New Civics, History Rewritten

Howard Mahler

Since Civ 1
Joined
Dec 7, 2003
Messages
619
This thread is to discuss the new civics in the mod History Rewritten.
Comments should refer to single player.
Hopefully comments will be based on having actually played the mod.

Opinions will depend on playing style, difficulty level, types of maps, etc.
Feel free to mention these if relevant.

There are six categories of civics:
Government
Legal
Labor
Economy
Military
Religion
 
Despotism: No requirements, benefits, penalties or upkeep.

Monarchy:
Requires Monarchy
Medium Upkeep
+50% hammer and + 50% commerce in the capital
+2 happiness for castle

Similar to Bureaucracy in Civilization IV, except with an extra bonus for castles, and medium rather than high upkeep.

I think that the +2 happiness for castles is unnecessary.
(I hardly ever build castles. Adding an extra incentive to do so is a good idea.)
I think making Monarchy exactly like Bureaucracy in Civilization IV would be fine; you could add + 2 happiness for the palace, but I would not.
I think the +2 for castle fits better with Aristocracy; each noble is happy to have his own castle protecting himself and his chief city.

Theocracy:
Requires Theocracy.
Medium Upkeep.
+2 happiness in cities with state religion
No spread of non-state religion
+50% coins and + 50% culture in the capital

Differs from the Civilization IV Religion civic of Theocracy which has:
+2 experience points for units trained in cities with state religion
No non-state religion spread

I think the History Rewritten version of this civic is too weak.
On balance it should be made stronger.

I do not quite understand the logic behind the bonuses in the capital.
I would try to substitute other bonuses that in total are stronger.
Maybe something involving bonuses to buildings of the state religion or to priest in cities with the state religion would be better. Some possibilities:
+1 gold for all state religion buildings
+1 culture for all state religion buildings
1 free priest in capital (1 free priest in cities with state religion seems too strong)
+2 gold from each priest in cities with state religion
+2 culture from each priest in cities with state religion
+3 great person points from each priest in cities with state religion
(The bonuses for priests would have synergy with the History Rewritten version of Spiritual Leaders.)

Confederation:
Requires Writing
High Upkeep
-50% maintenance costs for distance from palace
+15% commerce from trade routes
-25% culture in all cities

With the new techs, hopefully there will be one that makes more sense than Writing to go with this civic.

The 15% trade bonus does not seem to have much effect until later in the game.
Would a flat +1 commerce per trade route (added to the final value) be better?

While I have used Confederation early in the game, where the maintenance reduction can be important, I prefer Monarchy once it is available. In the late game, the trade route bonus is more powerful, while the culture penalty is less important, so Confederation should be relatively stronger in the late game than in the middle game.

I think on balance Confederation is too weak. I would lower the upkeep to low and/or perhaps add a small bonus of some sort that would help during the middle game. Perhaps a small bonus (10%) towards the construction of National Wonders not built in the capitol.

Aristocracy:
Requires Currency.
High Upkeep
-50% maintenance costs for number of cities
+1 coin and +1 espionage per specialist

With the new techs, hopefully there will be one that makes more sense than Currency to go with this civic.

I have never used Aristocracy.
In the late game, the number of cities bonus should be more powerful, but the maintenance cost for number of cities is capped.

I am not sure what the +1 coin per specialist is intended to represent.
+3 espionage per specialist and no coin bonus might be better.

I think Aristocracy is too weak. (This may just be due to my playing style.)
Its upkeep should be medium or low.
Aristocracy should be strengthened somehow for the time of the game soon after it becomes available.

As mentioned, I think the +2 happiness for castle fits better with Aristocracy than Monarchy; each noble is happy to have his own castle protecting himself and his chief city.

Democracy:
Requires Democracy
Low Upkeep
+50% Great Person Rate
+50% War Weariness
+2 Hammers per Town

Good new civic.

I think the +2 hammers per town may go better with Industrialization or some other civic.
If you remove the hammer bonus, perhaps you can give +1 happiness if at peace.
 
Legal Civics:

Barbarism: No requirements, benefits, penalties or upkeep.

Authoritarianism:
Requires Monarchy
Medium Upkeep
+1 happiness per Military Unit stationed in a city
+25% espionage in all cities

Similar to Civilization IV Hereditary Rule, with an extra espionage bonus and medium upkeep rather than low upkeep.

Hereditary Rule is one of the strongest civics, and Authoritarianism is a little stronger.
I would weaken Authoritarianism somehow.

Also, Warrior Code has the same +1 happiness per Military Unit stationed in a city, although the bonuses do not seem to stack. There is nothing terrible about this, but more variety might be better.

Once they become available, I am almost always in either Authoritarianism or Warrior Code. Maybe this is just my playing style, or maybe it indicates that these are very powerful civics.

Is it possible to have them instead give +1 happiness for every two military units stationed in a city?

Codification:
Requires Code of Law
Medium Upkeep
+100% growth of cottages, hamlets, villages
+1 happiness from Library

Good new civic.

Jurisdiction:
Requires Constitution
Medium Upkeep
+1 free specialist per city
+2 happiness for courthouse

Jurisdiction is similar to Mercantilism in Civilization IV, except without the penalty of no foreign trade routes and with an extra bonus for courthouses.

Professionalism also gives +1 specialist per city. There is nothing terrible about this, but more variety might be better.

Jurisdiction is stronger than Mercantilism, which is not a bad thing, but Jurisdiction seems somewhat too strong.

Maybe instead of its current form, Jurisdiction could give +1 specialist for cities with courthouses (and no happiness bonus.)
Maybe a +1 happiness bonus for cities with Jails.

Equal Rights:
Requires Liberalism
High Upkeep
Unhappiness penalty for civilizations without Equal Rights
+5 happiness in 6 largest cities (I think number of cities depends on map size; 6 for huge.)

While the happiness bonus is good, I find no desire to go to Equal Rights until most of the other civilizations have done so.
Emancipation has a similar feature.
While I understand the idea behind the unhappiness penalty, having two of the series of civics push the player to adopt the last one in the series, may be a bit much. As the game progresses past a certain stage, there is less freedom of choice for the player, not a good feature.

If you were to get rid of the unhappiness penalty, you would have to come up with some other bonus for Equal Rights.
 
Tribalism: No requirements, benefits, penalties or upkeep.

Agrarianism:
Requires Animal Husbandry
Low Upkeep.
-100% growth from Cottage, Hamlet, Village
Military Units produced with food (as per Settlers or Workers)
+1 hammer from Farm, Plantation, Pasture

A good idea for a new civic.

The building of military units with food is way too strong!
This civic is available very early. Very early in the game, the negative features do not matter that much, but one can very quickly build up an unstoppable military. Military units are produced faster than using Slavery. The lack of growth does not matter for a city that has reached its happiness limit, which is usually the case for your capitol in the early game. If your capitol has several sea food tiles, then this feature can be devastating early.
After the very early game until the late game I am unlikely to use Agrarianism, since other civics have very good features while the negative growth for villages. etc., is is significant.
Late in the game, when there is not much growth left for villages anyway, the building of military units with food feature combined with Sid’s Sushi is totally overpowering.
(Sid’s Sushi is already extremely powerful.)

My conclusion is that while an interesting idea, “Military Units produced with food” has to go.
Then without the penalty to growth for villages, etc., this would be a useful civic but probably somewhat weaker than the others.
Perhaps another benefit can be added, and depending on how powerful it was, one could balance it with some penalty to growth of villages, etc.
Possibilities for additional benefits:
+1 Health per city; perhaps only if city has a Granary.
+1 Food per city; perhaps only if city has a Granary.
Maybe an additional benefit if a city has one of the later buildings such as a grocery.

Slavery:
Requires Bronzeworking
Medium Upkeep
-1 Heath per city
Can sacrifice population in order to finish production

This is differs from Civilization IV by the addition of the health penalty.

I like the fact that you have weakened slavery with the health penalty.
It is still a valuable civic that is available early on, but other later civics are viable competitors.
Another possibility is to have slavery not apply to military units. I think this would balance it further. It makes more sense to be able to rush buildings and wonders. It never made much sense to me to allow this rushing aspect of slavery to apply to military units.
If you made this change, slavery could go to low upkeep, and might need a very small additional benefit.

Caste System:
Requires Code of Law
Medium Upkeep
Unlimited Artists and Merchants
Workers Build Improvements 50% faster.

Combines the Civilization IV Caste System and Serfdom civics, although no longer allows unlimited scientists.

I like the change, but I think this civic is now a little too strong.
In my opinion, getting rid of unlimited scientist is not balanced by the addition of workers 50% faster.
I would find a way to weaken this civic a little.
At a minimum the upkeep should be increased to high.
Maybe just unlimited Merchants, if you can find another place to put unlimited Artists.
Perhaps 1/3 faster rather than 50% faster.

Industrialism:
Requires Replaceable Parts
Medium Upkeep
-2 health per city
+25% coin production in all cities
+1 production for mines, lumbermills, watermill

A good idea for a new civic.

It is strange to have a civic named Industrialism not to require the technology “Industrialism.”
A little strong even with the health penalty.
Perhaps should be High Upkeep.

It is not clear that the +25% coin production in all cities fits in well with the rest.
(Assuming the money slider is at about 30% on average, this is equivalent to +7.5% commerce.)
If one can change civics without anarchy (golden age, or Christo Rendentor Wonder) this is subject to minimaxing; temporarily go to the civic of Industrialism for a while with the money slider at 100%.
Perhaps instead some other bonus could be substituted. Possibilities:
+1 hammer per forge, +1 hammer per factory.
+2 hammer per factory.
+1 coin and +1 hammer per factory.
+1 hammer for access to iron, +1 hammer for access to coal, +1 hammer per access to oil.

Emancipation:
Requires Democracy
Low Upkeep
Happiness penalty to Civilizations without Emancipation
Can spend coins to finish production

Same as in Civilization IV

This is not one of my favorite civics.
While the ability to finish production is good, I mainly adopt Emancipation to avoid the unhappiness penalty once almost all the other civilizations have adopted Emancipation.
It makes sense to have a penalty for slavery once Emancipation is adopted by the other civilizations, but I am not sure why this unhappiness would apply to for example Industrialization.

Emancipation seems like a good civic to rework or replace.

Perhaps with the new tech tree, Labor Unions could allow a new Labor Civic.

Emancipation could become a “technology” rather than a civic.
Emancipation could then lead to Labor Unions.
For each civilization that has discovered emancipation, 1 unhappiness for Slavery Civic.
Alternately, for each civilization that has entered the Industrial era, 1 unhappiness for being in the Slavery Civic.
This would continue current the idea of Slavery becoming a less desirable civic in later eras.
 
Economic Civics:

Reciprocity: No requirements, benefits, penalties or upkeep.

State Property:
Requires Civil Service
High Upkeep
-50% maintenance cost for number of cities
Corporations have no effect
+1 Food for Workshop
+1 Hammer for Workshop

Similar to Civilization IV, except available much earlier in the game and the benefit to maintenance is weaker. In Civilization IV, there is no maintenance cost due to distance from the palace.

I think State Property should be strengthened somewhat.
Perhaps you could add +2 happiness for a Factory.

Professionalism:
Requires Guilds
Medium Upkeep
+1 Free Specialist per city
+1 commerce per Town

Even without the +1 commerce per town, it is stronger than Mercantilism in Civilization IV, which has the penalty of no foreign trade routes. Professionalism seems somewhat too strong.

Jurisdiction also gives +1 specialist per city. There is nothing terrible about this, but more variety might be better.

Maybe instead of its current form, Professionalism could give +1 specialist for cities with Guildhall (new building that has some bonus such as each specialist in the city gives +1 happiness or +2 commerce, or gives a small production bonus and/or small commerce bonus. Guildhall require guilds, while grocery is moved to another technology.) Maybe also a +1 happiness bonus for cities with Guildhalls or some other appropriate building.
Mercantilism:
Requires Banking
Medium Upkeep
-50% maintenance cost from distance to palace
No Foreign Trade Routes
+50% commerce in the capital

In Civilization IV foreign corporations have no effect, and the maintenance and commerce bonuses are replaced by +1 specialist per city. This version is significantly weaker than that in Civilization IV, and I think needs to made significantly stronger.

Possibilities for additional bonuses for Mercantilism: +1 commerce per town, +100% commerce in the capital, or just +10% commerce in all cities.

Free Markets:
Requires Economics
Low Upkeep
-50% maintenance costs for corporations
+1 trade route per city

Similar to Civilization IV, but there the 50% reduction is just 25%.

Free Markets was already strong enough, if not a little too strong.
I would return the 50% to 25%.

Environmentalism:
Requires Medicine
High Upkeep
+25% maintenance costs for corporations
No unhealthiness for city population
+2 commerce for Windmill, Forest Preserve

Similar to Civilization IV, but there it is +6 healthiness nd +2 healthiness for Public Transportation.

The revised version of Environmentalism seems fine.
 
Military Civics:

Militia: No requirements, benefits, penalties or upkeep.

Clan Warfare:
Requires Horseback Riding
Low Upkeep
+25% maintenance cost for number of cities
No war weariness.
+100% gold from pillaging

At least for my playing style, the pillaging bonus is not a big deal; it does no harm.
The decrease in war weariness is helpful only some of the time.
On the other hand no war weariness is extreme.
(In Civilization IV, Police State has -50% war weariness plus faster military production.)
The plus to maintenance cost is a real pain, particularly for big empires.
Clan warfare is very, very useful when it is useful, and otherwise terrible.

Given my playing style, I am virtually never in Clan Warfare.
Therefore, I would suspect that Clan Warfare is a little weak.
However, since it is situational I also suspect others would disagree.

Vassalage:
Requires Feudalism
Medium Upkeep
Free Upkeep for # of military units
+1 happiness from barracks

Similar to Vassalage in Civilization IV, except the +2 experience point for trained military units is replaced by +1 happiness from barracks.
Vassalage has been weakened from Civilization IV (unless the number of military units for which you get free support has been revised.)

I would suggest that Vassalage been strengthened.
For example, Nationhood had +2 happiness from barracks.
Even with +2 happiness rather than +1, I think Vassalage could use another small bonus or maybe the number of free units could be increased.
Warrior Code:
Requires Literature
High Upkeep
+100% Great General Emergence
+1 happiness per military unit in cities
+25% culture in cities

Warrior Code is very strong.
I would weaken Warrior Code somehow.

Also, Authoritarianism has the same +1 happiness per Military Unit stationed in a city, although the bonuses do not seem to stack. Were they intended to stack?

As mentioned previously, if possible it would be good to have them instead give +1 happiness for every two military units stationed in a city.

Even with a reduced happiness bonus, I would get rid of the culture bonus.

Perhaps a better technology than Literature will be available to go with Warrior Code.

Conscription:
Requires Nationalism
Medium Upkeep
Can draft 5 units per turn
+25% espionage in all cities
-25% upgrade costs

Similar to Nationhood in Civilization IV, except that here a benefit in upgrading units has been substituted for +2 happiness for barracks.

I think that Conscription is stronger than Nationhood.
I would weaken Conscription slightly by perhaps removing the espionage bonus.
In any case, the espionage bonus is not a particularly good fit.


Professional Army:
Requires Military Tradition
High Upkeep
New units get +2 Experience Points
+25% military production
+1 gold support for military units

Similar to Police State in Civilization IV, which had the military production bonus as well as
-50% war weariness, and Vassalage in Civilization IV which had the experience point bonus as well as lower support cost for military units.

Professional Army has two good bonuses and one significant weakness.
I am uncertain, but Professional Army may be OK as is.
 
Religious Civics

Paganism: No requirements, benefits, penalties or upkeep.

Organized Religion:
Requires Monotheism
High Upkeep
Can build missionaries without monastery;
Cities with state religion construct buildings +25 faster

Same as in Civilization IV.
Organized Religion is fine.


Fundamentalism:
Requires Divine Right
Medium Upkeep
Cities with state religion train units 25% faster
+2 Experience Points in cities with state religion
-25% culture in all cities.

Theocracy in Civilization IV has the +2 experience points, as well as no spread of non-state religion.
Fundamentalism seems OK.

It might be nice to have something other than increased training speed, so that both bonuses don’t relate directly to military.
For example, instead in cities with the state religion one could have some bonus for priests or allow unlimited priests.
(With unlimited priests , you might want to increase the culture penalty to for example 50%.)


Altruism:
Requires Theology
Medium Upkeep
+50% Great Person Birth Rate in cities with state religion
+50% War Weariness
+25% culture in all cities

Altruism is very similar to Democracy; not a problem but more variety might be better.
Altruism may be OK, but might benefit from some more thought

I am not really sure what to make of Altruism.
It seems a little weaker than Democracy, since the great person bonus only applies in cities with the state religion. Also a +2 hammer bonus for towns for Democracy seems at least as strong as a +25% culture bonus.
It is not clear why the great person bonus only applies in cities with the state religion, while the culture bonus applies all cities.
Don’t quite see the relationship of Altruism and the culture bonus.

Is there some way to get a diplomatic plus with other countries because you are altruistic?
Bonus depends on having been altruistic for a while and remaining altruistic. (I do not not know how for example the diplomatic bonus for trading resources is programmed.)
Perhaps being altruistic could mitigate the diplomatic effects of having the “wrong” religion.

Rationalism:
Requires Philosophy
High Upkeep
Unlimited Scientists
+2 unhappiness in cities with state religion
+2 happiness for School

It is probably my playing style, but while unlimited scientist is a nice bonus, I do not think Rationalism is strong enough to compete.
Any city with the state religion merely breaks even on happiness if it has a School.
Cities without the state religion may end up with a happiness bonus.
So I would say the happiness bonus and penalty are at best on average a wash.

I think Rationalism might work better with no state religion (as per Free Religion),
-1 happiness per religion in a city, Unlimited Scientists, +2 happiness for School, and a small culture bonus.
Free Religion:
Requires Liberalism
Medium Upkeep
No State Religion
+1 happiness per religion in a city.
+1 beaker per specialist

Very similar to Free Religion in Civilization IV, except Low Upkeep has been increased to Medium Upkeep, and the science bonus has been changed from +10% to +1 beaker per specialist.

The new version is weaker. I prefer the Civilization IV version of Free Religion.
 
Tribalism: No requirements, benefits, penalties or upkeep.

Tribalism and all the other starting civics are going to revert to Low Upkeep in 0.9. I realized that having a minimum civic upkeep is vital in preventing ICS (infinite city sprawl, where building endless small cities is a better strategy than building large cities). The AI doesn't seem to abuse this but the player could quite easily.

Agrarianism:

A good idea for a new civic.

The building of military units with food is way too strong!
This civic is available very early. Very early in the game, the negative features do not matter that much, but one can very quickly build up an unstoppable military. Military units are produced faster than using Slavery. The lack of growth does not matter for a city that has reached its happiness limit, which is usually the case for your capitol in the early game. If your capitol has several sea food tiles, then this feature can be devastating early.
After the very early game until the late game I am unlikely to use Agrarianism, since other civics have very good features while the negative growth for villages. etc., is is significant.

This was the civic I was most uncertain about and this feedback is most helpful. With the new tech tree (which has changed significantly since the last preview) Agrarianism won't be available until around the Medieval era, so that will render the early game issue moot. In the midgame I want it to be situational, where you sacrifice economic growth for military buildup. Useful in some games or playstyles but not in others. I think it achieves this well.

Late in the game, when there is not much growth left for villages anyway, the building of military units with food feature combined with Sid’s Sushi is totally overpowering.
(Sid’s Sushi is already extremely powerful.)

My conclusion is that while an interesting idea, “Military Units produced with food” has to go.
Then without the penalty to growth for villages, etc., this would be a useful civic but probably somewhat weaker than the others.
Perhaps another benefit can be added, and depending on how powerful it was, one could balance it with some penalty to growth of villages, etc.
Possibilities for additional benefits:
+1 Health per city; perhaps only if city has a Granary.
+1 Food per city; perhaps only if city has a Granary.
Maybe an additional benefit if a city has one of the later buildings such as a grocery.

Yeah, in the later game it is very unbalanced. I was hoping that the need to switch to Emancipation would be enough to solve the issue but seems it is not. I overlooked its synergy with Sid's Sushi Company completely. I'll see if I can find some way of making it balance better here but its probably best to redesign it.

Slavery:
Requires Bronzeworking
Medium Upkeep
-1 Heath per city
Can sacrifice population in order to finish production

This is differs from Civilization IV by the addition of the health penalty.

I like the fact that you have weakened slavery with the health penalty.
It is still a valuable civic that is available early on, but other later civics are viable competitors.
Another possibility is to have slavery not apply to military units. I think this would balance it further. It makes more sense to be able to rush buildings and wonders. It never made much sense to me to allow this rushing aspect of slavery to apply to military units.
If you made this change, slavery could go to low upkeep, and might need a very small additional benefit.

It's not possible to make it not apply to military units unfortunately. What I could do though is give military units a chance to desert (become barbarians) after combat.


Caste System:

Lots of options to adjust this one. I'll wait and see how the rest of the category is after adjustment before changing it though.

It is strange to have a civic named Industrialism not to require the technology “Industrialism.”

I didn't give too much consideration to the techs that the civics were attached to in 0.8 because of my plans for overhauling the tech tree. Industrialism is very unlikely to exist as a technology in the new tree.

It is not clear that the +25% coin production in all cities fits in well with the rest.
(Assuming the money slider is at about 30% on average, this is equivalent to +7.5% commerce.)

If one can change civics without anarchy (golden age, or Christo Rendentor Wonder) this is subject to minimaxing; temporarily go to the civic of Industrialism for a while with the money slider at 100%.

Personally I think this is good thing, I like civics to be situational. So yes, while you can use this to generate a lot of wealth quickly, you're sacrificing research to do so. I agree that it doesn't fit as well thematically though so I'll look at changing it.

+1 hammer for access to iron, +1 hammer for access to coal, +1 hammer per access to oil.

I really like this idea but unfortunately it's technically impractical. Pity :(

Emancipation:

This is not one of my favorite civics.
While the ability to finish production is good, I mainly adopt Emancipation to avoid the unhappiness penalty once almost all the other civilizations have adopted Emancipation.
It makes sense to have a penalty for slavery once Emancipation is adopted by the other civilizations, but I am not sure why this unhappiness would apply to for example Industrialization.

I've deliberately kept the design where you are strongly encouraged to switch to the final civic of the category, and I've applied it also to the Legal category. However in the new tech tree both Emancipation and Equal Rights will be unlocked considerably later than they are currently.

The main issue with the civic in my mind is it's name. I intend the civic to represent much more than the abolishment of slavery, I'd like it to represent fair treatment of workers, workplace safety, benefits and such. Suggestions for a better name are most welcome.

Emancipation could become a “technology” rather than a civic.
Emancipation could then lead to Labor Unions.
For each civilization that has discovered emancipation, 1 unhappiness for Slavery Civic.
Alternately, for each civilization that has entered the Industrial era, 1 unhappiness for being in the Slavery Civic.
This would continue current the idea of Slavery becoming a less desirable civic in later eras.

Unfortunately the happiness penalty mechanic is only available for civics, I can't apply it to technologies or eras. At least not in a way that the AI will understand.


Thanks again for the excellent criticism. Lots to ponder and test! I'll check this thread regularly for your feedback on the other categories.
 
Maybe "Workers Rights" instead of Emancipation

[/QUOTE]The main issue with the civic in my mind is it's name. I intend the civic to represent much more than the abolishment of slavery, I'd like it to represent fair treatment of workers, workplace safety, benefits and such. Suggestions for a better name are most welcome.
[/QUOTE]
 
I think Agrarianism as an idea fits better being available in the early game rather than having to wait until the Medieval Era.
If it is revamped in a manner that makes it work in the early game, I think this would be preferable.

This was the civic I was most uncertain about and this feedback is most helpful. With the new tech tree (which has changed significantly since the last preview) Agrarianism won't be available until around the Medieval era, so that will render the early game issue moot.
 
While an interesting idea, personally I do not like it.

"What I could do though is give military units a chance to desert (become barbarians) after combat."
 
I had not thought to try to abuse the lack of upkeep for the starting Civics, but you are probably right.
In any case, low upkeep seemed to work fine in Civ IV.

"Tribalism and all the other starting civics are going to revert to Low Upkeep in 0.9. I realized that having a minimum civic upkeep is vital in preventing ICS (infinite city sprawl, where building endless small cities is a better strategy than building large cities). The AI doesn't seem to abuse this but the player could quite easily."
 
I think Agrarianism as an idea fits better being available in the early game rather than having to wait until the Medieval Era.
If it is revamped in a manner that makes it work in the early game, I think this would be preferable.

The issue is that we'll have 3 Labour civics all available early: Slavery, Agrarianism and Caste System. I think it would be better to have at least one of those not become available until the Medieval era. Agrarianism made the most sense to me but I could be persuaded otherwise. One reason for this is that, for realism and balance purposes, I'm not going to make Cottages available until somewhere in the Classical era.
 
Slavery is ancient.
Agrarianism also seems like an early civic.
Caste System I believe is Medieval.

The issue is that we'll have 3 Labour civics all available early: Slavery, Agrarianism and Caste System. I think it would be better to have at least one of those not become available until the Medieval era. Agrarianism made the most sense to me but I could be persuaded otherwise. One reason for this is that, for realism and balance purposes, I'm not going to make Cottages available until somewhere in the Classical era.
 
Thanks for your critique on the Government and Legal civics. I'll go through some of the points individually but I thought I should point out why so many bonuses seem similar across some civics. Basically it comes down to, once again, the ability of the AI to understand any changes. With a few exceptions (like Clan Warfare's pillage bonus) I've stuck to the range of options provided by default in the CIV4CivicInfos.xml file.

Some of your ideas are excellent but at the moment I don't know if I can find a way to implement them effectively. The AI not understanding civics would be disastrous for balance so I'm being extra cautious. I'd like to make some more adventurous changes in time but for the moment I'll focus on the most vital issues, like Agrarianism and Industrialism.

I think that the +2 happiness for castles is unnecessary.
(I hardly ever build castles. Adding an extra incentive to do so is a good idea.)
I think making Monarchy exactly like Bureaucracy in Civilization IV would be fine; you could add + 2 happiness for the palace, but I would not.
I think the +2 for castle fits better with Aristocracy; each noble is happy to have his own castle protecting himself and his chief city.

You're right, +2 happiness for castle fits much better with Aristocracy. Will match the tech tree layout much better too. I'll scrap the specialist bonus from Aristocracy and replace it with this.

Theocracy:

I think the History Rewritten version of this civic is too weak.
On balance it should be made stronger.

Agreed. Originally I had it with unlimited priest specialists but I was unsure how strong/weak that would be. What do you think? The problem here is that I used all the other available religion specific bonuses in the Religion category itself.

I do not quite understand the logic behind the bonuses in the capital.

My thinking here was that the capital effectively becomes a holy city as the religion's deity or prime representative is situated there. I'll probably double both the wealth and culture bonuses to 100% if I don't find a better bonus to replace it.

I would try to substitute other bonuses that in total are stronger.
Maybe something involving bonuses to buildings of the state religion or to priest in cities with the state religion would be better.

Your suggestions are good but beyond what I can do at the moment.

Confederation:

With the new techs, hopefully there will be one that makes more sense than Writing to go with this civic.

This one is actually proving quite a pain to position in the old and new tech tree ><

The 15% trade bonus does not seem to have much effect until later in the game.
Would a flat +1 commerce per trade route (added to the final value) be better?

It would, but unfortunately BTS only provides the stupid percentage system for modifying trade route yield. The only other option is an extra trade route per city but that's quite powerful and I've already used it for Free Market.

While I have used Confederation early in the game, where the maintenance reduction can be important, I prefer Monarchy once it is available. In the late game, the trade route bonus is more powerful, while the culture penalty is less important, so Confederation should be relatively stronger in the late game than in the middle game.

I think on balance Confederation is too weak. I would lower the upkeep to low and/or perhaps add a small bonus of some sort that would help during the middle game. Perhaps a small bonus (10%) towards the construction of National Wonders not built in the capitol.

Confederation is actually very powerful on archipelagos and in the age of sail if you have colony-style cities spread across the globe. It also synergizes very well with certain other civics, traits and buildings. I'm happy for it to be a situational civic, but I might consider lowering the upkeep to medium.

Once they become available, I am almost always in either Authoritarianism or Warrior Code. Maybe this is just my playing style, or maybe it indicates that these are very powerful civics.

Is it possible to have them instead give +1 happiness for every two military units stationed in a city?

Hmm, that might be possible, I'll do some testing. I agree that 1 happiness per 2 military units would be ideal. I'll also be raising the upkeep to high I think.

While the happiness bonus is good, I find no desire to go to Equal Rights until most of the other civilizations have done so.
Emancipation has a similar feature.
While I understand the idea behind the unhappiness penalty, having two of the series of civics push the player to adopt the last one in the series, may be a bit much. As the game progresses past a certain stage, there is less freedom of choice for the player, not a good feature.

Two things to note about Emancipation and Equal Rights: firstly, I've halved the happiness penalty from what it was in standard BTS (i.e. in HR not having both is only as bad as not having Emancipation in standard BTS). You can probably get away with avoiding one of them but less so both. Secondly, in the new tech tree they won't be available until quite a bit later, maybe as late as the Modern era.

I understand what you're saying about less freedom of choice but I feel this is a very realistic and important aspect of diplomacy and empire management in the late game and I don't wish to remove it. The changes I've mentioned above should make them a little less restrictive though hopefully.
 
I do not think unlimited priest is too strong; I would give it a try if none of my other suggestions are possible or seem like good ideas. Might be OK together with the +2 happiness, and no spread of non-state religion, but without the bonus in the capital. To me this seems on the weak side if anything.

"Agreed. Originally I had it with unlimited priest specialists but I was unsure how strong/weak that would be. What do you think? The problem here is that I used all the other available religion specific bonuses in the Religion category itself."

"Theocracy:
Requires Theocracy.
Medium Upkeep.
+2 happiness in cities with state religion
No spread of non-state religion
+50% coins and + 50% culture in the capital

Differs from the Civilization IV Religion civic of Theocracy which has:
+2 experience points for units trained in cities with state religion
No non-state religion spread

I think the History Rewritten version of this civic is too weak.
On balance it should be made stronger.

I do not quite understand the logic behind the bonuses in the capital.
I would try to substitute other bonuses that in total are stronger.
Maybe something involving bonuses to buildings of the state religion or to priest in cities with the state religion would be better. Some possibilities:
+1 gold for all state religion buildings
+1 culture for all state religion buildings
1 free priest in capital (1 free priest in cities with state religion seems too strong)
+2 gold from each priest in cities with state religion
+2 culture from each priest in cities with state religion
+3 great person points from each priest in cities with state religion
(The bonuses for priests would have synergy with the History Rewritten version of Spiritual Leaders.)"
 
I think on balance Confederation is too weak. I would lower the upkeep to low and/or perhaps add a small bonus of some sort that would help during the middle game. Perhaps a small bonus (10%) towards the construction of National Wonders not built in the capitol.

I greatly disagree. It all depends on your play style. Its ability do drop your maintenance costs is essential to the early game. Its something you switch into either during your Greek era expansion or your late medieval colonialization, and can really keep a trade empire on its feet. I would say that the trade route bonus is completely useless until late game though. Perhaps +25%?

On Agrarianism... Its very overpowered early game, but I tend to switch into it as soon as possible and go specialist economy for the rest of the game, negating the power of the -100 cottages. It does need more negatives. Perhaps a -50% great person birth rate?
 
I've been away on holiday for the last week, thus my lack of response for a while. Back now though and not too sunburned :)


Clan Warfare:

Clan warfare is very, very useful when it is useful, and otherwise terrible.

Given my playing style, I am virtually never in Clan Warfare.
Therefore, I would suspect that Clan Warfare is a little weak.
However, since it is situational I also suspect others would disagree.

Yeah I designed the civic with a pretty specific playstyle in mind; some AI leaders use it very effectively. For many players it will be situational at best but that's a good thing in my opinion. I want to encourage different ways of playing for both the player and the AI.

Vassalage:

I would suggest that Vassalage been strengthened.
For example, Nationhood had +2 happiness from barracks.
Even with +2 happiness rather than +1, I think Vassalage could use another small bonus or maybe the number of free units could be increased.

The number of free units has been doubled. Because of the way this mechanic scales with mapsize and population its not very easy to see this in the Civilopedia, tooltip, etc.

Warrior Code:

Also, Authoritarianism has the same +1 happiness per Military Unit stationed in a city, although the bonuses do not seem to stack. Were they intended to stack?

As mentioned previously, if possible it would be good to have them instead give +1 happiness for every two military units stationed in a city.

Even with a reduced happiness bonus, I would get rid of the culture bonus.

I assumed they would stack but if they don't then that's probably not a bad thing, balance-wise at least.

I want to keep the culture bonus as I wanted there to be at least one military civic that was attractive to peacemongers. Given this, I'll probably remove the happiness bonus from Warrior Code and give it something else.

I think that Conscription is stronger than Nationhood.
I would weaken Conscription slightly by perhaps removing the espionage bonus.
In any case, the espionage bonus is not a particularly good fit.

I kept the espionage bonus in order to make the civic more attractive to the AI, as it doesn't really understand the unit upgrade discount. I won't change it for now but I'll keep an eye on it.

Professional Army has two good bonuses and one significant weakness.
I am uncertain, but Professional Army may be OK as is.

If it's deemed too weak I can lower the upkeep.

I do not think unlimited priest is too strong; I would give it a try if none of my other suggestions are possible or seem like good ideas. Might be OK together with the +2 happiness, and no spread of non-state religion, but without the bonus in the capital. To me this seems on the weak side if anything.

I've thought about in more depth and I think that unlimited priests will be too weak. Priests are very easy to get from religious buildings but the main issue is that Great Prophets aren't all that useful in the late game for anything other than golden ages.

I'll try something else.

I greatly disagree. It all depends on your play style. Its ability do drop your maintenance costs is essential to the early game. Its something you switch into either during your Greek era expansion or your late medieval colonialization, and can really keep a trade empire on its feet. I would say that the trade route bonus is completely useless until late game though. Perhaps +25%?

Yep, Confederation is designed for a trading empire. The 15% means that a trade route gets an extra commerce for every 7 that it generates. In practice this means that a civ with an established trade network will be generating an extra commerce per trade route. The very best routes will be generating 2 extra.

However, 25% means that it will generate an extra commerce after every 4. This is way too powerful as a late game trade route can generate 12 commerce, becoming 15. And when you consider that a single city can have 5 or more trade routes... that's a HUGE commerce increase. And wonders like the Great Lighthouse can make it even more ridiculous.

I originally tried 20% but I found that even that became overpowered. The AI was abandoning their favourite civics in favour of Confederation - a sure sign that something is overpowered. 15% seems to be the sweet spot for balance. It takes to build a good trade network but the civic makes it worthwhile if you do.

On Agrarianism... Its very overpowered early game, but I tend to switch into it as soon as possible and go specialist economy for the rest of the game, negating the power of the -100 cottages. It does need more negatives. Perhaps a -50% great person birth rate?

The "produce military units with food" is definitely going, for reasons discussed earlier in the thread. Not decided yet what will replace it though.
 
Its not so much the produce troops with food as it is the food bonuses.
 
It seems logical that Industrialism should apply its bonus to a quarry as well as a mine.

Not a big deal.
 
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