Exploration is a civic I don't want to ax having no real downside it is over-favored by the AI.
It has +1
from Merchants and +25% War
I'd like to add some production bonus for exploring units and +10%
from foreign connections, but it needs some heavy penalties to balance that. I can only think of a -50% military production. Maybe a +1
per military units too? Any ideas?
Well... That wasn't enough according my tests. So here's what I will try next:
Exploration:
+10% science, -20% gold
-50% military unit production
+50% war weariness
+1
from Merchants
And here's what I have as replacement civics:
Proletariat --> Clans:
Requires Mythology
+25% maintenance for number of cities and distance to palace
+10% city deffense
+50% Xp inside borders
+1 national instability
+50% city distance instability
military units recieve 0.02Xp per turn in cities (on Normal speed)
cities need 10 more food to grow
Terrorism --> Asymmetric Warfare:
+100% Great General inside borders
+100 maintenance for number of cities and distance to palace
military units recieve 0.2Xp per turn in cities (on Normal speed)
lower unit support cost
can draft 3 units perr turn
+100% Xp inside borders
+1 local stability
-1 national stability
+50% city distance instability
-50% war weariness
+25% defense
can build Terrorist Compound
can train Terrorist and Suicide Bomber
Manifest Destiny --> Colonial:
moved from Stance to Territory
+20% maintenance on Home Continent
-50% maintenance for Overseas Cities
+1 local stability
+1 national instability
+50% city distance stability
settling more than 5 cities will cause 1 unhappiness in every cite for each one over that limit
Workers and Settlers trained 50% faster
50% faster construction of Meeting Hall, Butchery, Bakery, Doctor's Office, Forge, Police Station, Stonemason and Mill
civic building:
Hive:
I don't like Vokarya's implementation of Hive. His pedia says:
As populations grow ever larger, some governments may turn to drastic methods to control their people. Dystopian societies, as seen in 1984 and Brave New World, may turn to extensive propaganda, psychoactive drugs, or outright mind control. The effect is to turn the masses into mindless workers, barely distinguishable from hive insects whose only goal is to serve and protect their queen.
I don't like this Orwellian approach because tells you how the government controls its subjects and not about the structure of the society. This still can be done with a caste, a feudal, nationalist, etc society.
I wanted a more sci-fi themed civic, something like the borg from Star Trek or the advent from Sins of a Solar Empire. So I will revert the description and cut Hab Complex as a civic building.
Al-tough I don't like that concept as a
Society civic, I really like as
Media civic.
Thought-control will receive Mind-control Centre as a civic building.
I also want to introduce
Forced (Labor) civic and move Labor camp to it.
I feel very close to publish a new version