilRights):
        if iCivicSociety in [iSlavery, iManorialism, iCasteSystem]: iCivicEraTechStability -= 5
       
    if tPlayer.isHasTech(iEconomics):
        if iCivicEconomy in [iReciprocity, iRedistribution, iMerchantTrade]: iCivicEraTechStability -= 5
       
    if tPlayer.isHasTech(iNationalism):
        if iCivicTerritory in [iConquest, iTributaries]: iCivicEraTechStability -= 5
       
    if tPlayer.isHasTech(iTheology):
        if iCivicReligion in [iAnimism, iDeification]: iCivicEraTechStability -= 5
   
    if iStateReligion == iHinduism:
        if iCivicSociety == iCasteSystem: iCivicEraTechStability += 3
       
    elif iStateReligion == iConfucianism:
        if iCivicLegitimacy == iMeritocracy: iCivicEraTechStability += 3
       
    elif iStateReligion in [iZoroastrianism, iOrthodoxy, iCatholicism, iProtestantism]:
        if iCivicSociety == iSlavery: iCivicEraTechStability -= 3
       
    elif iStateReligion == iIslam:
        if iCivicSociety == iSlavery: iCivicEraTechStability += 2
       
    elif iStateReligion == iBuddhism:
        if iCivicReligion == iMonasticism: iCivicEraTechStability += 2
       
    elif iStateReligion == iConfucianism:
        if iCivicTerritory == iIsolationism: iCivicEraTechStability += 3
 
That is the list to get civic combinations. The era bonusses/penalties is done by another part of code. If the iCivicEraTechStabilty value is negative for human players, it is halved.

Spoiler :
Code:
    # Civics (eras and techs and religions)
    if iCivicLegitimacy == iVassalage:
        if iCurrentEra == iMedieval: iCivicEraTechStability += 2
        elif iCurrentEra >= iIndustrial: iCivicEraTechStability -= 5
      
    if iCivicReligion == iDeification:
        if iCurrentEra <= iClassical: iCivicEraTechStability += 2
        else: iCivicEraTechStability -= 2 * (iCurrentEra - iClassical)
      
    if iCivicGovernment == iRepublic:
        if iCurrentEra <= iClassical: iCivicEraTechStability += 2
        elif iCurrentEra >= iIndustrial: iCivicEraTechStability -= 5
      
    if iCivicTerritory == iIsolationism:
        if iCurrentEra >= iIndustrial: iCivicEraTechStability -= (iCurrentEra - iRenaissance) * 3
      
    if tPlayer.isHasTech(iRepresentation):
        if iCivicGovernment not in [iRepublic, iDemocracy] and iCivicLegitimacy not in [iRevolutionism, iConstitution]: iCivicEraTechStability -= 5
      
    if tPlayer.isHasTech(iCivilRights):
        if iCivicSociety in [iSlavery, iManorialism, iCasteSystem]: iCivicEraTechStability -= 5
      
    if tPlayer.isHasTech(iEconomics):
        if iCivicEconomy in [iReciprocity, iRedistribution, iMerchantTrade]: iCivicEraTechStability -= 5
      
    if tPlayer.isHasTech(iNationalism):
        if iCivicTerritory in [iConquest, iTributaries]: iCivicEraTechStability -= 5
      
    if tPlayer.isHasTech(iTheology):
        if iCivicReligion in [iAnimism, iDeification]: iCivicEraTechStability -= 5
  
    if iStateReligion == iHinduism:
        if iCivicSociety == iCasteSystem: iCivicEraTechStability += 3
      
    elif iStateReligion == iConfucianism:
        if iCivicLegitimacy == iMeritocracy: iCivicEraTechStability += 3
      
    elif iStateReligion in [iZoroastrianism, iOrthodoxy, iCatholicism, iProtestantism]:
        if iCivicSociety == iSlavery: iCivicEraTechStability -= 3
      
    elif iStateReligion == iIslam:
        if iCivicSociety == iSlavery: iCivicEraTechStability += 2
      
    elif iStateReligion == iBuddhism:
        if iCivicReligion == iMonasticism: iCivicEraTechStability += 2
      
    elif iStateReligion == iConfucianism:
        if iCivicTerritory == iIsolationism: iCivicEraTechStability += 3
Oops. My bad.
 
Yeah, like they said, go to financial advisor and see if there is anything bringing your stability down big.

Maybe you razed a lot of cities? (this actually adds a lot of instability if you are not careful, and caused me to collapse a few times when I first started playing)

Also make sure your civics are not a lot of "red" colors when combined.

If you are over extended, you might have too few population in your core area, compared to the cities outside the core area. Building JAILS in cities outside the core area can help eleviate this, but if you are desperate you can tell your cities outside the core to stop growing or to starve themselves to become smaller. Try to get as much population in your core as you can if you want to expand far. (Im guessing you own egypt, which has very large cities, which can cause instability through its high population)
It happened twice in a row as Rome. I razed no cities (or even invaded for that matter), so obviously I did not expand outside of my core area. I my civics were historically accurate but I guess now I can double check.
 
It happened twice in a row as Rome. I razed no cities (or even invaded for that matter), so obviously I did not expand outside of my core area. I my civics were historically accurate but I guess now I can double check.

thats weird, maybe if you can click prtscn and put it to imgur, can help figure out why it is happening

like an image of the stability screen, and an image of your empire with the "core/historical areas" map toggled on
 
Do older civs get penalties over time. For sure, economy matters a lot - with more corruption meaning worse stability, as tends to happen over time. And negative relations with other civs matters a lot. Each of those can matter as much as having overextension, but you can easily not notice.
 
When are buildings added to the Settler's new power of adding several buildings at once in existent cities? For example, Factories can be founded by Settlers much later than they're available.

Speaking of which, I've seen cities lacking certain buildings in the 1700 AD scenario so Settlers can use their ability.
 
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When are buildings added to the Settler's new power of adding several buildings at once in existent cities? For example, Factories can be founded by Settlers much later than they're available.

Speaking of which, I've seen cities lacking certain buildings in the 1700 AD scenario so Settlers can use their ability.

Upon entering a new era.
 
I was going back to the first page (don’t know if the discussion still relevant), but someone asked if Polynesia could also be an ai instead of player only. Your response was basically “but historically Polynesia just kept to themselves so adding them would be pointless.”

The possibility that more powerful civs could capitulate them (or outright wipe them out), sounds like a legit reason to me.

Unrelated I was playing a game as Rome and my civ collapsed for no apparent reason. I did not contradict the decisions that Rome made historically, such as invading land that they did.

I also didn’t lose cities to other players or barbarians. Why did I collapse?
You can enable Polynesia by going into GlobalDefinesAlt in the XML file and changing their occurence to 1. However everytime I've done that they just sit on their starting city without any expanding and build archers until they collapse
 
When are buildings added to the Settler's new power of adding several buildings at once in existent cities? For example, Factories can be founded by Settlers much later than they're available.
Settlers give exactly the same buildings that are present when a city is founded. Those are era based and the era where a building becomes available for free is defined on a per building basis.
 
Are there any high quality equavilent mods for this available with civ v or vi ?
 
Obviously not.
 
Vox Populi is the single best mod for Civ5 that I know of.
 
I've been playing this mod for years but for some reason only around three days ago I played as the Inca for the first time and I'm cracking the code for the UHV.

The thing is: I don't know which technology to research first: Law (fast Markets and Machu Picchu), Currency (Markets and Merchant slots when using Republic) or Engineering (I think that's the technology for Tambos).

Also, what should I build for an army? Which cities should I found?
 
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