[MOD]Improved Leaders & Civics

Mentat99

Chieftain
Joined
May 13, 2006
Messages
7
Version: 1.5
Patch Compatibility: v1.61


CIVICS


GOVERNMENT

Despotism
Low Upkeep
New Unit Receive +1 Experience Point
+20% Military Unit Production
-35% War Weariness
+10% Food ,+10% Production in All Cities
-15% Money ,-15% Research in All Cities

Hereditary Rule
Medium Upkeep
+10% Military Unit Production
+1 Happiness per Military Unit Stationed in a City
-25% War Weariness
+25% Food ,+20% Production in All Cities
-10% Money ,-10% Research in All Cities

Representation
Low Upkeep
+10% Great Person Birth Rate
+15% War Weariness
+20% Money ,-10% Research in All Cities
+1 money ,+3 Research ,+1 Culture per Specialist
+2 Happiness in 4 Largest Cities

Police State
High Upkeep
-75% Great Person Birth Rate
+25% Military Unit Production
+1 Happiness per Military Unit Stationed in a City
No War Weariness
+25% Food ,+25% Production in All Cities
-10% Money ,-20% Research in All Cities
-2 Happiness in 4 Largest Cities
Can Sacrifice Population to Finish Production in a City

Universal Suffrage
Medium Upkeep
+20% Great Person Birth Rate
+25% War Weariness
+10% Money ,+35% Research in All Cities
+1 Production from Town
Can Spend Gold to Finish Production in a City
+1 Money Support Cost per Military unit

LEGAL

Barbarism
Low Upkeep
-1 Happiness in 4 Largest Cities

Vassalage
High Upkeep
New Unit Receive +2 Experience Point
+5 Free Units
+10% Food ,+10% Production in All Cities
+20% Money in All Cities

Bureaucracy
Medium Upkeep
+25% Maintenance Costs from Number of Cities
+10% Food ,+10% Production ,+10% Gold in All Cities
+50% Food ,+50% Production ,+50% Gold in Capital

Nationhood
Low Upkeep
Workers build Improvements +10% Faster
+10 Free Military Unit
Can Draft 2 Unit per Turn
+1 Happiness in 4 Largest Cities
+1 Happiness from Barracks

Free Speech
Low Upkeep
+20% War Weariness
+100% Culture in All Cities
+2 Gold from Town

LABOR

Tribalism
Low Upkeep
+50% Maintenance Costs from Number of Cities
+10% Food ,+10% Production in All Cities

Slavery
No Upkeep
+1 Unhealth in All Cities
Workers build Improvements +25% Faster
+5 Free Military Unit
+50% Production in All Cities
-20% Research ,-50% Culture in All Cities
-1 Happiness in 4 Largest Cities
Can Sacrifice Population to Finish Production in a City

Serfdom
Low Upkeep
Workers build Improvements +50% Faster
+20% Production in All Cities
-10% Research ,-10% Culture in All Cities

Caste System
Medium Upkeep
Unlimited artist,Scientist,Merchant
-20% Great Person Birth Rate
+2 Free Specialists per City

Emancipation
+20% Great Person Birth Rate
+100% Growth for Cottage,Hamlet,Village
Penalty for Civ without Emancipation
+10% Research ,+20% Culture in All Cities

ECONOMY

Decentralization
Low Upkeep
-25% Maintenance Costs from Distance to Palace
-25% Maintenance Costs from Number of Cities

Mercantilism
Medium Upkeep
+1 Free Specialists per City
No Foreign Trade Routes
+10% Production ,+10% Gold in All Cities
-10% Research in All Cities

Free Market
Low Upkeep
Unlimited Merchant
+2 Trade routes per City
+25% Money in All Cities

State Property
No Upkeep
Unlimited Engineer
-10% Great Person Birth Rate
No Maintenance Cost from Distance to Palace
+1 Food from Watermill
+1 Production from Workshop
+5 Production from Town

Environmentalism
High Upkeep
Unlimited Scientist
+3 Health in All Cities
No Unhealth from City Population
No Unhealth from Buildings
+35% War Weariness
+1 Happiness from Jungle,Forest

RELIGION

Paganism
No Upkeep
No State Religion

Organized Religion
Can Build Missionaries without Monastery
+10% Great Person Birth Rate in Cities with State Religion
Cities with State Religion Construct Buildings +25% Faster
+10% Money ,-10% Research,+20 Culture in All Cities

Theocrasy
Unlimited Priest
+30% Great Person Birth Rate in Cities with State Religion
+3 Happiness in Cities with State Religion
Cities with State Religion Train Unit +10% Faster
Cities with State Religion Construct Buildings +20% Faster
+2 Experience Point in Cities with State Religion
No Non-State Religion Spread
-35% Research ,+35 Culture in All Cities

Pacifism
No Upkeep
+150% Great Person Birth Rate in Cities with State Religion
-80% Military Unit Production
+100% War Weariness
+3 Happiness in Cities with State Religion

Free Religion
Low Upkeep
No State Religion
+1 Happiness per Non-State Religion in a City
+10% Research ,+20 Culture in All Cities


LEADERS

Philosophical
+150% Great Person Birth Rate
+1 Research per City
Double Production Speed of University

Aggressive
Free Promotion (Combat 1)
Free Promotion (Drill 1)
Melee Unit
Gunpowder Unit
Double Production Speed of Barracks,Drydock

Spiritual
No Anarchy
+4 Culture per City
Double Production Speed of Temple

Organized
-50% Civic Upkeep
+1 Food on Plots with 4 Food
+1 Production on Plots with 4 Production
Double Production Speed of Lighthouse,Courthouse

Expansive
+3 Health per city
+1 Food on Plots with 3 Food
Double Production Speed of Granary,Harbor

Industrious
+50% Wonder Production
+1 Production on Plots with 3 Production
Double Production Speed of Forge

Creative
+25% World Wonder Production
+50% National Wonder Production
+2 Culture per City
Double Production Speed of Theatre,Colosseum

Financial
+1 Gold on Plots with 2 Gold
+15% money
 

Attachments

I like what you did... especially with the civics. I like how there's a positive/negative balance effect, instead of them being purely positve as in vanilla Civ4. Although I've noticed some of the civics have negative effects, and some don't.

I'll have to check this out and see if I can incorporate it with my Sevomod Remix. I might play around with some of the settings, though. ;)
 
Another Question:

Say you have two civics... Universal Suffrage and Pacifism.

Universal Suffrage has +20% Great Person Birth Rate
Pacifism has a Great Person modifier of +150% Great Person Birth Rate in Cities with State Religion

Does this mean a civ with both these civics has a +170% Great Person birth rate..... or does it mean the game takes the largest of the two and uses that as the Great Person modifier (in this case +150%)

Or say you have Police State and Free Speech.
Police State War Weariness is -100%
Free Speech is War Weariness is +20%

Would this balance out to War Weariness of -80%... or would the game take one of the two?
 
Civ with Universal Suffrage and Pacifism has a +170% Great Person birth rate
in city with State Religion.

Civ with Police State and Free Speech has a -80% War Weariness.But i`m not sure who will use this combination :crazyeye:
 
In my opinion, there are to many parameters in the civic system. It gets too confusing.
 
Highly interesting. I like the penalty to military unit production in Pacifism, but I think that 80% might be too high. Perhaps 50%? Also, I'm not sure that +1 research per city for the Philosphical trait is all that potent. Perhaps a percentage per city, like perhaps 5 or 10 %?
 
Many of the Bonuses are so small they dont result in any additional benifit for you when your output is modest, for example you need atleast 10 GPP per turn before a 10% bonus has any effect. Keep things larger atleast 25% so we can realy FEEL the effect of it.
 
hiya, Mentat99! Thanks for the mod, I love this!

So I was looking through the changes you listed for the civics and checking them in the xml file, but I can't seem to find the "+10% Food ,+10% Production in All Cities" for Despotism syntax or entries (whatever ya call them). I found everything else for Despotism, though.

I want to see how one makes (working) changes in these xml files, especially for the civics, so I can add a post-modern civic for each of the catagories. This bonus food, etc change would be quite helpful, if I could find it! lol :) please advise!
On behalf of newbies like me everywhere, thanks for everything!
 
Nevermind, I found the entries I asked about! Please tell us how you went about finding the right syntax to add to the civics xml file. I wouldn't even know where to look for the info. Thanks again!

AND, yes, I am very very new to this xml business, just started looking through them today.
 
civvyfan said:
I'm new to this. Where does it get extracted at?

Unpack in Mod folder. I think is in the assets folder.
 
i love this mod when i had vanilla can you please post a warlord version

protective
free city gar 1,drill1 to archery,guns(expect longbows)
free city gar 1-3 to machine guns,longbows
cut price ,walls,castles

charismatic
-25% less exp for promos
1 :) per city
1:)per broadcast tower,monument
2 :hammer: on 1:hammer
10% less war:mad:

imprealist
+100% Great General emergence
50% faster production of settlers
25% more xp from buildings and great general
25% less war:mad:
 
I like what you did... especially with the civics. I like how there's a positive/negative balance effect, instead of them being purely positve as in vanilla Civ4.
They aren't purely positive though. Each one has an upkeep (well, ok, not every one, but most).

That said, I'm always interested to see a new take on the civics. I'm a little wary about benefits to the starting civics, they're supposed to be the primative low tech stuff that you can't wait to get rid of, but I can see myself staying on Tribalism for the entire game sitting on a small but very productive empire. Also, I think you should do a bit more testing, as some of those look really overpowered (Caste System, I mean come on! One free specialist is worth no foreign trade routes, but two is worth -20% Great people? That's nothing!). Aside from that, you've got some good ideas coming out here, but you might want to focus them a bit.
 
I downloaded this and ended up screwing my whole game up. Was your file supposed to replace the other file or be an add-on? Somehow I screwed up and everything was fine until I downloaded this.
 
Can someone please update to warlords.
:please:
 
better idea ill do it.
 
In my opinion, there are to many parameters in the civic system. It gets too confusing.

Yes ^ it looks like a good mod but there's just too many factors to consider, you'd spend more time looking at the civics screen than playing the game. Needs a little tweaking...
 
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