Ankorafeonix
Chieftain
- Joined
- Aug 15, 2013
- Messages
- 75
I've finally finished what I envisioned as the Economists Mod, and I want to share it with the community now. Just a note: this is my first upload, and I've tried my best to do it correctly, but if I've screwed up somehow please let me know and I'll fix it.
Also, this shouldn't be considered a Final draft either - I've given it a bit of testing and it works out for me, but constructive feedback of your own experiences would be very valuable in fine-tuning some of the details (I don't often play on very difficult settings or small maps so balance may be an issue there).
Without further ado:
What is it?
My Economists Mod had two main goals:
Why on earth would you do that?
Here were some of my issues which inspired me to create the mod:
So how does it work?
Let's focus on the Happiness/Tax system first.
Happiness/Tax
To begin with, luxury resources now only provide +1 Happiness each, while each citizen now provides a net Unhappiness of 0 (technically, they still contribute 1 Unhappiness but this is negated by the Palace giving a Civ-wide -100% Unhappiness Modifier). Each city contributes to 2 Unhappiness, down from 4. It may not seem like much, but with the reduction of gold revenue from other sources (such as Markets, Banks, and trade routes), you will probably want to start implementing some Taxes.
Enter the Tax Department. There are four possible Tax Departments and one Ministry, which come available at various points of the tech tree:
Here is a picture of the Federal Tax Department at work (all the other Departments work the same way):
As you can see, each citizen in your civ now contributes 0.5 gold (2 with four Tax Departments), +25% Unhappiness from citizens in non-occupied cities (100% with four Departments), and -10% Growth (40% with four, etc). In this picture, my Civ has 31 citizens, equalling +15 Gold in Tax Revenue and 7.75 Unhappiness.
How to Use: To implement a Tax, just build the Tax Department in any of your cities. It will automatically spawn a Local Tax Office in each city and start collecting revenue from your citizens. If you are having problems with Happiness and want to abolish a Tax, go to the city with your Tax Department and simply delete the building. Note: you won't be able to delete the Local Offices individually, but if you delete the Department then the Local Tax Offices will disappear too.
Now, the Ministry is a special case, but I'm considering adding Ministries of Culture and Ministries of Religion as well if this works out well. This appeared because I decided to drop the inherent Science per Citizen down to 0, since I was having a lot of unbalanced games where huge pop Civs simply out-scienced the smaller ones and there were large differences. Again, since I was already working on giving more control over yields, I decided to experiment with a Science one. So, the building allows +1 Science per Citizen again, and this time at a 15% Unhappiness modifier.
All in all, I'm a bit iffy about the idea, so if you think I should scrap it or change it somehow, all ideas are welcome.
Resource: Personell
This has so far been my personal favourite aspect of the mod. Always having been something of a minimalist, I was frustrated that I had nearly cover my Civ's territory with units to sufficiently defend myself or launch successful invasions of other players. Okay, maybe I'm just a bad strategist (indeed I'm useless at anything over the King difficulty), but another motivation for having less units was a performance issue. My system is for some reason awful at handling modded Civ5, so anything that put a hard-cap on the number of units swimming about my large maps was attractive to me.
Here's a list of things that provide
Personell:
So far, every unit just costs 1
, but I'm currently weighing up the idea of making certain units cost more, and even creating a new class of "Heavy Units" which generally cost more but provide more concentrated firepower.
Here's the Personell Resource at work.
I haven't been able to give this a comprehensive testing yet - it works fine for me so far on Large maps with many civs, but balancing in different sized maps or in late-game stages might be an issue - feel free to offer suggestions on that. Otherwise, if you have some modding experience you can always tweak the numbers in the XML to get more or less.
So, hopefully this is interesting for some of you
Personally I don't expect it to be a roaring success - it was more for my own pleasure than anything else, but if it makes someone elses experience more fun, then great!
Anyway, ciao ciao!
Also, this shouldn't be considered a Final draft either - I've given it a bit of testing and it works out for me, but constructive feedback of your own experiences would be very valuable in fine-tuning some of the details (I don't often play on very difficult settings or small maps so balance may be an issue there).
Without further ado:
What is it?
My Economists Mod had two main goals:
- Both simplify and add more control to your civ's economy through a Tax system.
- Put a natural limiter on the number of military units that you and AI units can build, based on a strategic resource called "Personell", which is gained from Barracks, Armouries, Castles, your Palace, and various National and Global Wonders.
Why on earth would you do that?
Here were some of my issues which inspired me to create the mod:
- Happiness felt bland and influenced by all the wrong things. I mean, I don't suddenly become happy (at least +4 happy) because my country suddenly found a new supply of Copper. I wanted to tie Happiness (or Unhappiness, for that matter) to something more realistic, like taxes. Now there's something that really influences the happiness of a country.
- I felt that Civ5 basically makes me choose between Culture, Science, Military, or Money, and that rushing one of those things tends to squash the others to a greater or lesser extent. Although it's rarely a disaster, I wanted the economy to be less tied to which buildings you construct and what resources you manage to start next to, and more about controlling and adjusting your economy in the same way that Finance Ministers do.
- Happiness is only an exciting feature when you sit on the verge between Happy and Unhappy. Most of the time, I find myself either neurotically endeavouring desperate measures to bring my Civ's happiness back up to 0, or wondering what the hell I'm going to do with 86 Happiness (I'm talking about my previous attempts at fixing this with mods by the way!).
- I was sick of trying to navigate through enemy territory or having war declared upon me by an AI whose entire territory consisted of Mobile SAMs and Horse Archers (ATILLA I'M LOOKING AT YOU). I spent a long time trying to work out how to hard-cap the number of units that each civ can build, and I finally got something satisfactory with the Personell Resource.
So how does it work?
Let's focus on the Happiness/Tax system first.
Happiness/Tax
To begin with, luxury resources now only provide +1 Happiness each, while each citizen now provides a net Unhappiness of 0 (technically, they still contribute 1 Unhappiness but this is negated by the Palace giving a Civ-wide -100% Unhappiness Modifier). Each city contributes to 2 Unhappiness, down from 4. It may not seem like much, but with the reduction of gold revenue from other sources (such as Markets, Banks, and trade routes), you will probably want to start implementing some Taxes.
Enter the Tax Department. There are four possible Tax Departments and one Ministry, which come available at various points of the tech tree:
- Federal Tax Department (Tech: Mathematics)
- Property Tax Department (Tech: Civil Service)
- Goods Tax Department (Tech: Banking)
- Corporate Tax Department (Tech: Railroad)
- Ministry of Scientific Research (Tech: Acoustics)
Here is a picture of the Federal Tax Department at work (all the other Departments work the same way):

As you can see, each citizen in your civ now contributes 0.5 gold (2 with four Tax Departments), +25% Unhappiness from citizens in non-occupied cities (100% with four Departments), and -10% Growth (40% with four, etc). In this picture, my Civ has 31 citizens, equalling +15 Gold in Tax Revenue and 7.75 Unhappiness.
How to Use: To implement a Tax, just build the Tax Department in any of your cities. It will automatically spawn a Local Tax Office in each city and start collecting revenue from your citizens. If you are having problems with Happiness and want to abolish a Tax, go to the city with your Tax Department and simply delete the building. Note: you won't be able to delete the Local Offices individually, but if you delete the Department then the Local Tax Offices will disappear too.
Now, the Ministry is a special case, but I'm considering adding Ministries of Culture and Ministries of Religion as well if this works out well. This appeared because I decided to drop the inherent Science per Citizen down to 0, since I was having a lot of unbalanced games where huge pop Civs simply out-scienced the smaller ones and there were large differences. Again, since I was already working on giving more control over yields, I decided to experiment with a Science one. So, the building allows +1 Science per Citizen again, and this time at a 15% Unhappiness modifier.
All in all, I'm a bit iffy about the idea, so if you think I should scrap it or change it somehow, all ideas are welcome.
Resource: Personell

This has so far been my personal favourite aspect of the mod. Always having been something of a minimalist, I was frustrated that I had nearly cover my Civ's territory with units to sufficiently defend myself or launch successful invasions of other players. Okay, maybe I'm just a bad strategist (indeed I'm useless at anything over the King difficulty), but another motivation for having less units was a performance issue. My system is for some reason awful at handling modded Civ5, so anything that put a hard-cap on the number of units swimming about my large maps was attractive to me.
Here's a list of things that provide

- Palace +3
- Barracks +1
- Armoury + 1
- Castle +1
- Heroic Epic +5
- Himeji Castle +3
- Kremlin +3
- Brandenburg Gate +3
- The Pentagon +3
- Red Fort +3
- Terracotta Army +3
So far, every unit just costs 1

Here's the Personell Resource at work.

I haven't been able to give this a comprehensive testing yet - it works fine for me so far on Large maps with many civs, but balancing in different sized maps or in late-game stages might be an issue - feel free to offer suggestions on that. Otherwise, if you have some modding experience you can always tweak the numbers in the XML to get more or less.
So, hopefully this is interesting for some of you

Anyway, ciao ciao!