EU3-Style Civics: Good idea or bad?

You guys are WAYY offtopic. This isn't even remotely related to civics. Can we turn back the discussion to civic discussion?

I have a question for you all, if you can have one NEW modifier for civics, what would it be? (For Example: An existing modifier is happiness in largest cities, a new one would be like bonus production to specific units or extra commerce civics.)

Just thought of a few more for Department of Homeland Security
Make some civics have an option of reducing the success rate of spy missions/make them costlier
 
Don't get me wrong, I love complexity and choice. It's just that it's much harder with civics because the more choices you have, the more likely you are to end up with combos that make no sense.

I think using Revolutions, that problem could be solved. Running illogical civics choices leads to instability (i.e. Fascist/Liberal, Marxist/Private). It would be like Stability in RFC.
 
I am quoting my idea from the modmod section here since it would be relevant to this this topic. I also agree there should be a transportation civic.

Anywho my ideas are; Garbage Civic, Electricity Civic and Education Civic.

Garbage Civic
This is to simulate a civilizations ever increasing amount of garbage based on their population and number of buildings.


Electricity Civic
These would be made to accompany the "Power Mod" discussed in the main forum.

None = Before Electricity is Discovered.

Fossil Fuel = Boost to Power for Coal, Shale, Oil and Natural Gas Power Plants.

Atomic = Boost to Power for Nuclear Power Plants.

Green = Boost to Power for Wind, Solar, Geothermal, Hydro, Tidal and Wave Power Plants.

High Tech = Boost to Power for Fusion Power Plants.

Education Civic

Oral Tradition (Req None)

Religious School (Req Meditation)

Apprenticeship (Req Guilds)

Private School (Req Education)

Propaganda (Req Fascism)

Public School (Req Compulsory Education)

Corporate School (Req Corporation)

Internet School (Req Fiber Optics)

Neural Download Learning (Req Though Scanning)

I have no idea what the stats should be for all these but i would guess each would give something to science. And maybe the religious school would maybe even give less science.

EDIT:
Hey guys, I drew this up a while ago, but haven't gotten my civic attitude modifier to work yet, so never coded it.

I thought it would be more realistic. What do you guys think?

Ah i can see someone is thinking along the same lines. Very cool! :D
 
I have to caution that science output of religion had been dependent on loosening of adherence to teachings of that specific religion. For example, when Muslims invented algebra, they were not looking toward Koran but rather was dependent on the culture of their region to develop the concept. And so the list goes. Warfare technology, however, I do grant to you for being rapidly developed out of practical necessity.

Sure, but religion, especially during the early eras, also greatly assisted technological progression. It was through the Church in Europe and a bit of the Islamic world that most studies and education occured.

The most annoying thing about civics, currently, I've touched upon more than enough.
 
Hey guys, I drew this up a while ago, but haven't gotten my civic attitude modifier to work yet, so never coded it.

I thought it would be more realistic. What do you guys think?

I was looking through this and noticed a few things ...

1. Under "Department of Labor" there is "Slavery" given at start but shouldn't it be only available after you discover "Slavery" tech? If anything should be given at start would be something like "Survivalism" where people only work in order to survive.

2. Under "Department of Religious Affairs" you start out with none. But shouldn't there be some base like "Folklore"?

3. Under "Department of Commerce" you start out with none. What happened to "Barter"?

In short I hope more choices are added since at the moment many departments seem incomplete.
 
I was looking through this and noticed a few things ...

1. Under "Department of Labor" there is "Slavery" given at start but shouldn't it be only available after you discover "Slavery" tech? If anything should be given at start would be something like "Survivalism" where people only work in order to survive.

2. Under "Department of Religious Affairs" you start out with none. But shouldn't there be some base like "Folklore"?

3. Under "Department of Commerce" you start out with none. What happened to "Barter"?

In short I hope more choices are added since at the moment many departments seem incomplete.

Your right, it is incomplete. If you have a gmail account, I can give you and Dancing Hoskuld full access, to add what you think is needed.
 
I was looking through this and noticed a few things ...

1. Under "Department of Labor" there is "Slavery" given at start but shouldn't it be only available after you discover "Slavery" tech? If anything should be given at start would be something like "Survivalism" where people only work in order to survive.

Work was a concept developed just in time for the industrial revolution before that it was just life :)

Your right, it is incomplete. If you have a gmail account, I can give you and Dancing Hoskuld full access, to add what you think is needed.

What is gmail? Or should I google it :mischief:
 
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