Code:------------------------------------------------------------------------------------------------------------ GOVERNMENT Upkeep Effects ------------------------------------------------------------------------------------------------------------ Despotism Low None Confederation Low Monarchy High +50% production in capital +50% commerce in capital +2 happiness from Castle Theocracy Medium No spread of Non-State Religion [B]Slightly underpowered[/B] +2 happiness per city with state religion Unlimited priests Aristocracy High -50% maintenance for number of cities +1 wealth and espionage per specialist Democracy Medium +50% GPP +2 production from Towns +50% war weariness ------------------------------------------------------------------------------------------------------------ LEGAL Upkeep Effects ------------------------------------------------------------------------------------------------------------ Barbarism Low None Tradition Low +25% culture in all cities +25% experience gained in own borders Authoritarianism Medium +25% espionage in all cities +1 happiness per military unit in city Codification Medium Judicature Medium Equal Rights High +5 happiness in largest cities Happiness penalty for civs without Equal Rights ------------------------------------------------------------------------------------------------------------ LABOUR Upkeep Effects ------------------------------------------------------------------------------------------------------------ Tribalism Low None Agrarianism Low +1 production from Farm, Pasture, Plantation [B]Slightly Overpowered[/B] Military units produced with food 50% growth of cottage, hamlet, village Slavery Medium Can sacrifice population to hurry production -1 health per city Caste System Medium Unlimited artists, merchants, scientists Workers build improvements 50% faster -25% GPP Industrialism Medium +25% wealth in all cities +1 production from Mine, Lumbermill, Watermill -2 happiness in largest cities Emancipation Low Can spend wealth to hurry production Happiness penalty for civs without Emancipation ------------------------------------------------------------------------------------------------------------ ECONOMY Upkeep Effects ------------------------------------------------------------------------------------------------------------ Reciprocity Low None State Property High -50% maintenance for number of cities +1 food and production from Workshop Corporations have no effect Professionalism Medium 1 free specialist in every city +100% growth of cottage, hamlet, village Mercantilism Medium +50% commerce in capital -50% maintenance for distance No Foreign Trade Free Market Medium +1 trade route per city -50% corporate maintenance Environmentalism High No unhealthiness from population +2 commerce from Forest Preserve, Windmills +25% corporation maintenance ------------------------------------------------------------------------------------------------------------ MILITARY Upkeep Effects ------------------------------------------------------------------------------------------------------------ Militia Low None Vassalage Medium More units with free upkeep +1 happiness with Barracks Warrior Code Medium +25% culture in all cities +1 happiness per military unit in city +100% Great General appearance Conscription Medium Can draft units each turn +25% espionage in all cities +1 wealth from Towns Mercenary Army High No war weariness [B]Really Really Weak[/B] +1 upkeep for military units Chance of defection or desertion Professional Army High +25% production of military units New units receive +2 experience +1 upkeep for military units ------------------------------------------------------------------------------------------------------------ RELIGION Upkeep Effects ------------------------------------------------------------------------------------------------------------ Paganism Low None Organized Religion High +25% production of buildings with state religion Can build missionaries without monasteries Fundamentalism Medium +25% production of military units with state religion +2 experience for new military units with state religion -25% research Altruism Medium +25% culture in all cities +50% GPP with state religion +50% war weariness Rationalism High +1 science per specialist [B]Weak, comparatively[/B] +2 happiness with School -2 happiness with State Religion Free Religion Low No state religion +1 happiness per religion in cities +25% culture
I like the bonuses these give. Perhaps Confederation could give a trade/friendship boost towards other Civs with Confederation.
I really like most of them. However several traits are weak, comparatively. Mercenary forces might have other in-game uses, but it still seems like there is no reason to adopt it
Why the civics by default could be not having effects by themselves ?
Because we should have the possibility to return defaults civics![]()
Problem with a friendship bonus is that they favour the player over the AI. Also very difficult to get the AI to understand when it's good to use them.
I think I will give Confederation '-50% maintenance for distance', just not sure what else to go with it yet. The way I imagine it, the civic represents city states like Sumer or Ancient Greece, as well as tribal confederations like the Iroquois.
I really appreciate your observation, very helpful. I've been working on these for weeks now and it's so easy to lose perspective after endless iterations. Comments on the ones you've mentioned:
Theocracy:
I agree, it needs something more. Priest specialists just aren't that great and are easy to get anyway so I think I'll drop that and put something else there instead. Or possibly make priests stronger.
Agrarianism:
That's supposed to read "-50% growth of cottage, hamlet, village". A penalty rather than a bonus. If it's still deemed too powerful at -50% I could raise the penalty all the way to 100%.
Mercenary Army:
I'm not much of a warmonger so I suspect I'm severely overestimating how powerful no war weariness is. I'll have a rethink on this one. At the very least I'll drop the civic upkeep to low.
Rationalism:
I'm always super cautious when adding research bonuses since the tech tree is so integral to success in the game. I can easily increase the specialist research bonus to +2 or +3. Worth noting that the happiness penalty is easily avoided by having no state religion - though that of course can be a penalty in its own right.
Suggestions and further criticism is most welcome. These are important to get right.
Civ IV rounds, -50% rounds to 0
Build the tech tree around innovations, expensive to research technologies that change a lot and are necessary to advance up the tree. After each innovation, however, could be refinements, 3 or 4 small techs that give slight advantages, possibly to pre-existing units and buildings, and that aren't pre-requisites for anything. I see this adding two things to the game. First, it would allow for further customization and refinement of one's strategy, and second, you would have to decide between how many refinements you want to research and how much you want to push towards the next big innovation.
There are, of course, some possible pitfalls. First, dead-end techs might be confusing to the AI. Second, unpursued refinements would eventually clog up the technology selection screen unless some way of removing unwanted techs from it or give them to the player automatically after a while was created.
What about education civic eg
Tribal - No effect
Religious - +1 happy w/ temple
+2 happy w/ Monastery
Missionaries can spread in any city
Elite - 50% culture
100% Great scientist
State - New units receive +2 experience
25% espionage
Privet - 50% less maintenance for school and universities
Free - Doubles the effect of schools and universities
or something like that
Otherwise civics become less about choice and more like very small tech trees.
Only on the cottage growth, I know I've seen increments of 10 work properly for number of cities and distance along with multiples of 25Hmm, i'll have to look into that. Not a big deal in this case as -100% works for the civic. However, do you know if that applies also to maintenance for number of cities or distance? That would be a problem.
I'm planning a big overhaul of the tech tree in 0.9. I like your suggestion and I'll see what's possible and what's not when that time comes.
I was originally planning education as a seventh category but I decided not to in the end mostly because there's only so many bonuses available to civics before they start overlapping too much. The other factor is that I wanted to avoid too many categories where the final civic is the 'best', a la Legal and Labour. Otherwise civics become less about choice and more like very small tech trees.
I'll definitely revisit the idea later though.
What about education civic eg
Tribal - No effect
Religious - +1 happy w/ temple
+2 happy w/ Monastery
Missionaries can spread in any city
Elite - 50% culture
100% Great scientist
State - New units receive +2 experience
25% espionage
Privet - 50% less maintenance for school and universities
Free - Doubles the effect of schools and universities
or something like that
I need a short break from working on civics so I'm going to open up discussion on another topic: founding religions. I dislike how getting religions is yet another tech race and I want to separate this mechanic completely from the tech tree. There are several modcomps out there that change religions to be founded by great prophets (and require SDK changes to work effectively, ruling them out) but I have another idea:
Founding religions would be based on culture levels
Each city has a % chance of founding a religion and becoming a holy city when it goes up a culture level
Which religion is founded is player/AI choice
% chance would be higher for more cultured cities
% chance would be higher for leaders with the spiritual trait
% chance would increase with certain buildings in the city, e.g Monument
I'll probably add a few more buildings to further increase this chance
% would decrease for each other religions in the city
No city could be a holy city for more than 1 religion
Number of possible religions would scale with number of civs in game
Obviously this would take a lot of balancing and additional thought but for now I'm throwing it out as an idea to see what you all think.
I need a short break from working on civics so I'm going to open up discussion on another topic: founding religions. I dislike how getting religions is yet another tech race and I want to separate this mechanic completely from the tech tree. There are several modcomps out there that change religions to be founded by great prophets (and require SDK changes to work effectively, ruling them out) but I have another idea:
Founding religions would be based on culture levels
Each city has a % chance of founding a religion and becoming a holy city when it goes up a culture level
Which religion is founded is player/AI choice
% chance would be higher for more cultured cities
% chance would be higher for leaders with the spiritual trait
% chance would increase with certain buildings in the city, e.g Monument
I'll probably add a few more buildings to further increase this chance
% would decrease for each other religions in the city
No city could be a holy city for more than 1 religion
Number of possible religions would scale with number of civs in game
Obviously this would take a lot of balancing and additional thought but for now I'm throwing it out as an idea to see what you all think.
Well, I kinda like being able to choose what religion I found. Perhaps, there could be an option to disable/enable this feature? If so, It would be awesome!![]()
Cool idea, would be fun gameplay. I would argue its not entirely realistic, if thats a consideration. Many religions were founded by wandering tribes in the desert, not mega-culture centers. Perhaps new religions could be founded to benefit the weakest civilizations? Add a multiplier based on your position in the power graph?
-'No city could be a holy city for more than 1 religion' if added, please give it an option to be able to be turned off. I know you want that for balance, but super religious cities like Jerusalem started hundreds of wars over the last 2 millennia. And i like reenacting the crusades![]()
Perhaps, after researching priesthood, founding a religion gives you a missionary. After Meditation, it gives the holy city a temple of the state religion. After Philosophy, it gives the Holy City a monastery of the state religion. After Divine Right, it gives the Shrine.
I reckon founding religions shoud be founded by great prophets.
The game also needs more resources like coco, cotton, apples, saltpeter and rubber from civ 3