Historical Civics

Mercutio Wilder

Chieftain
Joined
Aug 28, 2008
Messages
17
Location
Boston
Hello,

There are two civics styles that don't seem to be represented by the game:

Economic
Medieval Trade Policy - In many regions Medieval trade policy mixed free trade with mercantilism. You could trade with whoever you wanted but tariffs and taxes on international trade were high. England brought in most of it's money through taxes on the wool trade in the 14th century.

Any ideas on how to represent that?

Government
City-states - I'm not sure how best classify these in game terms but I'd love to here ideas. I'm talking about the Italian city-states of the early 2nd millenium and the Greek city-states. They're outside of my area of historical knowledge.

Thanks for any ideas,
Merc
 
Government
City-states - I'm not sure how best classify these in game terms but I'd love to here ideas. I'm talking about the Italian city-states of the early 2nd millenium and the Greek city-states. They're outside of my area of historical knowledge.

Thanks for any ideas,
Merc

City-States are just that, City States. Simply have a bunch of civs play as single cities, as there is no better way to represent them. The City States where in no way united, and conflict between them was common. They do not fit as a single united entity.
 
Don't know if its any help to you, but my civics system had the Oligarchy Government (to simulate the government systems used in Ancient Greece and Rome), the City-State Organization Civic and the Barter and Cash Economy Economics civics. I could also bring in a Protectionist Economic Civic to simulate the high tariff system you mention. Am still trying to get my Civics mod working for BtS, but you're welcome to give it a try when its done-if you'd like.

Aussie.
 
City-States are just that, City States. Simply have a bunch of civs play as single cities, as there is no better way to represent them. The City States where in no way united, and conflict between them was common. They do not fit as a single united entity.

Hmmm, I suppose. Still a little dissatisfying an answer. Oh well.

Thanks,
Merc
 
Don't know if its any help to you, but my civics system had the Oligarchy Government (to simulate the government systems used in Ancient Greece and Rome), the City-State Organization Civic and the Barter and Cash Economy Economics civics. I could also bring in a Protectionist Economic Civic to simulate the high tariff system you mention. Am still trying to get my Civics mod working for BtS, but you're welcome to give it a try when its done-if you'd like.

Aussie.

I love your Civics mod. I've written Stage 1 for my Mac and when I get the PC version of the game running I'm going to run at least stage 2. I haven't looked at Stage 3 too much because I suspect it simply adds more depth than I want. For Civ I want some depth in every aspect but not the most depth possible.

That being said a Protectionist civic would be great. I think it would really do a much better job of representing historical Mercantilism than the current version. Mercantilism was about highly protectionist foreign trade, not no foreign trade.

Any ideas for how to do Protectionism?

Thanks,
Merc
 
Hmmm, I suppose. Still a little dissatisfying an answer. Oh well.

Thanks,
Merc

While I understand the desire to play a group of city states, I still think that they cannot be adequatly represented while still being united.


As for the Medieval Trade Policy, you could represent that by reducing the amount of trade routes but increasing their yield.
 
Although I would have to check, I think my City-State Civic gave Reduced Maintenance Costs (both # of cities and distance), Reduced Culture (as there is less of a unifying national culture binding your cities) and +2 gold from walls (to signify the tax of trade and movement between city-states). Not a perfect representation, but I think it serves the purpose.

Aussie.
 
I seem to recall that it retained the workshop benefit, but gave the +1 specialist from Mercantilism instead of the No Distance Modifier (which seemed to make more historical sense).

Hope that helps.

Aussie.
 
I seem to recall that it retained the workshop benefit, but gave the +1 specialist from Mercantilism instead of the No Distance Modifier (which seemed to make more historical sense).

Hope that helps.

Aussie.

I aggree, that does seem to make more historical sense. I would think of the +1 specialist as the influence of the communist party in each region (or city). The "no distance penalty" seemed best for colonial empires, not communists who are idealogically oppossed to imperialism (or colonialism).

How does your civic mod represent mercantilism?

When will your civic mod be BtS compatible? Thanks in advance
 
Well, funnily enough, Mercantilism get the No Distance from Capital maintenance bonus because-historically-it was an economic idea which *encouraged* colonialism as a means of acquiring raw materials for the domestic economy. With the advent of BtS (and its Custom House improvement), I'm thinking of changing the No Foreign Trade restriction to a -1 or -2 trade routes per city restriction-but with a bonus Commerce or Gold from Custom houses (to represent tariffs)-though I might retain the no foreign trade restriction, we'll see.
I also plan to have State Property, Free Market and Mercantilism have different effects in regards to corporations too.
As for when this will be BtS compatible, I honestly can't say. I've done all the merging and compiling, but stuff that worked in Warlords doesn't seem to want to work in BtS. If I can't get the new tags working this weekend, I'm gonna send it off to DPII to see if he can see where I've gone wrong!

Aussie.
 
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