You can certainly make a case for unlimited Scientists at Democracy. Even so, this civic cannot match the cost savings of Aristocracy and Confederation for large empires; or the Monarchy production bonus for small empires. I think you need to move one half of the Social Welfare Village+Town bonus here: +1 commerce Village and Town, at a guess.
Democracy too strong.
Add back the +25% war weariness.
Still would be on the strong side.
+1 unhealthiness in all cities, surely?
Confederation way too strong.
Current Authoritarism is probably too strong.
Proposal to strengthen it is unneeded.
Consider 1 happiness for every two units; which would leave room to add in the espionage bonus.
Codification.
Don't like the health bonus for courthouse.
However, even with something of equal strength, it should be strengthened a little.
My only gripe with the new proposals is that redistribution is possibly worse than the reciprocity. Early on in the game, great people are pretty significant, and minus 25% could really set you back.
With that list of bonuses, I'm tempted to call it Bureaucracy.
+100% gold will encourage players to relocate their capital to a Holy City, which is fine, I suppose. Since we've moved away from State Property and its Marxist connotations, I prefer no foreign corporations. (Heavy regulation and protectionist policies - the hallmarks of bureaucracy - do in fact deter foreign investment.) To preserve balance, I might remove the Windmill bonus. Windmills are already covered by Environmentalism anyway. Have you decided when this civic will be available? Nationalism made sense for State Property; Bureaucracy can be unlocked even earlier.
Central Planning
I prefer the current Mercantalism to the proposal.
The plus in capital is similar to Monarchy; not the end of the world.
Unlike food or production, bonus trade route commerce is applied to the base trade route yield, I think. If I'm right, then it really must be +50% trade route commerce. 1 base commerce +25% will rarely amount to anything. 1 base commerce +50%, together with other commerce multipliers (overseas trade, sustained peace, population) might make a difference in the rounding.
Free Market
Liked it better the way it was.
Is +25% per trade route enough?
Some traits I believe now give +50%.
(I could be wrong.)
Standing Army
Much, much too strong.
Three good bonuses.
I believe that just the last two would be a bit too strong.
(A problem is that all of these bonuses are good ones to have somewhere.)
Rationalism
Proposal is too weak.
Needs something more.
Free Religion
The missionaries always working. Is this the players missionaries always succeeding or missionaries always succeeding in the player's cities?
In any case, proposal needs to be made somewhat stronger.
I don't think it needs a commercial or production component to be honest. A focus on science and great people creates a more unique role for this civic, one that may not always be appealing to all playstyles or civs but perfect for others. Democracy is available fairly early (Politics) so unlimited scientists is not pretty strong - if you're willing to sacrifice some production or commerce.
Err, yes, was a typo. Though it's one candidate for adding more unhealthiness to the game.
I think it will be okay on most maps but it could be problematic on Archipelagos. I like the theme of the bonuses though so if it needs weakening I'll do so via a penalty. It used to have -25% culture in the early days (lack of united cultural identity). Maybe I should bring that back?
Yeah I'm not happy with this civic. The happiness bit is fine but it needs something much stronger for the second bonus to compete with Authoritarianism.
Hmm, I like Bureaucracy as a name. Suitably medieval, suitably broad in definition, and a much better fit in the economic category than it ever was in Legal. I prefer no foreign corporations too, the alternative can be too much of a penalty. I'll make it available at Printing (and move Printing's free Great Artist to Free Artistry).
I'll can put it back to 50%. The other option is to swap this (either at 25% or 50%) with the +1 trade route that Confederation now has. The question is, which of these is the stronger bonus? The stronger one should stay with Free Market and the weaker one should go to Confederation. The free trade route is strong only if you can make good use of it - which many cities can't - whilst the commerce bonus is weaker to begin with but scales very well.
Yeah I'm not happy with the changes to the Military civics. I've reverted Conscription and Vassalage back to how they are in 0.9.3 and I've made some different shuffles for Warrior Code and Standing Army. The unlimited spies moved to Aristocracy.
I'm not yet convinced that this is the best solution for this civic, doesn't feel right to have a civilization that is tolerant and embracing of all religions trying to deliberately spread them. Plus it requires additional coding so I'd prefer to replace it if possible.
Not sure I agree. Professional military cadres may also be relatively conservative about adopting new weapons technology (witness the reception tanks got in the 1910s and 1920s). Whereas conscript armies will take whatever you hand to them at the moment of drafting, which is mostly controlled by what your factories were turning out that year, not by tradition or by a standing military-industrial complex's preconceived ideas of how a weapon ought to look.With respect, I think this is a step backwards.
1. -50% upgrade costs makes much more sense for Standing Army than Conscription: professionally-trained soldiers would be better prepared for the transition to new weapons (bow to longbow, musket to rifle) than poor, illiterate civilians pressed into service.
Not necessarily- it's often simply a means to secure their loyalty to you because otherwise they'd be independent warlords governing a chunk of "your" state, and thus effectively making it no longer part of your state. On the scale of civilizations, most feudal warfare was 'internal' to a given civilization, with a handful of exceptions like the Hundred Years' War and Crusades in Europe.2. At the same time, +100% XP in cultural borders is a better fit for Conscription than Vassalage: drafted soldiers defending their homeland will quickly learn their trade; whereas the whole point of taking vassals and compelling their participation in war is to engage in foreign conquest.
Debateable. All the WWII militaries relied heavily on conscription, and WWII was by far the most intense conflict of the modern era. A lot of nations outside the West still practice conscription today- Israel, Russia and much of Asia. All-volunteer militaries are really only seen in the "Western" countries, where extremely advanced and expensive technology, and the end of the age of imperialism in Europe, have reduced the demand for military manpower. That, or in countries where there's little perceived need for a military.So what if Standing Army is the strongest civic in this column? Standing armies are better than conscripts, mercenaries, peasant-militias, and chivalrous-aristocrats in the majority of cases. (If there's one civic that all civilizations today adhere to, it's Standing Army.) Even so, every other Military civic retains a unique mechanic that can be useful all the way to the modern era: no war wariness, drafting, lower support costs, and bonus XP.
Not sure I agree.
Moreover, reduced upkeep cost fits well with the use of Conscription as a "peacetime civic" for civilizations not planning to engage in intensive warfare- it promotes a consistent gaming strategy. Because with Conscription you can form a small standing army, upgrade it through the ages cheaply, and then rapidly draft forces to repel a surprise attack.
We should beware of granting "standing army" automatic superiority over other types of civic; for balance purposes the fact that a given bonus could logically apply to Standing Army doesn't mean that every bonus which could apply should.
Not necessarily- it's often simply a means to secure their loyalty to you because otherwise they'd be independent warlords governing a chunk of "your" state, and thus effectively making it no longer part of your state. On the scale of civilizations, most feudal warfare was 'internal' to a given civilization, with a handful of exceptions like the Hundred Years' War and Crusades in Europe.
Debateable. All the WWII militaries relied heavily on conscription, and WWII was by far the most intense conflict of the modern era. A lot of nations outside the West still practice conscription today- Israel, Russia and much of Asia. All-volunteer militaries are really only seen in the "Western" countries, where extremely advanced and expensive technology, and the end of the age of imperialism in Europe, have reduced the demand for military manpower. That, or in countries where there's little perceived need for a military.
If we're going to split hairs that finely, "Conscription" should probably be renamed something more like "Levee en Masse" or "Peasant Levies" or some such.I would still classify most World War II militaries as Standing Armies that supplemented their forces with conscripts. (In gameplay terms, that would be akin setting off a Golden Age, switching to Conscription to recruit some units, then switching back to Standing Army.) My one exception might be the Soviet Union, which relied heavily on conscription in its desperate bid to halt the German advance. As for the present day, I cannot help but think of the Israel Defense Forces as a Standing Army. Military service is mandatory for most Israeli citizens, true; but they do not all serve in combat positions (the army needs programmers and technicians, too) and only volunteers stay for more than the two to three years required. That is a far cry from the fate of conscripts in the Classical Era. And, of course, the IDF has a professional staff and links to the military-industrial complex, like all Standing Armies.
Fair enough, though I'd like it to at least have some flavor bonus if nothing else.Bottom line: The ability to draft units is extremely powerful, both in times of peace and during war. Conscription does not need another powerful and flexible bonus, such as -50% upgrade costs.
The food reduction would be more realistic because you have to feed your slaves or they'll starve.Slavery
Requires Masonry
Medium Upkeep
-X% food production in all cites
+1 commerce from Plantation, Quarry
Can sacrifice population to finish production
If you want Democracy to be a niche civic - "one that may not always be appealing to all playstyles or civs but [is] perfect for others" - then you can leave it be. All I'm saying is that Democracy is weaker than the other choices in that column: you will always be sacrificing some production or commerce by adopting Democracy. Once you build enough Libraries and Observatories, or pick up unlimited specialists from other civics (Professionalism, Industrialism), Democracy loses much of its attraction. Starting in the Renaissance, only players geared towards Culture Victory will have much to gain from Democracy. If you interpret Democracy as the ancient Greeks did - as direct democracy - then this makes a certain amount of sense; modern representative democracies can be recast as variations on Confederation or Aristocracy. If not, you have a problem: Democracy is not viable in the Industrial and Modern eras.
Yup. So long as you add more unhealthiness to say, Industrialism, first. I'm not sure it makes sense to give Slavery (and, frankly, the Holy Office) a health penalty equal to that of Industrialism.
I would strongly advise against a culture penalty. In Civ IV, culture is calculated on a per-city basis; and although Confederations may lack a united cultural identity, they can certainly accommodate flourishing regional cultures. In fact, most societies that adopted confederation but stopped short of outright nationhood were motivated by precisely those concerns: the loss of distinct local subcultures. The sovereign nations of Scotland and Wales, under the broader United Kingdom, are case in point. Bottom line: That -25% culture must go
Well, our options are rather limited. What do you think of +1 science/specialist? It mirrors the Monarchy-Representation dynamic from BtS, which works rather well, I think. Codification and Rationalism could combine to give +3 science/specialist; but that's no worse than the current setup.
You decided against removing Windmills, then? I might reconsider: mines now come with -1 health, so the temptation to switch to windmills is greater than ever. They don't need a boost.
It's exactly as you say: "the free trade route is strong only if you can make good use of it [...] whilst the commerce bonus is weaker to begin with but scales very well." It seems to me that the commerce bonus is stronger (or at least, grows stronger over time), so I would keep it at Free Market.
When I said "Missionaries are always successful," I meant to say "Missionaries are always successful in your cities," on the theory that a tolerant civilization would welcome the followers of all religions. (That's probably even harder to code, unfortunately.) How about we remove the No State Religion requirement instead? As I've mentioned before, the Free Religion civic already works that way in practice because of a bug. In any case, it's Free Religion not Secularism, so I see no reason to keep that particular penalty. Some of the most tolerant leaders (Akbar of India, for example, whose favorite civic is Free Religion) were confirmed theists themselves.
The food reduction would be more realistic because you have to feed your slaves or they'll starve.
Now that mines and quarries cause unhealthiness penality and slavery gets bonus commerce on quarries, the -1 health should be removed.
Is six the maximum number of civics feasible per civic type?
Hmm, worth thinking about. If we do give it a new bonus it has to not be very good for the first part of the game. I don't particularly want to break up Social Welfare either, I think it works really well as is.
No problem, I think it might still need a small penalty of some sort though.
I think +1 wealth/specialist would be more suitable, that could only combine with Industrialism for +2 wealth/specialist. Research/specialist that early would be fairly powerful, especially as Democracy with its unlimited scientists becomes available at a similar time.
Yeah I think they're the right way around. Is either of them too powerful for its civic though? Can Bureaucracy compete with Free Market?
If not then perhaps it should keep Windmills. I kinda like them there as I think the civic should have some sort of connection to a food improvement, not just production/commerce ones. In fact, here's an alternate idea for that bonus: +1 food and production from Watermill, Windmill. Gives the civic a slightly different niche though possibly too strong?
Speaking of Environmentalism, I'd like to get rid of it's corporation penalty and give it a bonus there instead to make it more competitive.
Removing the No State Religion requirement does make a certain amount of sense, though it does make for interesting diplomacy via the Apostolic Palace and U.N. Either way we still need another bonus for this trait to replace the missionary one.
A new bonus? I'm running outta ideas, here!
Well, let's see. The bonus has to be commerce- or production- oriented, to match the other Government civics. It should be weak in the early game, and grow stronger. The more I think about it, the more appealing +1 commerce (or production) on Villages and Towns looks. If you don't want to break up Social Welfare, you could simply add a second Village and Town bonus to Democracy. (You could also limit the bonus to just Towns, say +2 commerce Towns, like the BtS Free Speech civic.)
+1 food and production is definitely too powerful. Windmills are already a strong improvement: they effectively produce +2 food when you account for the health penalty on mines. Anyway, extra food is always hard to balance (just think Sid's Sushi.) I still prefer +1 production and commerce on Watermills and Lumbermills. These improvements are rarely built, so it makes sense to give them a boost; at the same time, players can't build them on every tile, so the civic stays balanced.
Environmentalism is quite strong on paper: no health from population and +2 commerce on Windmills. (The health penalty to mines makes both bonuses more meaningful.) The civic remains uncompetitive because it arrives so late; players cannot prepare for it because most games are over before anyone reaches Sustainability. The best thing you could do for Environmentalism (apart from removing the corporation penalty, which I support) is move it earlier in the tech tree: around Nutrition at least, if not Ecology.
Removing the "No State Religion" requirement is equivalent to adding a bonus. It allows players to participate in the Apostolic Palace, accumulate "We care for our brothers and sisters of the faith" diplomacy modifiers, and benefit from religious Wonders such as the University of Sankore. Does Free Religion really need another bonus? +1 happy/religion is quite strong now that there are up to 17 religions available.
Shouldn't Standing Army cost a little more maintenance?
Are the "lower military support cost" related to popluation size? I remember vaguely, there were two slightly different ways of decreasing unit costs. (Sorry, haven't got time to look the thing up, just a quick note, since you're entering the final strech for 0.9.4.)
I'm not sure what you're referring to with 'maintenance'.
Civics
Feedback and Development
This is the official thread for the discussion and development of Civics. I will endeavour to keep this first post updated with any changes proposed since the last released version of the mod. Unchanged civics are not listed, and the most recent changes are in red.
Last Updated: 18th July
Version: 0.9.4
--- GOVERNMENT ---
Aristocracy
Requires Land Tenure
Medium Upkeep
• No maintenance costs from number of cities
• Unlimited Spies
Confederation
Requires Guilds
High Upkeep
• No Maintenance costs from Distance to Palace
• +1 trade route
Democracy
Requires Politics
Medium Upkeep
• Unlimited Scientists
• +50% GPP
• +1 commerce from Village, Town
--- LEGAL ---
Authoritarianism
Requires Law
High Upkeep
• +1 happiness per military unit stationed in a city
• +1 espionage per specialist
Codification
Requires Constitution
Medium Upkeep
• +5 happiness in largest cities
• +1 wealth from specialists
Jurisdiction
Requires Civil Liberties
Medium Upkeep
• +100% growth for Cottage, Hamlet, Village
• +2 happiness from Courthouse
Equal Rights
Requires Civil Rights
Medium Upkeep
• 1 free specialist per city
• Happiness penalty for civs without Equal Rights
--- LABOUR ---
Slavery
Requires Masonry
Medium Upkeep
• +1 unhealthiness in all cities
• +1 commerce from Plantation, Quarry
• Can sacrifice population to finish production
Caste System
Requires Priesthood
Medium Upkeep
• Unlimited artists
• Workers build improvements +50% faster
• +1 production from Workshop
Industrialism
Requires Assembly Line
High Upkeep
• Unlimited Engineers
• +1 wealth from Specialists
• +2 unhealthiness in all cities
Social Welfare (formerly Emancipation)
Requires Labour Unions
High Upkeep
• +1 production and commerce from Village, Town
• Can spend wealth to finish production
--- ECONOMIC ---
Redistribution
Requires Record Keeping
Low Upkeep
• +1 commerce from Camp, Mine
• +1 happiness from Granary
• -25% Great Person birth rate
Bureaucracy (replaces Mercantilism)
Requires Printing
High Upkeep
• +100% wealth in Capital
• +1 production and commerce from Lumbermill, Watermill
• No Foreign Corporations
Free Market
Requires Corporation
Medium Upkeep
• +50% commerce from Trade Routes
• -25% Corporation expenses
Environmentalism
Requires Sustainability
High Upkeep
• No unhealthiness from population
•+2 commerce from Windmill, Forest Preserve
--- MILITARY ---
Clan Warfare
Requires Riding
Low Upkeep
• No war weariness
• Increased wealth from pillaging and capturing cities
Conscription
Requires Law
Low Upkeep
• Can draft units each turn
• +100% experience gained from combat within own borders
Vassalage
Requires Fealty
Medium Upkeep
• Lower military unit support costs
•+25% espionage in all cities
• +2 happiness from Castle
Warrior Code
Requires Steel Working
High Upkeep
• +100% Great General appearance
• +25% military unit production
• +25% culture in all cities
Standing Army (formerly Professional Army)
Requires Military Conduct
High Upkeep
• New units receive +2 experience
• -50% unit upgrade cost
• +2 happiness from Barracks
--- RELIGIOUS ---
Organized Religion
Requires Divination
High Upkeep
• Can build Missionaries without Monasteries
• Cities with state religion construct buildings +25% faster
Rationalism
Requires Scientific Method
Medium Upkeep
• +2 research per specialist
• +2 happiness from School
Free Religion
Requires Humanism
Medium Upkeep
• No state religion <-- candidate for removal, depending on strength of other bonuses
• +1 happiness per non-state religion in a city
• *** Missing bonus ***
Sorry for the unclearness (not always intended). I meant probably these lines:
<iGoldPerMilitaryUnit>1</iGoldPerMilitaryUnit>
<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>.
Perhaps it would be useful to give my thoughts.
Unlimited scientists and 50% GPP work very well together with one common strategy of a great person farm. You can now have a whole bunch of scientists running on one city and get extra great person points.
So anyone who likes this strategy or is in a game position where this is strategy is a good idea, can switch to Democracy and get a very big boost to this strategy.
Codification is still too weak.
Slavery should be +2 unhealthiness as currently.
It is a very strong and unique ability (even if less strong than in BTS) and needs a significant penalty,
particularly with the added bonus.
In any case, you probably have too few sources of unhealthiness in 0.9.4.
Standing Army is too strong.
Even without the happiness bonus for Barracks it may be a little too strong.
I still think Rationalism is too weak!
I do not see how + for mills fits in well with Bureaucracy.
Might be better to come up with something else here and move these bonuses to somewhere else where they make more sense.
+ happiness from some appropriate building(s) would be one idea.
The +1 trade route makes Confederation too strong.
A % plus to trade routes would be better here, perhaps 25%.
I would return the +1 trade route to Free Market.
Here's an alternate version of Warrior Code and Standing Army:
Warrior Code
Requires Steel Working
High Upkeep
+100% Great General appearance
+25% culture in all cities
+2 happiness from Barracks
Standing Army
Requires Military Conduct
??? Upkeep
New units receive +X experience
+25% military unit production
+1 wealth upkeep per unit
During peace time, army reservists pay taxes rather than cost money. Conscripts are only drafted when necessary. Only professional soldiers have to be payed in any case.
Standing Army should be strong, but very expensive.
Unsure on this one still. It is strong but it's a one-trick civic. Could at least use a small flavour bonus if we can think of one. 0.9.4 is very nearly finished now though so if nothing comes to mind before I package it up then it'll do.
However you miss out on a lot of production and commerce/wealth by choosing Democracy over the other government civics. This is the the civic's inherent penalty, to add another would make it too weak.
The question though is whether the strategy you describe is strong throughout the game, particularly the mid to late game. If it is, then then we don't need the village/town bonus. If it's only really useful in the first half of the game then that bonus needs to stay so that Democracy is competitive later.
It's alright now, but I might give Authoritarianism a penalty.
Hmm. -1 gold/military unit certainly fits, but I'm worried the costs would grow out of control. In BtS, the Pacifism civic worked the same way; and even with No Upkeep, it was too expensive compared to the other Religion civics unless you kept the bare minimum of one garrison unit per city.
The best way to represent the costs associated with a Standing Army is make it the only High Upkeep civic in the Military column:
Warrior Code
Requires Steel Working
Medium Upkeep
• +25% unit production
• +25% culture in all cities
• +2 happiness from Barracks
Standing Army
Requires Military Conduct
High Upkeep
• New units receive +2 experience
• +100% Great General emergence
• -50% upgrade costs
Can you code "Immunity to Inquisition"? This would be of particular benefit to the AI: as it stands, it is far too easy to sabotage an AI attempt at Culture Victory by purging minor religions from its cities. Even if the AI doesn't understand the change, it would benefit.
A related question: Are you supposed to earn gold from a successful Inquisition? The on-screen message implies as much: "An inquisition in ----- has successfully purged all heathen religions and wealth was confiscated from the heretics." But nothing actually happens.
No Upkeep and +1 wealth per unit is a mechanic with potential but it would be very hard to balance right.
For now, it's a pity to omit the +1 unit upkeep, for it's one of the few cases (to my taste), that a Civic's particular trait matches its theme without thinking twice.