Ideas for New Civics

Yxklyx

King
Joined
May 7, 2008
Messages
869
I know there are mods out there that already cover this but how do these new civics sound?

--- Government: Oligarchy [Currency] (Low) - Marketplace +2:) +25% Gold in all cities

[notes] trying to come up with an alternative to Hereditary Rule

--- Legal: Citizenship [Aesthetics] (Medium) - +1:) in 5 largest cities - +1 culture per specialist - +100% War Weariness

--- Labor: Organized Labor [Steam Power] (Medium) - Unlimited Engineer, Workers Build Improvements +50% - Factory: +1:)

[notes] Factories now give +1:mad: - Serfdom no longer gives Worker bonus

--- Economy: Manorialism [Feudalism] (Low) - +2 Gold per specialist, Castle +1:)

[notes] Castles also now give a free specialist called a Lord (+2 Gold, +1 Espionage)
 
Those are great ideas.

Heres afew I've added in my mod:

(Military Civic catagory is something I added)

Military: Gentlemen(Becomes availiable with Chivalry, a new tech I added), basically gives units a small xp bonus(representing well-trained nobility), a lower civic upkeep, and a culture bonus. I intended it to be inferior to Professional/Standing Militaries or Volunteer Militaries in terms of soldier strength. This part has yet to be implemented fully, I'm still going over civics.

Synthetic Army: (Becomes available with Drone Warfare, a new tech I added) Bonus to science and industry, no bonuses to units or general emergence. Represents automated armies of the near future.
 
Manorialism was too powerful so I reduced it to 1 gold per specialist - that might still be too strong. Early trade routes are 3-5 commerce and it's easy to get that amount in Gold with Manorialism especially when running a specialist economy. I might increase the Upkeep but I would rather have a low upkeep civic.
 
Those are great ideas.

Heres afew I've added in my mod:

(Military Civic catagory is something I added)

Military: Gentlemen(Becomes availiable with Chivalry, a new tech I added), basically gives units a small xp bonus(representing well-trained nobility), a lower civic upkeep, and a culture bonus. I intended it to be inferior to Professional/Standing Militaries or Volunteer Militaries in terms of soldier strength. This part has yet to be implemented fully, I'm still going over civics.

Synthetic Army: (Becomes available with Drone Warfare, a new tech I added) Bonus to science and industry, no bonuses to units or general emergence. Represents automated armies of the near future.

Military civics are a good idea but you always have to worry about balance. For instance, my original idea for Manorialism is way overpowered. I checked out one of the AIs and they had 26 specialists and 6 cities at a time when trade routes were in the 3-4 range - so 2 gold per specialist is about equal to TWO trade routes per city - better than Free Market - when I intended this Civic to be weaker.
 
You know, there doesn't seem to be a lot that you can do with Civics unless you started compiling source code. I'll start looking into some simple Python coding - I was able to create units that can only be built with a particular Civic active - wouldn't that help for military techs?
 
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