1234567890
Warlord
- Joined
- Dec 27, 2006
- Messages
- 182
I looked at this thread and this one, and I thought about a new civic category, just like Rhye's and Fall of Civilization special one. Well, I already posted many ideas (WH religion, playing as Agares), but they weren't 'serious' ones. I mean, I just wanted to see if the team had liked them. But this time, I will give a huge list of details, and I'll explain why it's really worth implementing, so I hope you won't just say TL;DR and forgot it.
Here is my new Civic Category:
Expansion
Assimilation
Tech required: None. It's the default civic.
Upkeep: Low.
Description: Whenever you capture an ennemy city, you want them to adopt your civ. If you produce
of your own in this city, its citizens will slowly convert to your civ, until they are completely integrated in your culture. You have assimilated these citizens.
Advantages/Drawbacks: None. The assmiliation will be just like in 'standard' FF.
Oppression (Thanks to WarKirby)
Tech required: Way of the Wicked.
Upkeep: Medium (you need a whole army after all).
Description: As a pitiless dictator, you severely repress any revolt, rebellion or demonstration. You make people work, at swordpoint if need be. Therefore, your cities won't have any unhappiness. But your citizens will feel less motivated, less enthusiast. Don't expect to see any GP (or very few) appear in your empire, and your culture will suffer. Also, your citizens can get angry very easily, so you should put some troops in all of your cities in order to prevent revolts from spawning everywhere! However, your troops are allowed to do whatever they want in order to repress the revolts, including pillage and requisition, so you will start with some free units (they don't need any wages). Good leaders won't like your behaviour and this civic will lower your alignment. And last but not least, since you care little about your people and your cities, your maintenance costs aren't too big, so you can expand faster than other civs. This civic is appropriate for warmongering leaders who don't want to focus on economy, such as the Doviello, the Clan, or the Infernals.
Advantages:
- No
in your cities.
- -30%
maintenance.
- +N free units.
Drawbacks:
- -80% :gpp:
- -50%
- 2% chance of revolt each turn in each city. This probability is greater if there are foreign citizens in your cities.
- Using this civic will modify your alignment by -200.
Tolerance
Tech required: Way of the Wise.
Upkeep: None.
Description: You are a wise ruler, and you even respect your ennemies and their culture. Your soldiers won't destroy, burn or raze any building in your captured cities. Therefore, you don't get any gold from pillage, but your captured cities will keep their culture and will never revolt. They are already operational as soon as captured ! You also keep their buildings, except the special ones (such as Mother's Nest for the Archoes). Good leaders will admire your wisdom, and this civic increases your alignment. But your citizens will want their leader to have a very right and wise attitude. Don't expect to see them happy if you wage an endless war. This civic is appropriate for pacifist leaders who will only defend themselves, or good leaders who fight against evil ones.
Advantages:
- No revolt in captured cities.
- Your captured cities keep their
and buildings.
- Using this civic will modify your alignment by +100.
Drawbacks:
- No
from pillage.
- +200%
war weariness.
Resettling (inspired from Rhye's scenario)
Tech required: Astronomy?
Upkeep: High.
Description: This civic was used by the Incas, people who lived on a strange world called 'Earth'. They subdued many tribes, and often moved them in order to prevent revolts from spawning. You do the same. Whenever you capture a city, it loses extra population: actually, you keep dividing, moving, mixing populations in order to reduce the patriotism and maintain the unity of your empire, and thus the revolt durations are decreased. However, people don't like to be moved like that, so all of your cities suffer a permanent unhappiness. But this real melting-pot provides you an extra culture and gp. Also, war weariness is decreased as there is no patriotism anymore. Be aware that other civs (either Good or Evil) won't like your behaviour because you don't represent a real nation, and you don't preserve the purity of races. This civic looks balanced; either Good or Evil, warlord or builder civ can pick this civic which can be an alternative to the primitive Assimilation civic.
Advantages:
- +20%
in every city.
- +20%
in every city.
- -25%
war weariness in every city.
- Revolt durations are halved
Drawbacks:
- Extra pop lost when capturing a city.
- +1
in every city.
- -1 diplo relations with everyone (except those who picked the same civic).
Vassalization
Tech required: Feudalism.
Upkeep: Low
Description: This time, you are the ruler of a large empire, and you can't put up with all these minorities trying to revolt everywhere, so you want to give them a kind of autonomy. You cannot directly control your cities (except your capital), but you can only give instructions to the governors. However, what they produce is yours and maintenance costs are lower. Your citizens will be glad to influence other people but they won't accept to be involved in any war as a conflict with one or another minority could result. This civic can be helpful if you are too lazy to do micromanagement in your very large empire, and avoid unhappiness problems without using Oppression.
Advantages:
- -40% maintenance in every city
- +2
in every city
Drawbacks:
- You don't control your cities
- +50%
war weariness.
Now, let's see the 2nd point: Why is this idea worth implementing?
- It partially solves the problem pointed out by apotheoser: the Membership category is a waste, and can be replaced by another category.
- It solves the problem pointed out by WarKirby (who suggested the Oppression civic): unhappiness is a real problem.
- This idea prevents absurd situations (Sheaim citizens fearing for their safety at AC 99) from happenning (of course the Sheaim will use the Oppression civic).
- It reintroduces a new form of 'Tolerance', since the Elohim lost this trait in FF.
- It allows broader alignments and encourages battles between Good and Evil: both of them have new abilities (with Tolerance and Oppression).
- Good civs (or Evil civs) are more likely to fight together, as their civic choice will provide them a diplo bonus.
- It prevents micromanagement in the late game (Vassalization is for large and late empires), which can be long and annoying (assuming your computer can handle it) on huge maps.
- It's probably not too hard to code (I heard it was pretty easy to add a new Civic Category)
Well... That's it. If you like my idea, I might add another civic, but I think 5 is pretty fine now. Of course, it needs a lot of balance and work but I hope you will be interested anyway.
Here is my new Civic Category:
Expansion
Assimilation
Tech required: None. It's the default civic.
Upkeep: Low.
Description: Whenever you capture an ennemy city, you want them to adopt your civ. If you produce

Advantages/Drawbacks: None. The assmiliation will be just like in 'standard' FF.
Oppression (Thanks to WarKirby)
Tech required: Way of the Wicked.
Upkeep: Medium (you need a whole army after all).
Description: As a pitiless dictator, you severely repress any revolt, rebellion or demonstration. You make people work, at swordpoint if need be. Therefore, your cities won't have any unhappiness. But your citizens will feel less motivated, less enthusiast. Don't expect to see any GP (or very few) appear in your empire, and your culture will suffer. Also, your citizens can get angry very easily, so you should put some troops in all of your cities in order to prevent revolts from spawning everywhere! However, your troops are allowed to do whatever they want in order to repress the revolts, including pillage and requisition, so you will start with some free units (they don't need any wages). Good leaders won't like your behaviour and this civic will lower your alignment. And last but not least, since you care little about your people and your cities, your maintenance costs aren't too big, so you can expand faster than other civs. This civic is appropriate for warmongering leaders who don't want to focus on economy, such as the Doviello, the Clan, or the Infernals.
Advantages:
- No

- -30%

- +N free units.
Drawbacks:
- -80% :gpp:
- -50%

- 2% chance of revolt each turn in each city. This probability is greater if there are foreign citizens in your cities.
- Using this civic will modify your alignment by -200.
Tolerance
Tech required: Way of the Wise.
Upkeep: None.
Description: You are a wise ruler, and you even respect your ennemies and their culture. Your soldiers won't destroy, burn or raze any building in your captured cities. Therefore, you don't get any gold from pillage, but your captured cities will keep their culture and will never revolt. They are already operational as soon as captured ! You also keep their buildings, except the special ones (such as Mother's Nest for the Archoes). Good leaders will admire your wisdom, and this civic increases your alignment. But your citizens will want their leader to have a very right and wise attitude. Don't expect to see them happy if you wage an endless war. This civic is appropriate for pacifist leaders who will only defend themselves, or good leaders who fight against evil ones.
Advantages:
- No revolt in captured cities.
- Your captured cities keep their

- Using this civic will modify your alignment by +100.
Drawbacks:
- No

- +200%

Resettling (inspired from Rhye's scenario)
Tech required: Astronomy?
Upkeep: High.
Description: This civic was used by the Incas, people who lived on a strange world called 'Earth'. They subdued many tribes, and often moved them in order to prevent revolts from spawning. You do the same. Whenever you capture a city, it loses extra population: actually, you keep dividing, moving, mixing populations in order to reduce the patriotism and maintain the unity of your empire, and thus the revolt durations are decreased. However, people don't like to be moved like that, so all of your cities suffer a permanent unhappiness. But this real melting-pot provides you an extra culture and gp. Also, war weariness is decreased as there is no patriotism anymore. Be aware that other civs (either Good or Evil) won't like your behaviour because you don't represent a real nation, and you don't preserve the purity of races. This civic looks balanced; either Good or Evil, warlord or builder civ can pick this civic which can be an alternative to the primitive Assimilation civic.
Advantages:
- +20%

- +20%

- -25%

- Revolt durations are halved
Drawbacks:
- Extra pop lost when capturing a city.
- +1

- -1 diplo relations with everyone (except those who picked the same civic).
Vassalization
Tech required: Feudalism.
Upkeep: Low
Description: This time, you are the ruler of a large empire, and you can't put up with all these minorities trying to revolt everywhere, so you want to give them a kind of autonomy. You cannot directly control your cities (except your capital), but you can only give instructions to the governors. However, what they produce is yours and maintenance costs are lower. Your citizens will be glad to influence other people but they won't accept to be involved in any war as a conflict with one or another minority could result. This civic can be helpful if you are too lazy to do micromanagement in your very large empire, and avoid unhappiness problems without using Oppression.
Advantages:
- -40% maintenance in every city
- +2

Drawbacks:
- You don't control your cities
- +50%

Now, let's see the 2nd point: Why is this idea worth implementing?
- It partially solves the problem pointed out by apotheoser: the Membership category is a waste, and can be replaced by another category.
- It solves the problem pointed out by WarKirby (who suggested the Oppression civic): unhappiness is a real problem.
- This idea prevents absurd situations (Sheaim citizens fearing for their safety at AC 99) from happenning (of course the Sheaim will use the Oppression civic).
- It reintroduces a new form of 'Tolerance', since the Elohim lost this trait in FF.
- It allows broader alignments and encourages battles between Good and Evil: both of them have new abilities (with Tolerance and Oppression).
- Good civs (or Evil civs) are more likely to fight together, as their civic choice will provide them a diplo bonus.
- It prevents micromanagement in the late game (Vassalization is for large and late empires), which can be long and annoying (assuming your computer can handle it) on huge maps.
- It's probably not too hard to code (I heard it was pretty easy to add a new Civic Category)
Well... That's it. If you like my idea, I might add another civic, but I think 5 is pretty fine now. Of course, it needs a lot of balance and work but I hope you will be interested anyway.