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[Design] Civics

Discussion in 'Civ4 - Dragonia II Mod' started by Darque, Nov 12, 2007.

  1. Darque

    Darque Chaotic Lord of Dragonia

    Joined:
    Oct 15, 2004
    Messages:
    1,147
    Location:
    Illinois
    Here is the list of civics to use for the mod:
    Government
    Spoiler :
    Despotism
    • Default
    • No Upkeep
    • +25% Maintanance Costs from Number of Cities
    Tribal Council
    • Req Tribal Council
    • Low Upkeep
    • -25% Maintenance Costs from number of cities
    • +25% War :mad:
    • -10% :culture: in all cities
    Monarchy
    • Req Monarchy
    • Low Upkeep
    • +10% Maintenance costs from distance to palace
    • +50% :hammers:,+50% :gold: in Capital
    Republic
    • Req Republic
    • Medium Upkeep
    • +25% :gp: Birth Rate
    • :mad: Penalty for Civs without Republic
    • +20% :culture: in all cities
    • +3 :) in 5 largest cities
    Theocracy
    • Req Theocracy
    • Medium Upkeep
    • +1 :) in Cities with State :religion:
    • +1 :mad: per non-State :religion: in a city
    • New Divine Units receive +2 XP in Cities with State :religion:
    • No non-State :religion: spread
    • Unlimited Priest
    Plutocracy
    • Req Mercantilism
    • High Upkeep
    • +20% :gold: in all cities
    • +1 :) from Market
    • -1 :food: from Farm
    • Unlimited Merchant
    Magocracy
    • Req Magocratic Law
    • High Upkeep
    • +10% :science: in all cities
    • Unlimited Sages
    • +1 :) from Library
    • +1 :science: per specialist
    • New Arcane Units receive +2 XP
     
  2. Darque

    Darque Chaotic Lord of Dragonia

    Joined:
    Oct 15, 2004
    Messages:
    1,147
    Location:
    Illinois
    Labor
    Spoiler :
    Tribalism
    • Default
    • No Upkeep
    Slavery
    • Req Slave Trade
    • Low Upkeep
    • Can sacrifice population to Finish Production in city
    • +1 :hammers: from Quarry
    • +1 :hammers: from Mine
    • Enables Slavery features
    Feudalism
    • Req Feudal System
    • Medium Upkeep
    • Can spend :gold: to Finish Production in a City
    • Lower Military Unit Support Costs
    • Can Draft 3 Units per Turn
    • -10% :culture:,-10% food in all Cities
    Guilds
    • Req Guilds
    • Medium Upkeep
    • Unlimited Bard, Merchant
    • +10% :hammers: in All Cities
    • Can spend :gold: to Finish Production in a City
    Free Labor
    • Req Metaphysics
    • High Upkeep
    • +15% :hammers:,-10% :gold: in All Cities
    • +1 :food: per Farm, Windmill, Watermill
    Guild Socialism
    • Req Socialism
    • High Upkeep
    • No Maintenance Costs from Distance to Palace
    • Unlimited Merchants
    • +10% :hammers:,-10% :gold: in All Cities
    • -15% Maintenance Costs from Guilds
    • Can spend :gold: to Finish Production in a City
     
  3. Darque

    Darque Chaotic Lord of Dragonia

    Joined:
    Oct 15, 2004
    Messages:
    1,147
    Location:
    Illinois
    Economy
    Spoiler :
    Decentralization
    • Default
    • No Upkeep
    Barter System
    • Req Trade
    • Low Upkeep
    • +1 :health: in All Cities
    • +5% :culture: in All Cities
    Mercantilism
    • Req Mercantilism
    • Medium Upkeep
    • No Foreign Trade Routes
    • +20% :gold: in All Cities
    • +1 :) from Market
    Capitalism
    • Req Capitalism
    • High Upkeep
    • +1 Trade Routes per City
    • -25% Maintenance Costs from Guilds
    • Risk of Depression
    Socialist Economics
    • Req Economics
    • High Upkeep
    • No Maintenance Costs from Distance to Palace
    • Guilds have no effect
    • +1 :food: from Workshop, Watermill
    • -10% :science: in all Cities
    Free Trade
    • Req Globalism
    • High Upkeep
    • +2 Trade Routes per City
    • -10% :gold:, +20% :culture:,-10% :hammers: in All Cities
     
  4. Darque

    Darque Chaotic Lord of Dragonia

    Joined:
    Oct 15, 2004
    Messages:
    1,147
    Location:
    Illinois
    Religion
    Spoiler :
    Paganism
    • Default
    • No Upkeep
    Organized Religion
    • Req Ceremony
    • Low Upkeep
    • Can Build Missionaries without a Temple
    • Cities with State :religion: Construct Buildings +25% Faster
    Fundamentalism
    • Req Priesthood
    • Medium Upkeep
    • +15% :gp: Birth Rate
    • +2 :) in Cities with State :religion:
    • +2 :mad: in Cities with Non-State :religion:
    • Can Build Missionaries without a Temple
    Secularism
    • Req Metaphysics
    • Low Upkeep
    • No State :religion:
    • +1 :) per Non-State :religion: in a City
    • +10% :science: in All Cities
    Holy War
    • Req Fanaticism
    • High Upkeep
    • -50% :gp: Birth Rate
    • -75% War :mad:
    • +2 :) in Cities with State :religion:
    • Cities with State :religion: Train Units +25% Faster
    • No Non-State :religion: Spread
    • Must be at War
    • Blocks the building of non-military units and buildings
    • Can't start diplomacy with civilizations you are at war with
     
  5. Darque

    Darque Chaotic Lord of Dragonia

    Joined:
    Oct 15, 2004
    Messages:
    1,147
    Location:
    Illinois
    Military
    Spoiler :
    Militia
    • Default
    • No Upkeep
    • -10% Military Unit :hammers:
    • Can Draft 1 Unit per Turn
    Regular Army
    • Req Code of Laws
    • Low Upkeep
    • Can Draft 3 Units per Turn
    National Service
    • Req Impressment
    • Medium Upkeep
    • +10% Military Unit :hammers:
    • -25% War :mad:
    • Can Draft 3 Units per Turn
    Volunteer Service
    • Req Military Tradition
    • Low Upkeep
    • +10% Military Unit :hammers:
    • +1 :gold: Support Cost per Military Unit
    Paramilitary
    • Req Adv Military Tactics
    • Medium Upkeep
    • -1 War :mad:
    • New Units Receive +2 XP
    • +2 :gold: Support Cost per Military Unit
    Pacifism
    • Req Philosophy
    • Low Upkeep
    • +50% :gp: Birth Rate
    • +25% War :mad:
    • +1 :gold: Support Cost per Military Unit
     
  6. Darque

    Darque Chaotic Lord of Dragonia

    Joined:
    Oct 15, 2004
    Messages:
    1,147
    Location:
    Illinois
    Education
    Spoiler :
    No Education
    • Default
    • No Upkeep
    Basic Education
    • Req Writing
    • Low Upkeep
    • +10% :science: in All Cities
    Apprenticeship
    • Req Chivalry
    • Low Upkeep
    • New Units Receive +2 XP
    • -10% Military Unit :hammers:
    Religious Education
    • Req Theology
    • Medium Upkeep
    • Unlimited Priest
    • +2:) in Cities with State :religion:
    • +1 :mad: per Non-State :religion: in a City
    • +10% :science: in All Cities
    Scholarship
    • Req Education
    • High Upkeep
    • Unlimited Sage
    • +20% War :mad:
    • +15% :science: in All Cities
    • +1 :science: per Specialist
    • +1 :) from Library
     
  7. woodelf

    woodelf Bard

    Joined:
    Jun 12, 2003
    Messages:
    15,036
    Location:
    Gallery
    It all looks good. Another "playtesting will decide all" item really, but it's good to get a rough idea down and balance it later.
     
  8. rocklikeafool

    rocklikeafool Warmaster

    Joined:
    Jan 9, 2008
    Messages:
    2,416
    Location:
    Wherever there's Tequila...
    Question. Could someone explain to me the purpose of Paramilitary? Cuz I don't see it.
     
  9. Darque

    Darque Chaotic Lord of Dragonia

    Joined:
    Oct 15, 2004
    Messages:
    1,147
    Location:
    Illinois
    Paramilitary represents the use of mercenaries for the civ's military in place of a national army. (Outside of the mercs in the merc mod) This is represented by the higher support cost and better training that new units receive.
     
  10. rocklikeafool

    rocklikeafool Warmaster

    Joined:
    Jan 9, 2008
    Messages:
    2,416
    Location:
    Wherever there's Tequila...
    Ah, like when Rome hired Mercenaries from the Barbarians when it was nearing the end of its Empire. Ok, I see.
     

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