In my opinion, a good mod is characterized by addition of realism, game atmosphere and/or strategic depth without too much complexity. There has been a lot of discussion on civic modding, but few mods concentrated on civics. Those that exist just adds complexity - this mod will be an attempt to add realism, game atmosphere and strategic depth.
General principles for this mod
-1 food - +3 production - +1 production with Railroad - Workshops, Lumbermills and Watermills develop to Industries - Can be built from scratch with Steam Power
New unit: Pioneer
Can found cities - Requires Bank (or Nomadism) - 100 shields - builds 50% faster with Cow & Sheep cumulatively - Combat: 4, cannot attack - Recon unit
GOVERNMENT CIVICS
City States (default, no upkeep)
50% upkeep for number of cities * +50% Great People * +1 gold/military unit
Hereditary Rule (Monarchy, medium upkeep)
2 happy faces in 5 largest cities
Representation (Civil Service, no upkeep)
+25% science in capital * +25% culture in all cities
Police State (Fascism, high upkeep)
Can build Spies without Scotland Yard * +7 happy faces with Scotland Yard * +3 happy faces with Jail
Universal Suffrage (Democracy, no upkeep)
+100% culture * +2 commerce from Town * +50% war weariness
City states: In the beginning, each populated area was more or less autonomous. The only forces historically able to merge small units are conquest or an external threat. Some famous city-state alliances are ancient Greece, renaissance Italy and the German League. These are famous for having produced many of the greatest thinkers and artists of history, might be because the decentralized power allows for intellectual competition.
Strategic comment: City States allows for fast expansion, but only as long as it is peaceful!
ARMED FORCES CIVICS - this category replaces the Legal one.
Warrior Class (Medium upkeep, default)
+1 happiness per military unit * -50% War Weariness * +2 production from Fort
Nomadism (No upkeep, Horseback Riding)
Can build Pioneer (upgraded Settler) in any city * +2 experience for all units * Builds units with food * -1 food for Farm, Windmill, Watermill * -1 production from Mine, Workshop * -3 production from Industry
Militia (Code of Laws, no upkeep, can be enforced by UN resolution)
Can draft 2 units * 20 free units
Conscription (Nationalism, medium upkeep)
Can draft 5 units * +10% military production
Professional Army (Military Tradition, low upkeep)
+2 unit experience
Warrior class: Before the rise of regular armies, military and civilian leadership was often the duty of a privileged class. To prevent corruption, this class followed a "warrior code".
Nomadism: There are several kinds of nomads. This civic represents pastoral nomadism, which is based on livestock herding. Nomads can expand quickly and are formidable warriors, but sedentary civilizations can use their infrastructure to beat them in the long run. The infrastructural punishment makes the civic less useful in the late game (until the enemy has pillaged away everything you've got).
LABOR CIVICS
Primitive Communism (default)
+25% production in capital
Slavery (Bronze Working, high upkeep)
+20% food * -20% commerce * Can sacrifice population
Feudalism (Feudalism, medium upkeep)
+1 production from Farm, Windmill * Free units for 20% of population
Capitalism (Economics, no upkeep)
+1 production from Town, Mine * +4 gold per specialists * Can hurry with gold
Socialism (Communism, medium upkeep)
+3 health * Unlimited Scientist, Artist
ECONOMY CIVICS
Tax Farming (default, high upkeep)
+20% gold
Mercantilism (Currency, medium upkeep)
No foreign trade routes * Unlimited Merchant
*+2 commerce from Plantation, Mine
Free Trade (Banking, no upkeep)
+100% improvement upgrade rate * No city upkeep from distance
State Property (Communism, medium upkeep)
+50% worker speed * +1 production from Workshop, Watermill, Lumbermill, Industry
Environmentalism (Medicine, low upkeep)
+6 health * +3 commerce from Camp, Windmill
Tax Farming: Ancient empires cared little about economic development, buth they knew the need of tax collection. Governments often had too limited range to collect them by themselves, so they gave vassals a permission to collect certain amounts from their "turfs". This system provided good revenues, but was open for corruption and could be disastrous for the population.
Mercantilism: The mercantile system was the first major attempt to control the economy. The government issues direct control of certain businesses and products. This generates income (through taxes and tariffs) and employment (through elimination of foreign competition).
Strategic comments: Good if you happen to have plenty of resources in your territory and you cannot or will not sell them.
RELIGION CIVICS
Syncretism (default, medium upkeep)
+50% Great People with State Religion * +1 happiness for each religion
Leader Cult (Monotheism, high upkeep)
no state religion * no religions spread * +20% military production * 3 happiness with Colosseum
Theocracy (Theology, medium upkeep)
no non-state religions spread * +20% food * Can build Missionaries in any city
National Religion (Divine Right, no upkeep)
+25% building construction with state religion
Free Religion (Liberalism, no upkeep)
no state religion * +30% science * unlimited Priest
Please comment!
General principles for this mod
- XML only (simplicity)
- No more than 5*5 civics (simplicity)
- Minor additions and changes in other game concepts (simplicity)
- Each civic should be the best option at some occasion, even the default ones (strategy)
- Civics should promote different playing strategies (strategy)
- All civics should be well represented in world history (realism)
-1 food - +3 production - +1 production with Railroad - Workshops, Lumbermills and Watermills develop to Industries - Can be built from scratch with Steam Power
New unit: Pioneer
Can found cities - Requires Bank (or Nomadism) - 100 shields - builds 50% faster with Cow & Sheep cumulatively - Combat: 4, cannot attack - Recon unit
GOVERNMENT CIVICS
City States (default, no upkeep)
50% upkeep for number of cities * +50% Great People * +1 gold/military unit
Hereditary Rule (Monarchy, medium upkeep)
2 happy faces in 5 largest cities
Representation (Civil Service, no upkeep)
+25% science in capital * +25% culture in all cities
Police State (Fascism, high upkeep)
Can build Spies without Scotland Yard * +7 happy faces with Scotland Yard * +3 happy faces with Jail
Universal Suffrage (Democracy, no upkeep)
+100% culture * +2 commerce from Town * +50% war weariness
Spoiler :
City states: In the beginning, each populated area was more or less autonomous. The only forces historically able to merge small units are conquest or an external threat. Some famous city-state alliances are ancient Greece, renaissance Italy and the German League. These are famous for having produced many of the greatest thinkers and artists of history, might be because the decentralized power allows for intellectual competition.
Strategic comment: City States allows for fast expansion, but only as long as it is peaceful!
ARMED FORCES CIVICS - this category replaces the Legal one.
Warrior Class (Medium upkeep, default)
+1 happiness per military unit * -50% War Weariness * +2 production from Fort
Nomadism (No upkeep, Horseback Riding)
Can build Pioneer (upgraded Settler) in any city * +2 experience for all units * Builds units with food * -1 food for Farm, Windmill, Watermill * -1 production from Mine, Workshop * -3 production from Industry
Militia (Code of Laws, no upkeep, can be enforced by UN resolution)
Can draft 2 units * 20 free units
Conscription (Nationalism, medium upkeep)
Can draft 5 units * +10% military production
Professional Army (Military Tradition, low upkeep)
+2 unit experience
Spoiler :
Warrior class: Before the rise of regular armies, military and civilian leadership was often the duty of a privileged class. To prevent corruption, this class followed a "warrior code".
Nomadism: There are several kinds of nomads. This civic represents pastoral nomadism, which is based on livestock herding. Nomads can expand quickly and are formidable warriors, but sedentary civilizations can use their infrastructure to beat them in the long run. The infrastructural punishment makes the civic less useful in the late game (until the enemy has pillaged away everything you've got).
LABOR CIVICS
Primitive Communism (default)
+25% production in capital
Slavery (Bronze Working, high upkeep)
+20% food * -20% commerce * Can sacrifice population
Feudalism (Feudalism, medium upkeep)
+1 production from Farm, Windmill * Free units for 20% of population
Capitalism (Economics, no upkeep)
+1 production from Town, Mine * +4 gold per specialists * Can hurry with gold
Socialism (Communism, medium upkeep)
+3 health * Unlimited Scientist, Artist
Spoiler :
These civics are named from Marx's theories on historical modes of production. Might change names such as "feudalism" to follow the custom to give different names for techs and civics.
Primitive Communism: The citizens work for the leader because of personal connection, and because they can see the common good. Works best in small scale.
Slavery: In an agricultural society with plenty of empty land, labor is the critical factor of production - so the ruler allows himself to own people.
Feudalism: With plenty of workforce available but shortage of land, slavery became obsolete. The rulers acquired the land instead - which left the landless people with no choice but working for their landlords.
Capitalism: As agricultural surplus increases the volume of manufacturing and services, the critical factor of production becomes capital - including buildings, machinery and mineral resources. Power based on ownership of such items is called capitalism; critics say that all self-proclaimed socialist states have been "state capitalists".
Socialism: Marx predicted that the workers would make a socialist revolution and take the means of production. However, none of the acclaimed socialist states allows the workers to control their industries. He did not predict the labor movement, which has used worker parties and trade unions to gain education, health care, vacation and some other benefits which used to be a privilege of the wealthy.
Primitive Communism: The citizens work for the leader because of personal connection, and because they can see the common good. Works best in small scale.
Slavery: In an agricultural society with plenty of empty land, labor is the critical factor of production - so the ruler allows himself to own people.
Feudalism: With plenty of workforce available but shortage of land, slavery became obsolete. The rulers acquired the land instead - which left the landless people with no choice but working for their landlords.
Capitalism: As agricultural surplus increases the volume of manufacturing and services, the critical factor of production becomes capital - including buildings, machinery and mineral resources. Power based on ownership of such items is called capitalism; critics say that all self-proclaimed socialist states have been "state capitalists".
Socialism: Marx predicted that the workers would make a socialist revolution and take the means of production. However, none of the acclaimed socialist states allows the workers to control their industries. He did not predict the labor movement, which has used worker parties and trade unions to gain education, health care, vacation and some other benefits which used to be a privilege of the wealthy.
ECONOMY CIVICS
Tax Farming (default, high upkeep)
+20% gold
Mercantilism (Currency, medium upkeep)
No foreign trade routes * Unlimited Merchant
*+2 commerce from Plantation, Mine
Free Trade (Banking, no upkeep)
+100% improvement upgrade rate * No city upkeep from distance
State Property (Communism, medium upkeep)
+50% worker speed * +1 production from Workshop, Watermill, Lumbermill, Industry
Environmentalism (Medicine, low upkeep)
+6 health * +3 commerce from Camp, Windmill
Spoiler :
Tax Farming: Ancient empires cared little about economic development, buth they knew the need of tax collection. Governments often had too limited range to collect them by themselves, so they gave vassals a permission to collect certain amounts from their "turfs". This system provided good revenues, but was open for corruption and could be disastrous for the population.
Mercantilism: The mercantile system was the first major attempt to control the economy. The government issues direct control of certain businesses and products. This generates income (through taxes and tariffs) and employment (through elimination of foreign competition).
Strategic comments: Good if you happen to have plenty of resources in your territory and you cannot or will not sell them.
RELIGION CIVICS
Syncretism (default, medium upkeep)
+50% Great People with State Religion * +1 happiness for each religion
Leader Cult (Monotheism, high upkeep)
no state religion * no religions spread * +20% military production * 3 happiness with Colosseum
Theocracy (Theology, medium upkeep)
no non-state religions spread * +20% food * Can build Missionaries in any city
National Religion (Divine Right, no upkeep)
+25% building construction with state religion
Free Religion (Liberalism, no upkeep)
no state religion * +30% science * unlimited Priest
Spoiler :
National Religion: Represents a religious institution controlled by and suited for government, such as the Church of England or Japanese Shinto.
Please comment!