

if state religion is present in the city. +1
per non-state religion present in the city.
. Prophets and Great Prophets get +1
, +25% war weariness. The rest of the effects of the temples is "halved".
per religion on city. Cannot build temples. -30% number of cities maintenance. -30% distance to palace maintenance. +2
per specialist
if state religion is present in the city. +2
per non-state religion present in the city. Can draft 2 units per turn. Must be at war with at least one civilization with a different state religion. Several free units per city. New units start with the "morale" promotion. -25% war weariness
. Thanks for reading if you reached this pointI want that niche filled by yurt line.Overall the balancing of yields and the arrangement of the early worker techs looks really well thought through for me. Two minor suggestions:
- maybe allow for pastures on any non-forest temperate tile for 1 food, gaining 1 commerce with trading and a chance to discover appropriate food resources. This makes non-forest, non-water tiles at least workable early on.
It is actually 35 gold per mine and 20 per quarry, but the help text needs updating. I will do it while preparing Orbis stand-alone install.- Mother Lode gives 25 Gold per Quarry improvement. Description still says "per Mine" improveement. Should it better be for both?
yes, that change was already tried and is out of question. SO the only option is to limit lodge later bonuses.+2 food early on would lead to the supercharged city development presently seen in RifE, especially with the abundance of health and happy resources in Orbis.
First sentence, agreed.Which is the point: combination of civics.
I say: scrap the current design and start anew. It's more work but less contrained thus more creative and more fun.
Hmhm. I think two starting civics may be a good idea. This needs us to throw away the 'dummy starting civics' effect which I hate, even though some will say: their effect is that they don't have any effect. Starting civics shouldn't ALWAYS be a 'switch away from it asap'.
Ancient age contains a lot of techs, but it is tempting to get a tech or two from classical, so it ends quickly while you still research ancient age techs.If you ask me, we should also redesign the tech tree because dumping the new era on it isn't quite fitting and seems really 'distorted'. As 'ancient' era is quite short then you have mega-huge 'classical' and 'medieval' which are respectively mid- and end- game. Then you have tiny 'renaissance' which is... after-game? Some techs just haven't any use, so I say: scrap them, shorten the tech tree so we can get to renaissance techs.
Agreed. I try to limit it as much as I can, but still much to be done. Maybe more buildings then...- I am against restricted civics: if a civic must be used by a specific civilization I would add the mechanic directly to the corresponding civilization, not the civic.
Yeah, whatever that means...- I am in favor of civic uniqueness and personality, whatever that means![]()

Not at all. I really need specific proposals "do x to y". Consider such category added, especially as I have been thinking of it for a long timeNow some fast brainstorming (that most probably is crap, but at least might give some inspiration as a bad idea):


)
). Also, how do you like the economy category...I want that niche filled by yurt line.
In general, I try to deifne improvements to fall into one of the categories: base, resource, advanced
Base ones are easy to get and have chance to discover resources, resource are for resources and advanced are special ones for late game.
That makes handling both yields & art easier.
So, farm, forester's lodge, quarry, yurt are base improvements. Plantation, camp, mine & pasture are respective resource improvements. Lumbermill and windmill are advanced ones. As you can see there is no strict "base improvements do not provide resources" or "every line has advanced version", but I still try to keep to it.
SO, maybe we should adjust yurts to fill the role you described?
what to do with religious civics - should be redistributed (Arete to labor, purity to religion/social values, slumbering coven to government)
on each mine/quarry if state religion is RoK". The same with Guardian of Nature, all FoL temples get "+1
per forest and +2
if state religion is FoL".what to do to values category?
with despotism being a normal civic, should god king be kept? Or should it be split into despotism & theocracy, with a religious civic reflecting that the despot is divine, or at least people think so



You should remeber one thing - forester's lodge needs forest. Which has to be there or be planted.
And I ma fine if early cities live on hunting and few food resources. But I want farming be the best way to gain food in late game. Unless you are running FoL, in that case it should be ok to have lot of forests.
But I might cut the bonuses forester's get a bit. Suggestions?

at some point in the tech tree, even if it's after sanitation.That is preety much the case now. But some adjustments are needed as to where the yurts are buildable. Damned Malakim ruin my every plan...Thanks for the detailed explanation. Then what about making yurts buildable for all Civs on tundra/plains/grassland. Change yield to 1 food, growth to Aul after 20 turns for 1 food 1 commerce. Aul can gain further bonus with appropriate techs: horseback riding +1F, stirrups +1C, Hippus get +1H for Yurt and Aul. Aul and Yurt can pop animal resources.
So everyone can get by on pastoralism, but it needs some dedication along the mounted line. And only the Hippus can thrive on it.
I quite like some of them (sacrifice the weak, guradian of nature, arete, slumbering coven). But if more people say so, that might solve my civic dillemas.I'd rather eliminate all of them and try to add the effect either to the religion itself or to the corresponding temples / buildings.
Most of them do not fit any other category, and I do not want to mix too much. That is usually bad ideaI like some of the civics there, although the category itself does not make a lot of sense. Maybe try to reorganize civics into new categories and preserve the best ideas from "values"?

I do not think it is realistic. If mages rule, they do not allow other people to vote. Same with theocracy - people do not vote on religious dogmas. Military state is rule by the army, and quite authoritarian by definition.My idea would be to create two different categories:
- one related to the authoritarianism that would have (basically, how is the governing power distributed)
- another one related to the justification of the power itself (basically, why do the people that hold the power have this power)
If someone is dictator, people usually do not vote for reelections. See Hitler - the election he won was the last one before his death. The last fair one at least.Plenty of justification for that, actually. Many different groups of people have selected from amongst themselves one supreme ruler, who has all the power he wants.... Until he pisses them off. Generally only seen with small groups/tribes, but there are larger examples too. Could consider the original definition of Dictator: A man elected to supreme power in times of need, but with a limited term.![]()
There is a reason I have introduced 3food per population. First, some improvements were too good in Orbis. But more important is flavour - food was too easy to get, and that was not the case in medieval world.I think the fundamental problem is that the change to 3 food (3F) consumption per pop made the tradional yield relations go haywire.
There was a long talk (with plenty of calculations) that specialist economy is clearly superior to cottage economy in orbis. Only a slight change was made, and I think the two are quite balanced now.Cottage economy gets 4 2/3 commerce per tile if ignoring cottage growth, on average probably 4C.
Specialist Economy is pretty much pointless (2C) .

River port currently is nice and has a lot of flavour (the longer the river, the more you get) but is probably too good to be true. Not sure about levees (And tehy grant exactly the same bonus as in BtS).Perhaps, instead of toning down the lodge, tone down the river buildings. They should really work more like markets i.e. they give a percentage bonus to the final outcome, not changing the base tile yields
I quite like some of them (sacrifice the weak, guradian of nature, arete, slumbering coven). But if more people say so, that might solve my civic dillemas.

Most of them do not fit any other category, and I do not want to mix too much. That is usually bad idea
Values fit FfH (or any dark fantasy) universe quite well. So why not?
If someone is dictator, people usually do not vote for reelections. See Hitler - the election he won was the last one before his death. The last fair one at least.
If they don't like you, they'll just bash you over the head.I didn't want to suggest that 3There is a reason I have introduced 3food per population. First, some improvements were too good in Orbis. But more important is flavour - food was too easy to get, and that was not the case in medieval world.
per pop is inherently bad. But the implications of this seemingly minor change are really far-reaching.May I ask humbly for directions? Edit: found itThere was a long talk (with plenty of calculations) that specialist economy is clearly superior to cottage economy in orbis. Only a slight change was made, and I think the two are quite balanced now.
See follow-up post.My point was that you cannot consider the theFarms are the best food source if you do not count resources. True, they are not that great. But you need them to get opther improvements.
surplus of a farm (or other improvement) in isolation, but rather what other tiles this surplus allows to work for
/
/gpp as food in itself gets you nothing but more worked tiles. From a simulationist PoV, the port is a point source of income, depending on the wealth of the region and multiplying it via cheap long-range transport/trade (hence %). The length of the river is already incorporated in the +1Also, I want rivers to be good and desirable as founding location.River port currently is nice and has a lot of flavour (the longer the river, the more you get) but is probably too good to be true. Not sure about levees (And tehy grant exactly the same bonus as in BtS).
per tile, which would also get increased by a % bonus.
system, which increases the overall
/
and
/
ratios, so
and especially
are rather scarce.There was a long talk (with plenty of calculations) that specialist economy is clearly superior to cottage economy in orbis. Only a slight change was made, and I think the two are quite balanced now.
p.pop making the "traditional yield relations go haywire"
), for most people the consequences of the 3
system had't really sunk in. The discussion is based on improvement yields not on total yields, but it is not taken into consideration that the base yield of an unimproved grassland tile is 2
, and consequently effectively -1
. Therefore most calculations presented there are flawed.
from a maxed out farm are not sufficient to run a specialist, as +1
gets consumed to reach the breakeven point of 3
, yielding an effective +2
surplus.
per farm tile (Max. without agrarianism) accordingly is sufficient to run 1/3 of a specialist or one cottage. Seems not very balanced 
. In my experience this is working quite well for the stated purpose of avoiding "super city sprawl". This way the tried and tested yield relations can be kept, and you have only one easyly tunable parameter to adjust.