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Not all Stance category civics have unique stuff. I want to fill those holes.

Belligerence
I thought of Rally Flag from Heroes3, but I'm not sure about the name. Any better ideas?
Effect:
  • Free Looter promotion
  • Units trained 10% faster
  • 5% enemy war :mad: (per building)
So it would be the nomadic raiders choice.


Exploration already has a civic building (Expedition), but it comes too late.
Do you think it would be okay to have that building in the early game unlocked also with Ship building tech? I'd move some of the civic's abilities to that building, since the AI loves this civic unreasonably too much.
I also want to add a new recon-unit line, that are almost the same as the recon units of the same era, but have bigger line of sight, lower strength and can explore rival territory even without Right of Passage. I'd add a line of land units and a line of naval units.
I need names for them. Ideas?

I also have an idea about Mercenaries civic. I'd like to make it more interesting.
Setting its Xp to -10 and adding a new civic building: Mercenary Camp which would give Combat I and II for free. So if you are running Mercenaries it doesn't matter what other civics you are running. Good for civs that don't have barracks and other military related infrastructure.
 
Pastoral Nomads is also lacking a civic building, so my idea is:
Pen for livestock.
Requires: sheep or pig or cow or horse in city vicinity
Gives +2 yields with resource in city vicinity:
Sheep: :food: :commerce:
Pig: :food: :food:
Cow: :food: :hammers:
Horse: :hammers: :commerce:
 
Pastoral Nomads is also lacking a civic building, so my idea is:
Pen for livestock.
Requires: sheep or pig or cow or horse in city vicinity
Gives +2 yields with resource in city vicinity:
Sheep: :food: :commerce:
Pig: :food: :food:
Cow: :food: :hammers:
Horse: :hammers: :commerce:
I don't believe that a primitive civic deserves that strong of a building. Reduce numbers to +1? How about the agrarian civic, the one you start with?
 
I don't believe that a primitive civic deserves that strong of a building. Reduce numbers to +1? How about the agrarian civic, the one you start with?

Do you really think it's so strong? It's a very restricted building since it requires both a resource in city vicinity AND the civic. It's more restricted than the Stone-worker's Hut that comes with similar numbers.
 
I made a list of what civics lack a civic building (not counting starting civics).

Theocracy
Liberal*
Hive
Palace Economy
Warrior Caste
Vassalage
Mainstream Media
Media Regulation
Centralization

*Liberal actually has one: Statue of Liberty, but that's a WW and I'd like to give it a regular one or a NW, something that is open for all civs.

I am okay with using a civic building for several civic or even to assign and restrict a formerly regular building to a civic.
I'm open for all ideas :)

EDIT:
Just read Vokarya's post:
I had an idea for a proper civic building for Liberal. I don't like Statue of Liberty being restricted to the Liberal civic.

The building is Exhibition. It requires Acoustics (which only has 2 tricks of its own) and gives +1 happiness and +1 free Specialist.

To balance this a little, I would also add a small amount of tax rate unhappiness. I think 3 would be a good point. So you would get 1 unhappiness at 35% or above (cancelling out Exhibition), and 2 unhappiness if you had to crank your tax rate above 70%.

Statue of Liberty would be fine with Liberal or Democracy. I'm leaning towards also allowing it for Republic, but not for Federation.
So that will be solved :)
 
I'm just thinking about giving Monument of the Dictator a +1 wonder slot to allow despots to do something that others cannot: building more wonders. :)
Opinions?

More wonders to fondle their own superiority?

That'd be insanely good.
 
What would happen if you build MoD, use up its wonder slot and then switch to a different civic?
 
What would happen if you build MoD, use up its wonder slot and then switch to a different civic?
Hopefully nothing. IIRC, the code only check if you're allowed to build a Wonder.
 
45°38'N-13°47'E;14377772 said:
Hopefully nothing. IIRC, the code only check if you're allowed to build a Wonder.

I recall the same.
You can spam your cities with wonder via world builder too with no problem.
 
Do you really think it's so strong? It's a very restricted building since it requires both a resource in city vicinity AND the civic. It's more restricted than the Stone-worker's Hut that comes with similar numbers.
Sorry, I thought it was +2 yields on all mentioned resources. Seems good after all!
 
I have a couple of civic building ideas for a long time for Prophets and Divine Cult.

Sage (Prophets)
  • +1:science:
  • +1:gp: (great prophet)
  • 1 Priest slot

Emperor's Altair (Divine Cult)
Works exactly as a Temple but requires not a religion but a civic.

Cesareum (Divine Cult)
Works exactly as a Cathedral but requires not a religion but a civic. Also requires a number of Emperor's Altairs.

So when running Divine Cult you have an extra temple and cathedral to build in you cities without any extra religious tension.
 
I have a couple of civic building ideas for a long time for Prophets and Divine Cult.

Sage (Prophets)
  • +1:science:
  • +1:gp: (great prophet)
  • 1 Priest slot

Emperor's Altair (Divine Cult)
Works exactly as a Temple but requires not a religion but a civic.

Cesareum (Divine Cult)
Works exactly as a Cathedral but requires not a religion but a civic. Also requires a number of Emperor's Altairs.

So when running Divine Cult you have an extra temple and cathedral to build in you cities without any extra religious tension.

This sounds good enough to implement in the main game.
 
Minor point, but it's spelt Caesareum.
 
45°38'N-13°47'E;14391125 said:
I might agree, but I leave it to Vokarya

I like the idea as well, and Divine Cult is a civic I enjoy using frequently (Roleplay reasons if anything else, but still use it a lot) so it getting some additions seems nice.
 
Icons for the new buildings. If you think that there is a better picture feel free to suggest it.

Sage for Prophets:
sage.jpg

Emperor's Altar and Caesareum for Divine Cult:
emperors_altar.jpgcaesareum.jpg

Mercenary Camp for Mercenaries:
mercenary_camp.jpg

Pen for Pastoral Nomads
pen.jpg

Rally Flag for Belligerence:
rally_flag.jpg
 
I made a list of what civics lack a civic building (not counting starting civics).

Theocracy
Liberal*
Hive
Palace Economy
Warrior Caste
Vassalage
Mainstream Media
Media Regulation
Centralization

A few ideas I have:

"Palace of the High-priest" for Theocracy. Don't worry, I won't introduce a building with a name that long but I cannot come up with anything better yet. Ideas?
  • government center
  • -50% :gold:
  • +3 :)
  • +100% War :mad:
  • -5 local rev instability
It would be a sort of Summer Palace, but rather as a rival capital with pros and cons. You give some part of your land over the clergy to take care of. I'm not sure about the -50% :gold: though. It may be too high.

Unity Hub for Hive:
  • +0.2 :) per citizens
May need a better name.

Palace Granary for Palace Economy:
  • requires Palace (technically a National Wonder but not counts toward the limit)
  • an upgrade of Granary (stores a little more :food: and gains bonus from more resources)
May need a better name.

Gymnopaedia for Warrior Caste:
  • city needs 10% less :food: to grow
  • +1 :)
  • +1:culture:

Castle Keep is already in the game. I'm thinking about removing the 1Keep/3Castles limit but liming it to Vassalage only.

Commercial Agency for Mainstream Media and Media Regulation:
  • +5% :gold:
  • +5% :gold: with Mainstream Media
  • +1:mad: Mainstream Media

Government Office for Centralization:
  • +10% maintenance
  • +0.1 :) per citizen

Let me know what you think of these :)
 
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