Getting the right civics

Tibilicus

Chieftain
Joined
May 28, 2008
Messages
9
Hi,

ive been playing civ for a long time but this mod really changed things, I hardly play civ with out it now.

Anyway a quick question is there a certain pattern to picking civics to get good stable civics in the stability rating?

I always seem to have a really poor rating of either 1 or 2.

Civics I normally use by the way are hereditary rule,emancipation, free speech religious civic normally various and commonwealth towards the end of a game and resettlement when im still expanding.
Cheers.
 
Yes, speaking of civics... It seems to me that being a Communist-Nationalist Police State (Police State/Nationhood/State Property: Police State = PS Combined with civic NH ++ / For every 5 cities + (capped at 50 cities) ++ / Combined with civic SP + / If stability is less than solid and you have a jail the city gets extra stability + / the only bad thing seems to be /If you have the tech Democracy - but that combined with all the +s is nothing. Then Nationhood = Combined with civic Police State ++ / For each civ you are at war with + / with it's only bad thing If you have the tech Liberalism - but again not so bad with the +++ and then theres State Property = Combined with civic Police State +) is better then a People's Democratic Republice (Universal Suffrage/Free Speech/State Property: Universal Suffrage = If stability Very Solid (and in bottom quarter of the range for Very Solid) ++ /
If you have the tech Democracy (no penalty) equivelant to +, so nothing much in the case of stability. Free Speech = If you have the tech Liberalism (no penalty) equivelant to +, that's it for that and then theres SP which does nothing if your not PS. ) for large empires, or if you are at war with a lot of civs... Or just because.
America and Canada... and China are both People's Democratic Republics and they same stable enough! I'm playing a civ with a considerable amount of cities and enemies, I wanted to stay the PDRE but it seems my stability is not so stable... would it be better for me to switch to Police State/Nationhood/State Property or stay Univeral Sufferage/Free Speech/State Property? As you can see in the above, it looks like I would be a lot more stable as a Police State Nationalist Communist Empire then the People's Democratic Republic of Ethiopia. When really, I would think that Nazi Germany was a lot less stable then Canada, not the other way around.
And then theres the Expansion Civics.

Viceroyalty
For every Vassal Civ* + | Just how much stable point do you get from them?

Commonwealth
No penalty from low imports/exports. Equivalent to +
No penalty from low economy/population ratios. Equivalent to + | Does this mean I won't get - stability for having a poor economy?

So, in the late(r) game, let's say I have one Vassal and little (like two) open boarders and very little trade going on, which ones better: Commonwealth because of no penalty for low import/export or Viceroyalty because of my Vassal?

Last thing... A little story about Stability and State Property
You know what really gets me?
It's when you tell your vassal to swtich to State Property, which they do... Then five turns later switchs back to Free Market!!! Ack! But that's not all, five turns after that, they fall into a civilwar because their people don't know if they want to be Communist or Capitalist!!!! It's the CCC: Communist Capitalist CivilWar! Why can't they just stay Communist like their masters! Oh, wait, that's why they fell into the civilwar, because half of them were like "What? Why don't we just stay communist like our master?" And the other half was like "No way! We want to go our own way and be Capitalist!" Meanwhile, their master is RIGHT next door to them on their knees praying that they stay communist and not fall into a civilwar that would badly hurt their stability as well as their points! Praying, because although their their master, they can't do ANYthing about it! Aside from getting units ready to take them over once they fall, but if they do that their stability will drop and they too will fall into a civil war. Plus, their already at war with half the world and don't have an army to do stuff like that! ... World Wars are not all their cracked up to be :p
 
The stability guide on the wiki is, naturally, invaluable. Still, to really understand stability I maintain you need to know the numbers. Some of the interactions, such as Bureacracy + Despotism, are tiny. These numbers are all available in the Stability.py file in the mod. Since Rhye has indicated his willingness to include sgrig's mod which displays real numbers for stability, I wonder if he would reconsider his ban on posting real numbers in an updated stability guide.

I, for instance, have a big table which displays all the stability effects and interactions of the civics -- very useful when considering a revolution. I'd be happy to clean it up and share it.
 
cheers for the help think im getting it now.

Played a domination game as England and actually won with out a single revolt.

:goodjob:
 
I, for instance, have a big table which displays all the stability effects and interactions of the civics -- very useful when considering a revolution. I'd be happy to clean it up and share it.
Hey, that would be great! Could you? :D
 
The stability guide on the wiki is, naturally, invaluable. Still, to really understand stability I maintain you need to know the numbers. Some of the interactions, such as Bureacracy + Despotism, are tiny. These numbers are all available in the Stability.py file in the mod. Since Rhye has indicated his willingness to include sgrig's mod which displays real numbers for stability, I wonder if he would reconsider his ban on posting real numbers in an updated stability guide.

I, for instance, have a big table which displays all the stability effects and interactions of the civics -- very useful when considering a revolution. I'd be happy to clean it up and share it.

That'd be great. We all need help with that. The wiki article is OK if a little confusing
(at least to me). It would be nice to have a handy guide.:goodjob:
 
I agree!!!This would be helpful for most RFC players like me who don't play it enough to get a great handle on the stability system but are still pretty good at it. Any chance of this working with Rand?
 
I'd like if there was a tip section in the civilopedia that gave you some idea what civs to combine for good results. Of course you can assume as much with mere thought (Hereditary Rule + Feudalism, Police State + Nationalism) but it would still be a nice addition.
 
Well, I don't think I'm going to get a chance to make a better formatted version of this for a while, so here's what I use. Some of the "other effects" column might be rather cryptic, but the interactions between civics table is pretty self-explanatory.

Please let me know if you spot any mistakes.
 

Attachments

Well, I don't think I'm going to get a chance to make a better formatted version of this for a while, so here's what I use. Some of the "other effects" column might be rather cryptic, but the interactions between civics table is pretty self-explanatory.

Please let me know if you spot any mistakes.

I've downloaded it but when I open it in notepad it's just lines of code. Have
you got it in a readable form?:confused:
 
It should be a pdf. Try opening it in Adobe Reader or some other pdf viewer. I can download and open it okay on my computer.

OK Thanks. Even though I had to sign up to Adobe Reader (and pay for it) as I didn't have it before.
 
can someone advice which are the best civics combination for romans (supposing I'm going to make a conquest victory)?
 
can someone advice which are the best civics combination for romans (supposing I'm going to make a conquest victory)?

Conquest and domination are best served by police state + nationhood + occupation + communism + free religion + emancipation. That is, when you can actually switch to them late game without penalty of anarchy.
 
Conquest and domination are best served by police state + nationhood + occupation + communism + free religion + emancipation. That is, when you can actually switch to them late game without penalty of anarchy.

thanks for your reply! But could you please specify your combination in terms of Rhye's and Fall mod? Does it mean "police state+nationhood+state property+free religion + which one is best to conquer purpose from expansion civics"?
What if I want to keep an effect from having my state religion (my civ is the founder of the world religion)? I mean I'd like to keep organized religion and gain all the advantages form it but at the same time i've heard that used with nationhood it affects badly on stability.
 
OR is bad simply because there are too many religions in the world, and you can't raze all those cities. Free religion provides much more happiness and stability.
 
OR is bad simply because there are too many religions in the world, and you can't raze all those cities. Free religion provides much more happiness and stability.

and what is your opinion about pacifism compared to free religion? i've already a rather big empire (15-20 cities) and all these cities have my state religion. so there's a big advantage from pacifism concerning +1 coin military support and +100% grow rate.
 
What matters for stability is how many non-state religions exist in your cities, I think. Pacifism still imposes that instability on you. Also, the +1 cost for supporting units is going to hurt if you're trying to conquer the world. So if you want to expand, you want Free Religion (because you're inevitably going to conquer cities with a different religion). But in other contexts the Great People bonus may be worthwhile.
 
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