Design: Civics

Kael

Deity
Joined
May 6, 2002
Messages
17,401
Location
Ohio
Government

+Despotism
Upkeep: Low

+City States
Upkeep: Low
-80% distance maintenance
-25% Gold
-10% Culture

+God King
Upkeep: High
+1 Happy from State Religion
+50% hammers, +50% Gold in capital
+10% distance maintenance

+Aristocracy
Upkeep: Low
+2 Gold from Farms
-1 Food from Farms

+Monarchy
Upkeep: Medium
+1 Happy per military unit stationed in city
Allows the building of the Royal Guard

+Republic
Upkeep: Medium
+3 Happy in 5 largest cities
Unhappiness penalty for all Civs without Republic
+10% Culture

Cultural Values

+Naturalism
Upkeep: Low
-1 Happy

+Religion
Upkeep: Low
+1 Happy in cities with the state religion

+Social Order (The Order only)
Upkeep: Medium
+1 Happiness from Courthouse, Palace, Forbidden Palace, Winter Palace and Basilica
+10% Military Production

+Nationhood
Upkeep: Low
Can draft 3 units per turn
+2 happy per Barracks
-25% War Weariness
-10% Culture

+Liberty
Upkeep: Medium
+100% Culture in all cities
+50% War Weariness
-2 Happy per Dungeon
Unlimited Artists

+Consumption
Upkeep: Medium
+10% Gold
+1 Happy from Market, Tavern and Theatre

Labor

+Tribalism
Upkeep: Low

+Slavery (Octopus Overlords only)
Upkeep: Low
Can sacrifice citizens to finish production in a city
-1 Happy
25% of defeated units are captured as Slaves

+Arete (Runes of Kilmorph only)
Upkeep: Medium
+20% Great Person with State religion rate
Can spend gold to finish production

+Military State
Upkeep: High
+15% Military Production
-25% Culture
20% Population in Free Military Units
Can spend gold to finish production

+Serfdom
Upkeep: Low
Workers build improvements 50% faster
+10% Hammers
-10% Gold
Can spend gold to finish production

+Caste System
Upkeep: Medium
+1 Free specialist in every city
+2 Culture per specialist
Can spend gold to finish production

+Guilds
Upkeep: Medium
Unlimited Merchants
Can spend gold to finish production

Economy

+Decentralization
Upkeep: Low

+Conquest
Upkeep: Low
+2 XP
Food produces military units
Grants a bonus 25-75 gold when cities are captured

+Agriculture
Upkeep: Low
+1 Health in each City

+Mercantilism
Upkeep: Low
No foreign trade routes
+10% Gold
+1 Happy from Market
-2 Happy from Thieves Guild

+Foreign Trade
Upkeep: Low
+1 Trade routes per city
-10% Gold
+20% Culture
Unhappiness penalty for all Civs without Foreign Trade

+Guardian of Nature (Fellowship of Leaves only)
Upkeep: High
+5 health in all cities
-10% Military Production
+1 happy from jungle, forest
+2 Happy from Grove

Religion

+Paganism
Upkeep: Low

+Organized Religion
Upkeep: Medium
Cities with state religion construct buildings 25% faster

+Theocracy
Upkeep: Medium
+2 XP in cities with state religions
No non-state religions spread

+Pacifism
Upkeep: Low
+50% great person birth rate in cities with state religion
+25% War Weariness
+1 gold support cost per military unit
-2 Happy per Colosseum
-2 Happy per Hippodrome

+Free Religion
Upkeep: Low
No state religion
+1 happy per religion in a city
+10% research in all cities
Can use all religion specific civics

+Crusade (Bannor only) (Loki)
You can only enter a crusade when you are at war.
+25% Military production.
-75% War Weariness.
-100% Great People rate modifier
While in the crusade the units they can make are limited (no settlers or workers).
While in the crusade the buildings they can make are limited (no elder council, market, obelisk, moneychanger, theatre, aqueduct, public baths, herbalist, carnival, courthouse, gambling house, granary, smokehouse or brewery).
5 turn anarchy period to start a crusade.
You cant initiate diplomacy with a civ you are at war with during a crusade (you have to wait for the AI to ask for peace or keep fighting).
Disciple units made during a crusade gain the Evangelist promotion.
Crusade only units:
[tab]Demagog
[tab]Flagbearer

Compassion

+Sacrifice the Weak (The Ashen Veil only)
Upkeep: None
-20% Great People rate
-2 Health per City
Can sacrifice citizens to finish production in a city
+10% Gold

+Fend for Themselves
Upkeep: None
-1 Health per City

+Basic Care
Upkeep: Low

+Protect the Meek
Upkeep: Medium
+1 Health per City
+1 Happy per Herbalist
+1 Happy per Infirmary

+Public Healers (Good only)
Upkeep: High
+1 Happy per Herbalist
+2 Health per City
+2 Happy per Infirmary

Education

+No School System
Upkeep: None

+Apprenticeship
Upkeep: Low
+2 XP for all units
-10% Military Production

+Military Discipline
Upkeep: Medium
+10% Military Production

+Religious Discipline
Upkeep: High
+10% research in all cities
-1 Happy from non-state religions
+2 Happy from State religions
Unlimited Priests

+Scholarship
Upkeep: High
+1 Happy per Library
+10% research in all cities
+20% War Weariness
Unlimited Scientists
 
Crusade (Bannor only) (Loki)

So we create a new "mode" the Bannor can use that represents the Crusade. That mode will probably be a Bannor specific civic option:

[tab]1. No great people (-100%).
[tab]2. While in the crusade the units they can make are limited (no settlers, no workers, etc).
[tab]3. While in the crusade the buildings they can make are limited (no non-military buildings).
[tab]4. +25% Military production.
[tab]5. A long anarchy period to start a crusade.
[tab]6. A long anarchy period to end a crusade.
[tab]7. You cant initiate diplomacy with a civ you are at war with during a crusade (you have to wait for the AI to ask for peace or keep fighting).
[tab]8. You can only enter a crusade when you are at war.
[tab]9. Crusade only units:
[tab][tab]Crusader only maceman that is half cost, -1 icombat, cant be upgraded and goes away at the end of the crusade
[tab][tab]Flagbearer that boosts all units within 1 tile
[tab][tab]Medic that can turn into an immobile medical camp and back
[tab][tab]Priest that pushes its religion on any city it takes (Loki)
[tab][tab]Mounted crusader unit (Loki)
[tab]10. -75% War Weariness.
 
What if you changed city states to not give the -10% gold. Instead the specialists incerased maintenance to symbolize the curroption found in a decentralized governmetn.
 
Personally I thinkt hat you shoul add many more civics, and have most of them be special for certain civilizations.
 
There are so many civics that I never use so I don't know if more is the answer or just more useful choices. Personally I like the Super religious civics so maybe loki's idea about civilization civics would work better as well.
 
Here's a suggestion for a new economy civic, not sure if it's balanced though:

Base metals into Gold(available with Alchemy):
Medium Upkeep
+10% gold, +10% gold with copper, +10% gold with iron
-50% military production.
-10% hammers
1 unhealthiness
 
Corlindale said:
Here's a suggestion for a new economy civic, not sure if it's balanced though:

Base metals into Gold(available with Alchemy):
Medium Upkeep
+10% gold, +10% gold with copper, +10% gold with iron
-50% military production.
-10% hammers
1 unhealthiness

I turned this concept into a divine earth spell. Turns a copper resource into a gold resource and vise versa.
 
New religious civic(there aren't that many of them, and all of them are more or less copies of vanilla civics):

Asceticism(available with Meditation):

Monastery gives +6 happy faces(perhaps more)
+2 xp to military units
No happiness bonus from luxury resources
-30% growth rate
 
Corlindale said:
New religious civic(there aren't that many of them, and all of them are more or less copies of vanilla civics):

Asceticism(available with Meditation):

Monastery gives +6 happy faces(perhaps more)
+2 xp to military units
No happiness bonus from luxury resources
-30% growth rate

I like the penalties of this a lot but not the bonus's. Is there something else we could give as a positive benifit? Maybe unlimited or a greater number of Monk units?
 
Unlimited monks might work, and perhaps give monks some kind of free promotion as well.
I just think it might be quite crippling for a civilization to be completely devoid of luxury bonuses, and I don't really see ascetic societies as something with many unhappy citizens, but I guess they wouldn't be particularly happy either. More akin to the Buddhist ideal of escaping any kind of emotion. Too bad "content citizens" doesn't exist anymore.
 
Corlindale said:
Unlimited monks might work, and perhaps give monks some kind of free promotion as well.
I just think it might be quite crippling for a civilization to be completely devoid of luxury bonuses, and I don't really see ascetic societies as something with many unhappy citizens, but I guess they wouldn't be particularly happy either. More akin to the Buddhist ideal of escaping any kind of emotion. Too bad "content citizens" doesn't exist anymore.

There is one. Called No Unhappy Population that is settable on civics. I will use that.
 
Corlindale said:
Great! That will work nicely. But you might have to increase disadvantages a bit more to balance it out.

Oops, I misremembered, its No Unhealthy Population so it doesnt help us.
 
There is that wonder, tower of complacency, that does this. Would it be possible to modify monastaries to give a similar effect while under this civic?
 
Lunargent said:
There is that wonder, tower of complacency, that does this. Would it be possible to modify monastaries to give a similar effect while under this civic?

I can spawn a building in the capital that does this, then clean the building up if they change civics. It would accomplish a similiar effect.
 
No, tower of complacency makes there be no unhappiness at all. We need just no unhappiness from population. What if we changed it to "unhappy citizens still work?"
 
The effect of the civic, as I understand it, is to remove happiness bonuses from luxuries, but also to remove unhappiness itself as long as there are monasteries. Smiley faces were deemed too uncharacteristic. Removing all unhappiness might be a bit too powerfull. But it's balanced by th decreased growth rate, so I couldn't be certain without testing it. Perhaps it could remove a set percentage of unhappiness, but I'd try removing all, and seeing what that does first.

Unhappy citizens still at work asthetically seems better, but it might be harder to code. As long as the effect is the same, either works for me.
 
Lunargent said:
The effect of the civic, as I understand it, is to remove happiness bonuses from luxuries, but also to remove unhappiness itself as long as there are monasteries. Smiley faces were deemed too uncharacteristic. Removing all unhappiness might be a bit too powerfull. But it's balanced by th decreased growth rate, so I couldn't be certain without testing it. Perhaps it could remove a set percentage of unhappiness, but I'd try removing all, and seeing what that does first.

Unhappy citizens still at work asthetically seems better, but it might be harder to code. As long as the effect is the same, either works for me.

Yeah, if I had my preference (and as Corlindale quite correctly first suggested it) it would take away the luxary happiness and stop a certain portion of the unhappiness. We just have to figure out a way to do it.
 
Perhaps it could make sense to have actual unhappiness in the civ. Even if asceticism is an honored ideal, all of the population might not agree entirely, and they'd be quite unhappy to have material pleasures, as well as pleasures of the flesh, denied to them to great extent by the priests.
Although I still would prefer to have an "indifferent" population, who doesn't resist work, but who doesn't get We Love the Whoever Days either, but that might be too hard to make.

Going with the first suggestion, we will have some heavy disadvantages. It will be much harder to make people happy, and growth rate will be low.
It'd need some quite good advantages to be balanced. Unlimited monks and free promotions for them was suggested, but I'm just afraid it will encourage a too homogenous army, even if it would fit the concept well. Going to battle with 50 monks would not be that fun. Perhaps the civic would allow new types of monk units with certain special abilities.
It should also improve Monasteries in some way, though probably not through a happiness bonus.
 
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