Imperator Knoedel
Simperator Knoedel
Yeah but high upkeep and no foreign trade routes thoThat's a lot of effects
Yeah but high upkeep and no foreign trade routes thoThat's a lot of effects
Tribalism/Authority/Traditionalism:
Starting Civic, no effects
Imperial Cult:
Aristocracy:
- Represents: Empires that treat their ruler as the king of kings, as a god-like being that rules everything. Other civilizations are considered barbarians that may or may not pay tribute to the one true emperor, but can certainly never be on the same level as the one great civilization.
- Unlocked by: Some Tech in the Ancient Era
- Possible Effects:
- High Upkeep
- No Foreign Trade Routes
- +1 Happiness per Military Unit Stationed in a City
- +50% Extra Experience Gain within Cultural Borders
- +100% Domestic Great General Birth Rate
- Great General Threshold is reset when the Palace is moved
- +2 Food from Paddy Field
- +25% Production in Capital
- Double Production Speed for Monument
- something useful for civs with many cities and few or no trade partners
- Civs that should run it: Ancient Egypt, Babylon, China, maybe Persia, Imperial Rome, Byzantium, possibly Japan
- Should synergize with: Despotism, Monarchy, maybe Elective, Redistribution, Deification, Isolationism
- Should NOT synergize with: Republic, State Party, Democracy, Individualism, Egalitarianism, Secularism, maybe Nationhood, Multilateralism
Conservatism/Absolutism/Authoritarianism:
- Represents: Pre-modern civilizations with a ruling class of nobles. May be a feudal patchwork or a state with a central government, but if it's the latter the king or emperor is relatively weak as the real power lies with the nobility.
- Unlocked by: Some Tech in the late Ancient or early Classical Era
- Possible Effects:
- Medium Upkeep
- +1 Production from Farm
- Double Production Speed for Library, Market, Forge, Theatre
- Its main benefit compared to Imperial Cult should be the ability to have foreign trade routes, so it doesn't actually need to be that good on its own as it shouldn't really be competitive with later civics anyway.
- Civs that should run it: Republican Rome, Phoenicia, Greece, Medieval Europe, really all civs before the Renaissance era that aren't supposed to run Imperial Cult.
- Should synergize with: Monarchy, Republic
- Should NOT synergize with: Despotism, maybe State Party, Democracy, Egalitarianism, Secularism
Liberalism/Liberty:
- Represents: Absolutism and authoritarian right wing governments that are not fascist.
- Unlocked by: Statecraft maybe? Definitely in the Renaissance era.
- Possible Effects:
- Medium Upkeep
- +50% Gold, Culture and Espionage in Capital
- Can Draft 1 Unit per Turn
- +2 Happiness from State Religion
- -1 Happiness from Non State Religion
- -1 Commerce from Town
- Civs that should run it: pre-revolutionary France, Imperial Russia, really most of Europe until the 19th century, some Latin American civs
- Should synergize with: Monarchy
- Should NOT synergize with: Egalitarianism, Secularism
Fascism/Fraternity:
- Represents: Parliamentary democracies which guarantee individual human rights and probably have a constitution.
- Unlocked by: Some Tech in the late Renaissance or early Industrial era.
- Possible Effects:
- Medium Upkeep
- +2 Commerce from Villages, Towns (stolen from Individualism which has its upkeep reduced to low in compensation)
- +1 Gold per Specialist
- +1 Happiness from Great People Buildings (Academy, Stock Exchange etc.)
- +25% Trade Route Commerce
- Something related to trade, cottages and/or great people
- Civs that should run it: USA, Western Europe starting in the late 18th century
- Should synergize with: Democracy, Individualism, Egalitarianism, Free Enterprise, Tolerance, Secularism, Multilateralism
- Should NOT synergize with: Despotism, Slavery, Manorialism, Caste System, Totalitarianism, Redistribution, Central Planning, Deification, Theocracy, Conquest, Tributaries
Communism/Equality:
- Represents: Fascism, duh.
- Unlocked by: Some Tech in the early Global Era
- Possible Effects:
- Low Upkeep
- Free Military Unit Upkeep for X Units
- +1 Experience for All Military Units
- something related to military and conquest
- Civs that should run it: Germany, Italy and Japan during the first half of the 20th century when they are going for their respective conquest UHVs
- Should synergize with: Despotism, State Party, Totalitarianism, Conquest, Nationhood
- Should NOT synergize with: Republic, Democracy, Individualism, Egalitarianism, Tolerance, Multilateralism
- Represents: Proletarian dictatorships that seek to abolish capitalism and establish a new global socialist order based on the principles of Marxism.
- Unlocked by: Some Tech in the late Industrial or early Global era
- Possible Effects:
- Low Upkeep
- +15% Production in All Cities
- +1 Production from Workshop, Lumbermill
- +1 Happiness from Factory, Industrial Park
- Research and espionage boosts?
- Civs that should run it:
literally everyoneRussia and China in the 20th century
- Should synergize with: State Party, Totalitarianism, Egalitarianism, Central Planning, Secularism
- Should NOT synergize with: Monarchy, Republic, Elective, Slavery, Manorialism, Caste System, Individualism, Merchant Trade, Free Enterprise, Clergy, Monasticism, Theocracy
It is? How so?Christ almighty, that right there is Caveman 2 Cosmos/Realism Invictus level of civic!
Ah, I see.C2C civics are notorious for having 10-20 effects apiece.
Dawn of Civilization civics are more likely to have 3-5 effects. (Seriously, just compare your list to any of the civics Leoreth is using for the current version).
+50 Commerce in Capital; -1 Commerce in Capital for each living civilization you have contact with.
Distilleries in current DoC are only profitable when built in a city that has Wine or Sugar anyway. By distilling 1 Wine, you don't get 2 Wine, and the same goes for sugar, you don't get 1 Sugar + 1 Wine. Couldn't you get "Alcohol" as a new resource? (Or is that too RI ?)Distillery now provides one Wine resource.
Your additions sound interesting... yet some are slightly OP.
I take issue with this one here: Distilleries in current DoC are only profitable when built in a city that has Wine or Sugar anyway. By distilling 1 Wine, you don't get 2 Wine, and the same goes for sugar, you don't get 1 Sugar + 1 Wine. Couldn't you get "Alcohol" as a new resource? (Or is that too RI ?)
Yes: I haven't updated the PrivateMaps in this thread because the official release hasn't happened yet, so the .zip you downloaded is still based on the older release version which didn't yet have the Turks as a civ, which is the reason the civ slots all seem messed up.Do you have an explanation or fix at hand, dear Knoedel Imperator Satani?
I'm sorry, but the whole point of using Github is so people can playtest along right as I'm developing between official releases, so if you can't get it to work from there I'm afraid you will have to wait until I publish the next official release. Ironically enough I am pretty much done with all changes I planned for the next version but I still want to wait a bit to playtest and fix any bugs I or other people notice before making it official.I'm unable to finish downloading from Github. Something about downloading big files from Github, claims 'network error' in Chrome, never works out for me. Any chance of a different mirror?
I assume the light version in the OP is still for an older version, as it broke my 1.16 installation when merged
Playing the latest Git, CTD at the end of the turn.
File: .\.\CvTeam.cpp
Line: 3882
Expression: eIndex >= 0
Message: eIndex is expected to be non-negative (invalid Index)
File: .\.\CvPlot.cpp
Line: 11508
Expression: ePlayer >= 0
Message: eTeam is expected to be non-negative (invalid Index)
File: .\.\CvUnit.cpp
Line: 779
Expression: pPlot != NULL
Message: Plot is not assigned a valid value
I like breaking games - and then run them into the ground, obviously. Similar to what happens in Leoreth's DoC 1.16 edition when I play on Emperor difficulty, the other empires in SoC 1.16 are ridiculously strong, ridiculously early.
I am still to build my first railway, naturally, but the Pedia entry still says they fix movement speed towards 10? Is that true?
The thing with the cultural golden ages is a bit annoying since I haven't found what triggers them. It always coincided with the birth of a great person. First GAge for the first GP, I think, second for the fourth, and the third GAge for the eleventh Great Person, unless GGens count. But getting free settlers and soldiers with it as well? I had just finished building all my settlers!!
I also noticed that Great Persons are now advancing more Great Persons of their own kind. I was already a big friend of settling GPs instead of bulbing with them, but now I found a way to turn a single city into a self-replicating Great-Person-Machine. That is a cool feature in itself, but I doubt that it is properly balanced. In summary, that's not something I'm going to lobby for in DoC.
I think you'd better ask Leoreth directly, I don't think he can read all the threads.Based on this I suspect that this crash probably has something to do with a civ dying or respawning. Do any of the more experienced modders have an explanation for this?