New thread, to focus discussion on the current state of the civics. Here is an up to date list including effects, upkeep and tech requirements:
GOVERNMENT
Chiefdom (low upkeep)
Despotism (Property, low upkeep): can hurry production by sacrificing population, +1 happiness from Palace, Monument
Monarchy (Ceremony, medium upkeep): +1 happiness per military unit*
Republic (Writing, high upkeep): +1 food per specialist, -1 food for Cottage, Hamlet, Village, Town, can hurry units using gold
Oligarchy (Politics, low upkeep): +50% wealth in capital, -50% maintenance from number of cities
State Party (Social Services, medium upkeep): +50% espionage in capital, no city distance maintenance
Democracy (Representation, high upkeep): +1 free specialist
* I will add a new general rule that limits military happiness to half the city size
LEGITIMACY
Authority (low upkeep)
Citizenship (Law, medium upkeep): +100% growth for Cottage, Hamlet, Village, +2 happiness in largest cities
Vassalage (Nobility, low upkeep): extra military units without upkeep, units produced with food, +1 food +2 commerce for Fort, +1 happiness from Castle
Meritocracy (Education, low upkeep): +1 happiness per specialist, -1 experience needed for promotions, double production for Library, Market, Jail
Centralism (Statecraft, high upkeep): +50% production and commerce in capital
Ideology (Journalism, low upkeep): +1 production per Village, Town, +50% great general birth, +1 happiness from News Press, Broadcast Tower
Constitution (Social Contract*, medium upkeep): +100% great people birth, unhappiness for civs without Constitution, double statesman slots
* renamed Constitution tech
SOCIETY
Traditionalism (low upkeep)
Slavery (Masonry, low upkeep): +1 production for Quarry, +1 commerce for Plantation, can use slaves*
Manorialism (Calendar, low upkeep): +1 commerce for Farm, Watermill, +1 production for Pasture, +50% worker production**
Caste System (Contract, high upkeep): +1 food for Plantation, +50% improvement construction speed
Individualism (Civil Liberties, medium upkeep): +1 commerce for Village, Town
Totalitarianism (Psychology, no upkeep): +2 production per angry citizen, no war weariness, +25% military unit production
Egalitarianism (Civil Rights, high upkeep): +2 science per specialist, double artist, scientist, engineer slots
* I plan to rework slaves to also have them reflect ancient slavery, probably by having slaves created on city conquest
** Currently thinking about increasing worker cost, reducing starting workers and instead give the ability to construct a few improvements for free, and limit the number of workers per civ (e.g. one per city)
ECONOMY
Reciprocity (low upkeep)
Redistribution (Arithmetics, high upkeep): +25% food in capital, no foreign trade, double production for Granary
Merchant Trade (Currency, low upkeep): +1 trade route
Regulated Trade (Guilds, medium upkeep): -1 trade route, +200% trade income in capital, +1 commerce for Workshop, Plantation, double production for Customs House
Free Enterprise (Economics, low upkeep): +50% corporation commerce, +50% trade route commerce, double merchant slots
Central Planning (Macroeconomics, medium upkeep): +1 production per specialist, +1 production for Workshop, Lumbermill, double production for Factory, Coal Plant
Public Welfare (Labour Unions, high upkeep): +50% science in capital, -50% corporation unhappiness, +2 commerce for Windmill, Nature Reserve, Marine Reserve, can hurry building production with gold
RELIGION*
Animism (low upkeep)
Deification (Divination, medium upkeep): +25% wonder production, -1 state religion happiness, +1 happiness from Pagan Temple
Clergy (Priesthood, high upkeep): +25% building production with state religion
Monasticism (Ethics, low upkeep): +50% great people birth with state religion
Theocracy (Doctrine**, high upkeep): +2 experience with state religion, no non-state-religion spread, +1 unhappiness for non-state religions, double priest slots
Tolerance (Civil Liberties, low upkeep): +1 happiness for non-state religions, +50% culture in capital, -50% relations penalty for different religion
Secularism (Civil Rights, medium upkeep): no state religion, +10% science, double production for University, Hospital, Laboratory
* +1 unhappiness for non-state religions is now the default
* renamed Clergy tech
TERRITORY
City States* (low upkeep)
Conquest (Generalship, medium upkeep): +2 experience for land units, +100% number of cities upkeep
Tributaries (Feudalism, low upkeep): +2 commerce in capital per vassal city, +50% capture gold
Isolationism (Heritage, medium upkeep): +1 specialist in core cities, no foreign trade
Colonialism (Geography, high upkeep): +2 commerce in capital per happiness resource**, +4 experience for sea units
Nationhood (Nationalism, medium upkeep): can draft 2 units per turn, +2 production for Fort
Multilateralism (Globalism, low upkeep): +100% trade income with defensive pact partners, +25% trade income as production, +1 gold upkeep per military unit
* might rename this to Sovereignty
** not sure if that has synergy with colonialism, if not I'll make it a plain +2 commerce in capital per colony
Effects in cursive are not implemented yet.
This uses almost all effects currently existing in the XML (at least those that still apply to DoC, and that I would want to use). Unused, but imo interesting effects are:
- domestic great general rate modifier
- experience within borders modifier
- unit production with state religion
- (positive) state religion happiness
- food from trade routes
- extra wealth/culture/espionage from specialists
- extra commerce from specialists
- extra yield for orchard/fishing boats
- extra food/production/commerce for excess happiness
- extra food/commerce per angry population
GOVERNMENT
Chiefdom (low upkeep)
Despotism (Property, low upkeep): can hurry production by sacrificing population, +1 happiness from Palace, Monument
Monarchy (Ceremony, medium upkeep): +1 happiness per military unit*
Republic (Writing, high upkeep): +1 food per specialist, -1 food for Cottage, Hamlet, Village, Town, can hurry units using gold
Oligarchy (Politics, low upkeep): +50% wealth in capital, -50% maintenance from number of cities
State Party (Social Services, medium upkeep): +50% espionage in capital, no city distance maintenance
Democracy (Representation, high upkeep): +1 free specialist
* I will add a new general rule that limits military happiness to half the city size
LEGITIMACY
Authority (low upkeep)
Citizenship (Law, medium upkeep): +100% growth for Cottage, Hamlet, Village, +2 happiness in largest cities
Vassalage (Nobility, low upkeep): extra military units without upkeep, units produced with food, +1 food +2 commerce for Fort, +1 happiness from Castle
Meritocracy (Education, low upkeep): +1 happiness per specialist, -1 experience needed for promotions, double production for Library, Market, Jail
Centralism (Statecraft, high upkeep): +50% production and commerce in capital
Ideology (Journalism, low upkeep): +1 production per Village, Town, +50% great general birth, +1 happiness from News Press, Broadcast Tower
Constitution (Social Contract*, medium upkeep): +100% great people birth, unhappiness for civs without Constitution, double statesman slots
* renamed Constitution tech
SOCIETY
Traditionalism (low upkeep)
Slavery (Masonry, low upkeep): +1 production for Quarry, +1 commerce for Plantation, can use slaves*
Manorialism (Calendar, low upkeep): +1 commerce for Farm, Watermill, +1 production for Pasture, +50% worker production**
Caste System (Contract, high upkeep): +1 food for Plantation, +50% improvement construction speed
Individualism (Civil Liberties, medium upkeep): +1 commerce for Village, Town
Totalitarianism (Psychology, no upkeep): +2 production per angry citizen, no war weariness, +25% military unit production
Egalitarianism (Civil Rights, high upkeep): +2 science per specialist, double artist, scientist, engineer slots
* I plan to rework slaves to also have them reflect ancient slavery, probably by having slaves created on city conquest
** Currently thinking about increasing worker cost, reducing starting workers and instead give the ability to construct a few improvements for free, and limit the number of workers per civ (e.g. one per city)
ECONOMY
Reciprocity (low upkeep)
Redistribution (Arithmetics, high upkeep): +25% food in capital, no foreign trade, double production for Granary
Merchant Trade (Currency, low upkeep): +1 trade route
Regulated Trade (Guilds, medium upkeep): -1 trade route, +200% trade income in capital, +1 commerce for Workshop, Plantation, double production for Customs House
Free Enterprise (Economics, low upkeep): +50% corporation commerce, +50% trade route commerce, double merchant slots
Central Planning (Macroeconomics, medium upkeep): +1 production per specialist, +1 production for Workshop, Lumbermill, double production for Factory, Coal Plant
Public Welfare (Labour Unions, high upkeep): +50% science in capital, -50% corporation unhappiness, +2 commerce for Windmill, Nature Reserve, Marine Reserve, can hurry building production with gold
RELIGION*
Animism (low upkeep)
Deification (Divination, medium upkeep): +25% wonder production, -1 state religion happiness, +1 happiness from Pagan Temple
Clergy (Priesthood, high upkeep): +25% building production with state religion
Monasticism (Ethics, low upkeep): +50% great people birth with state religion
Theocracy (Doctrine**, high upkeep): +2 experience with state religion, no non-state-religion spread, +1 unhappiness for non-state religions, double priest slots
Tolerance (Civil Liberties, low upkeep): +1 happiness for non-state religions, +50% culture in capital, -50% relations penalty for different religion
Secularism (Civil Rights, medium upkeep): no state religion, +10% science, double production for University, Hospital, Laboratory
* +1 unhappiness for non-state religions is now the default
* renamed Clergy tech
TERRITORY
City States* (low upkeep)
Conquest (Generalship, medium upkeep): +2 experience for land units, +100% number of cities upkeep
Tributaries (Feudalism, low upkeep): +2 commerce in capital per vassal city, +50% capture gold
Isolationism (Heritage, medium upkeep): +1 specialist in core cities, no foreign trade
Colonialism (Geography, high upkeep): +2 commerce in capital per happiness resource**, +4 experience for sea units
Nationhood (Nationalism, medium upkeep): can draft 2 units per turn, +2 production for Fort
Multilateralism (Globalism, low upkeep): +100% trade income with defensive pact partners, +25% trade income as production, +1 gold upkeep per military unit
* might rename this to Sovereignty
** not sure if that has synergy with colonialism, if not I'll make it a plain +2 commerce in capital per colony
Effects in cursive are not implemented yet.
This uses almost all effects currently existing in the XML (at least those that still apply to DoC, and that I would want to use). Unused, but imo interesting effects are:
- domestic great general rate modifier
- experience within borders modifier
- unit production with state religion
- (positive) state religion happiness
- food from trade routes
- extra wealth/culture/espionage from specialists
- extra commerce from specialists
- extra yield for orchard/fishing boats
- extra food/production/commerce for excess happiness
- extra food/commerce per angry population