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Modules - Civics

Discussion in 'Civ4 - World of Civilization' started by TAfirehawk, Nov 15, 2007.

  1. TAfirehawk

    TAfirehawk WoC Team Manager

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    Discussion of Civic Modules.
     
  2. The Navy Seal

    The Navy Seal Emperor

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    Is their going to be a completely new civic set or are we just going to modify it. Because I made a Civic set list a month or two ago that I could post. I could also make buttons for the civics.
     
  3. Some guy

    Some guy Warlord

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    I like the civic system in this game, though I think there are a few things in the system that don't make sense.

    Why would you have multiple civics of the same type of rule? I think the civic systems could be split into different civic systems. For instance, the government civic system could be separated into one civic system representing the kind of rule the empire would have, for example: single rule, minority rule, majority, etc; and the other civic system would describe how the rule is organized or what kind it would be: like if it was majority rule, it would either be voting of a special class or universal suffrage, or if it was a single rule leadership, it would either be hereditary rule or a dictator. The legal system should also be split into something like civil civic system and military civic system.

    In any case, I think there should at least just be simple edits to the civics. For instance, making the default civics more useful, since it was intended that there would be no "best" civic, so there should be no "worst" civic. Change the costs of the civics; maybe make the default civics no upkeep or change the low upkeep civics somehow. Allow the Police State civic to produce not only military units faster, but also espionage units. I've also questioned the way the upkeep cost system works. If you're a Despot, and everything is owned by you, wouldn't everything cost you more than it would if independent entities, such as private businesses or separate government branches ran your economy and government? Despotism, Hereditary Rule, Nationhood, State Property and the like should have high upkeep costs in reality. I think that should be changed, and to balance the high upkeep, special game abilities would be added to counter the cost.

    I'm not saying these should be considered for the program, but there are just ideas for optional game play changes and such that I've personally craved for more realism. There is a mod that goes by the name of something like "extra" that had some good civic change ideas that could be considered for this program.
     
  4. The Navy Seal

    The Navy Seal Emperor

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    I'm gonna start work on my own civic set it is open to changes I'll post a link to it for you guys to see!
     
  5. TAfirehawk

    TAfirehawk WoC Team Manager

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    Cool....and you will see what we have already done very soon now.
     
  6. Some guy

    Some guy Warlord

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    Oh, one thing I think you should add, The Navy Seal, is a function that allows you to see the changes in commerce, production and the like next to the civics. Someone actually made a mod, but for some reason is no longer available.
     
  7. The Navy Seal

    The Navy Seal Emperor

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    hmm... I might be able to do that or someone on here can help! I'll start working on a basic outline of the civics for you guys to see right now I have 7 civic sets with 7 civic options in each set but in the military set I don't have a Police State so I'll post it here and maybe you guys can help me finish it!
     
  8. rockinroger

    rockinroger WoC Team Member

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    Please do, im very interested in it. As is the team. Sorry we havent gotten around to it, but getting the core out was first priority, now we have several modlets ready to release, and can start helping other modders with their stuff, like TR team.
     
  9. The Navy Seal

    The Navy Seal Emperor

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    I'll see about getting it up by Friday!
     
  10. rockinroger

    rockinroger WoC Team Member

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    Exceeeellant
     
  11. The Navy Seal

    The Navy Seal Emperor

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    Ok here it is my Civics set!!!

    I have Technology Prerequisites but they can be changed to meet the Tech Tree that we will be using! The other options they give are open to change as well but this is what I suggest!

    Government types:

    1)
    Tribalism default civic, low upkeep has no effects.
    2)
    Despotism requires Warrior Code, Low Upkeep, -25% WW, and -1 happy in all cities.
    3)
    Hereditary Rule Requires Monarchy, Medium Upkeep. -1 happy in all your cities. -75% WW. Cottage type imps give +1 hammer.
    4)
    Oligarchy requires Aristocracy, Low upkeep. -1 Happy in all cities. +25% gold in all your cities. +25% gold in your cap. +25% WW. It also gives you an unlimited number of specialists in all your cities.
    5)
    Timocracy requires Egalitarianism, High upkeep. Gives -50% WW, +2 hammers per specialist, +25% city upkeep, and +2 xps per unit built.
    6)
    Representation requires constitution, medium upkeep, +3 happy in largest cities, +3 science from specialists
    7)
    Socialism; requires Communism, High upkeep, -100% distance maintenance, +3 happy in largest cities, +25% unit production cost, -25% science.
    Legal Types:

    1)
    Barbarism; default civic, Low upkeep, +25% distance maintenance, +1 hammer from cottage type imps.
    2)
    Totalitarianism requires Aristocracy, High upkeep, +25% distance maintenance, -30% WW, +20% military unit production +1 unhappy in largest cities.
    3)
    Vassalage requires vassalage, High upkeep, +2xps, 7 extra free units, unit pop percent 10.
    4)
    Bureaucracy requires Civil service, High upkeep, and +50% gold and hammers in your capital.
    5)
    Nationhood requires Nationalism, No upkeep, can draft 3 units per turn, +25% Espionage, +2 happy if the city has a barracks.
    6)
    Free Speech requires Liberalism and free artistry, low upkeep, +100% culture and WW, Towns give an extra 2 gold.
    7)
    Parliamentary Law requires Parliament, medium upkeep, adds extra + 25% city maintenance, adds extra +25% gold in all your cities, +1 free specialist in all your cities.

    Labor types:

    1)
    Family unit default civic, no upkeep, military units produced with food.
    2)
    Caste system requires caste system, medium upkeep; give unlimited specialists, workshop gives +1 hammer, farm gives +1 food.
    3)
    Slavery requires slavery, medium upkeep, +50% WW, +25% hammers in all cities, can rush production, -2 happy in all cities, +1 happy per military unit stationed in your city.
    4)
    Educated Elite requires Aristocracy, medium upkeep. +2 Science and gold from specialists, +1 unhappy per city.
    5)
    Serfdom requires Civil Service, medium upkeep; workers build imps 2X faster, -2 happy in all cities, +1 happy per military unit placed in your city.
    6)
    Equality requires Liberalism, low upkeep, +10% WW, Workers build imps 2X faster, -25% corporation costs.
    7)
    Specialized Labor requires Education, medium upkeep, +1hammer from workshop, Whaling boats, mines, lumbermill, quarry, +1 food from farms, fishing boats, Pasture, Camp, +1 gold from windmills, watermills, Plantations, Oil wells.

    State Types:
    1)
    Clans default civic, No upkeep.
    2)
    Authoritarian requires Monarchy, High upkeep, Gives extra +25% hammers in all cities, -25% Gold in all cities.
    3)
    Middleclass Involvement requires middleclass, medium upkeep, gives extra +2 happy in largest cities, -25% hammers in all cities.
    4)
    Specialization requires Dynasticism, High upkeep, minus’s -25% gold in all cities, increases bonuses given by imps, unlimited specialists.
    5)
    Judicial requires Juris Prudence, High upkeep, -50% city upkeep -100% distance upkeep, -50% gold and -25% hammers in all your cities
    6)
    Universal Suffrage; requires Democracy, Medium upkeep, can hurry city production with money, -25% distance upkeep, Towns grow 100% faster and give +1 gold.
    7)
    State Property requires Communism, high upkeep, no distance maintenance, no corps, gives an extra +10% hammer bonus, Workshop and Watermill give +1 food.

    Economic types:

    1)
    Subsistence default civic no upkeep has no effect.
    2)
    Barter Economy requires Trade, Low upkeep, gives an extra +1 trade route per city, and an extra +15% gold created from marketplaces.
    3)
    Mercantilism requires Exchequer, Medium upkeep, no non state corps, -3 trade routes per city, gives an extra +25% gold in every city.
    4)
    Decentralization requires Scientific Method, Medium upkeep, -25% gold in all cities, +25% food in all cities, Farms produce +1 food.
    5)
    Free Market requires economics, Medium upkeep, gives +1 free trade route per city, minus’s 25% corp costs.
    6)
    Regulated requires nationalism, high upkeep, gives +25% hammers in all cities, +25% distance maintenance.

    7)
    Automated requires cloning, medium upkeep, workers build imps 2X as fast, +25% hammers in all cities.

    Religious types:

    1)
    Paganism default civic low upkeep, doesn’t allow adoption of a religion, +1 unhappy per non-state religion in a city.
    2)
    Ritualism requires Ceremonial burial, low upkeep, +1 happy from temples and cathedrals.
    3)
    Organized Religion requires Monotheism, High upkeep, +25% religious building production, can build missionaries without monasteries.
    4)
    Theocracy requires Theology, medium upkeep, no non-state religion spreading, +1 unhappy per non-state religion in a city, +1 happy per state religion in a city, +2 xps per military unit built.
    5)
    Fundamentalism require Fundamentalism, High upkeep, +25% distance maintenance, +2 happy per city, +1 happy per state and non-state religion in your cities.
    6)
    Religious Tolerance requires perspective, medium upkeep, +1 happy per state and non-state religion in a city, +10% culture in all cities.
    7)
    Free religion requires Liberalism, low upkeep, +10% scientific output from all cities, no state religion, +1 happy per non-state religion in a city, +20% culture per city.
    Military types:
    1)
    Citizen Unity default civic Low upkeep no effects.
    2)
    Warrior houses requires Iron working, Medium upkeep, can draft 2 units per turn, +2 happy from Barracks.
    3)
    Feudal Levy requires Crop rotation, Low upkeep, Military units produced with food, +2 xps per military unit built.
    4)
    Mercenary army requires Currency, high upkeep, + 75% military unit production, -50% WW, +1 gold cost per military unit, +1 unhappy per military unit stationed in a city.
    5)
    Pacifism requires Philosophy, Medium upkeep, gives an extra +100% GP birth rate, Penalties for civs without, +75% WW.
    6)
    Professional Army requires professional army, No upkeep, +50% military production modifiers, +1 gold per military unit, +1 happy per military unit stationed in a city, -25% WW.
    7)
    Volunteer army requires Advertisement, Medium upkeep, +1 unhappy per military unit stationed in a city, +2Xps per military unit stationed in a city, -1 gold per military unit, +10% WW.
     
  12. Some guy

    Some guy Warlord

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    I think your list has too many changes, and use a lot of civics that are too similar (like barter and decentralization), are technically supposed to be a combination of civics (like socialism would be what ever with state property, not a civic alone), some that make little sense or seem too random, and in my opinion, I think you changed a lot of the original civics too much. I like how you added a military civic system though.
     
  13. rockinroger

    rockinroger WoC Team Member

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    That is the beauty of the WoC, if you the player do not want a option you dont have too have it on.
     
  14. The Navy Seal

    The Navy Seal Emperor

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    Like I said if you have any ideas on them just post them! ;)
     
  15. snipperrabbit!!

    snipperrabbit!! Deity

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    What is your idea behind decentralization ?
     
  16. The Navy Seal

    The Navy Seal Emperor

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    Basically distributing the population and food throughout the Empire thats why it gives more food and less money because the population is moved to where it is needed but that costs extra $$$.
     
  17. Some guy

    Some guy Warlord

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    Wouldn't the idea behind Decentralization be that the government has nothing to do with the economy?
     
  18. The Navy Seal

    The Navy Seal Emperor

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    Let me Wiki it!
     
  19. The Navy Seal

    The Navy Seal Emperor

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    Ok here's what Wiki says!
     
  20. Some guy

    Some guy Warlord

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    So, I'm right? Hence "central" meaning "state" or "government", and "de" being "not", so "not state orientated". The government has little or no influence with the economy at all. Of course, this is simply for the concept of the economy itself; decentralization can imply to other government meanings.
     

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