Imperator Knoedel
Currently obsessed with The Owl House
Things have been quiet around here because I was waiting for Leoreth to fix that civics bug before I continue working. Now that that has been addressed I am in the process of merging DoK with the most up to date Git version.
Anyhow, here is my current thoughts about what civics I want to change:
Government
Theocracy replaced with Oligarchy: Requires Mathematics, Free Specialist in all cities, Low or Medium Upkeep
Autrocracy (maybe rename to Dictatorship?) allows only the drafting of one unit per turn, but gets +25% to Espionage and -10% War Weariness
Republic (maybe rename to Democracy?) loses the Great People Bonus but provides +1 Commerce per Specialist in addition to faster Cottage growth
Society
Representation loses +1 Commerce per Specialist, allows drafting of one unit per turn, and the happiness in largest cities is increased to 2 or 3 in addition to happiness from Courthouse and double Statesman slots
Totalitarianism loses the Maintenance modifier but gains ability to draft two units per turn, -10% War Weariness in addition to +1 Espionage from Specialist and happiness from units
Egalitarianism provides +1 Commerce instead of +1 Production to Towns, loses doubled slots for various specialists
Labor
Production from whipping is reduced to 25 hammers per pop instead of 30
Agrarianism renamed to Serfdom
Industrialism replaced with Caste System: Requires Writing, +1 Production from Specialists, doubled slots for all specialists except Statesmen and Engineers, High Upkeep, a little negative stability with Republic/Democracy, a lot of negative stability with Egalitarianism, negative stability if you run it after discovery of Democracy
Public Welfare renamed to Collaboration, provides +1 Production to Towns in addition to its current effects
Economy
Guilds provides +1 Commerce to Cottage (not Hamlet, Village or Town, only the first level) in addition to its current effects
Central Planning loses +1 Production from Specialists but gains Double Production Speed for Factory and Coal Plant as well as +10% Production in All Cities
Environmentalism renamed to Public Welfare, keeps current effects
Religion
Fanaticism renamed to Theocracy, provides +2 Experience for units in cities with State Religion in addition to its current effects, gives more unhappiness from non state religions
Secularism renamed to Tolerance and allows State Religion, but gains no benefit aside from diplo and culture from it, in fact it receives -1 Happiness from State Religion
Scholasticism replaced with State Ideology: Requires Nationalism, -50% Number of Cities Maintenance, allows no State Religion, Unhappiness from any Religion, Low or No Upkeep, positive stability with Autocracy and Totalitarianism
Military
Multilateralism loses the free Specialist in all cities
Anyhow, here is my current thoughts about what civics I want to change:
Government
Theocracy replaced with Oligarchy: Requires Mathematics, Free Specialist in all cities, Low or Medium Upkeep
Autrocracy (maybe rename to Dictatorship?) allows only the drafting of one unit per turn, but gets +25% to Espionage and -10% War Weariness
Republic (maybe rename to Democracy?) loses the Great People Bonus but provides +1 Commerce per Specialist in addition to faster Cottage growth
Society
Representation loses +1 Commerce per Specialist, allows drafting of one unit per turn, and the happiness in largest cities is increased to 2 or 3 in addition to happiness from Courthouse and double Statesman slots
Totalitarianism loses the Maintenance modifier but gains ability to draft two units per turn, -10% War Weariness in addition to +1 Espionage from Specialist and happiness from units
Egalitarianism provides +1 Commerce instead of +1 Production to Towns, loses doubled slots for various specialists
Labor
Production from whipping is reduced to 25 hammers per pop instead of 30
Agrarianism renamed to Serfdom
Industrialism replaced with Caste System: Requires Writing, +1 Production from Specialists, doubled slots for all specialists except Statesmen and Engineers, High Upkeep, a little negative stability with Republic/Democracy, a lot of negative stability with Egalitarianism, negative stability if you run it after discovery of Democracy
Public Welfare renamed to Collaboration, provides +1 Production to Towns in addition to its current effects
Economy
Guilds provides +1 Commerce to Cottage (not Hamlet, Village or Town, only the first level) in addition to its current effects
Central Planning loses +1 Production from Specialists but gains Double Production Speed for Factory and Coal Plant as well as +10% Production in All Cities
Environmentalism renamed to Public Welfare, keeps current effects
Religion
Fanaticism renamed to Theocracy, provides +2 Experience for units in cities with State Religion in addition to its current effects, gives more unhappiness from non state religions
Secularism renamed to Tolerance and allows State Religion, but gains no benefit aside from diplo and culture from it, in fact it receives -1 Happiness from State Religion
Scholasticism replaced with State Ideology: Requires Nationalism, -50% Number of Cities Maintenance, allows no State Religion, Unhappiness from any Religion, Low or No Upkeep, positive stability with Autocracy and Totalitarianism
Military
Multilateralism loses the free Specialist in all cities