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.