New civics!

necrolyte

Warlord
Joined
Oct 6, 2003
Messages
227
The next expansion should include a few new civics, one for each type. There's a certain logic to each one:

Government:
Divine intervention
-Religious buildings produce more culture

Legal:
Welfare State
-Very High Upkeep
-Hospitals produce +2 happiness
- -25% overcrowding unhappiness
-+2 health in every city

Labour:
Unionized
-Each specialist produces 1 extra hammer
-Factories, forges and power plants increase production more, but have higher maintinence
-2 unhappy civilians for each point of unhappiness
-High upkeep

Economy:
Redistribution
-Farms produce +1 food, towns produce -1 gold, lower unhealthiness
low upkeep

Religion:
Fundamentalism
-fundamentalist units for each religion
-less maintinence for cities with your state religion
 
necrolyte said:
Divine intervention
-Religious buildings produce more culture

You mean as in "mandate of heaven"? Isn't that already covered by "Theocracy" or "Organized Religion"?

Welfare State
-Very High Upkeep
-Hospitals produce +2 happiness
- -25% overcrowding unhappiness
-+2 health in every city

Since overpopulation is the primary cause of unhappiness, this seems a bit overpowered. Also, I'm not entirely sure that "Legal" is the best place for this to go, but I don't really see anywhere else for it. I'm not certain it even fits into the Civics system.

Unionized
-Each specialist produces 1 extra hammer
-Factories, forges and power plants increase production more, but have higher maintinence
-2 unhappy civilians for each point of unhappiness
-High upkeep

The malus seems a bit steep... okay, way, WAY too steep (double unhappiness? I know unions can organize strikes, but I don't think everything is that bad, and in the long run people can be happier). Still, it certainly needs to be represented given its importance. On the other hand, how does this effect Emancipation?


Redistribution
-Farms produce +1 food, towns produce -1 gold, lower unhealthiness
low upkeep

"Redistribution" is already represented through the Communist system of "State Property."

Fundamentalism
-fundamentalist units for each religion
-less maintinence for cities with your state religion

Fundamentalism = Theocracy, but if you want oppresively fundamentalist regimes, combine it with other civics like "Police State."
 
Welfare, Unionized and Redistribution are really brilliant but about fundamentalist i think it's really similar to theocracy, there should be another choice
 
Divine intervention
-Religious buildings produce more culture

I don't think Divine Intervention is what you mean here. Mandate of heaven maybe?

Welfare State
-Very High Upkeep
-Hospitals produce +2 happiness
- -25% overcrowding unhappiness
-+2 health in every city

Overpowered, I'd take it down to High upkeep to match the usual system, but cut out the 25% overcrowding unhappiness bonus.

Unionized
-Each specialist produces 1 extra hammer
-Factories, forges and power plants increase production more, but have higher maintinence
-2 unhappy civilians for each point of unhappiness
-High upkeep

Doubling unhappiness would render this civic unusable. Buildings don't directly produce maintenance, so there isn't really a system for an increase there.

Redistribution
-Farms produce +1 food, towns produce -1 gold, lower unhealthiness
low upkeep

+1 food from every farm would be probably be overpowered on its own.

Fundamentalism
-fundamentalist units for each religion
-less maintinence for cities with your state religion

Seems reasonable, but adding the extra units just for this would be a pain.
 
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how about
bulidings
stables;1 extra movement to units going from stable to stable an 25 % faster mounted req ; horse riding ob with fight

circus maximas; free stables in every city

armoury; stonger drafted units req ;iron ob with assembly line

clock tower;1 1 culture req machinerery

uderground citys ;pop must be over 12 tec goelolagy 50% less "its to overy crowed"un happiness

toilets;+2 nedds plumbling

civics

warfare


tribal warfare ;low 50% ag animals

peoples army ;med can draft units if an enmey is in your land

oraganised warfare; extra high same abillitys as police state

trench warfare; med all new units get "trench" promtain

moderen warfare ;med more war anger 50% faster unit productoin
less unit up keep

civic that cant clash

police state and oraganised warfare

police state and free speech

civic benifits

thoelogy and vassage extra expreance and speards religoin

new techs

goeglogy before boigy can see the plate bounderys

capentry 1 techs can biuld woodsman cottage(provides wood)

plubing; around code of laws etc biulds tiolets

new resources

tobacco; -1 +2

wishky; +1 tec monarocy

wood ;needed to bulid buildings


land

march ;-1 can drian with plumbing


this is my 2 cents
 
kristopherb said:

This link is broken. You have "http://" twice.

stables;1 extra movement to units going from stable to stable an 25 % faster mounted req ; horse riding ob with fight

While I can understand wanting to include stables, this doesn't seem to be the right way to implement it. Besides, couldn't stables be implied as part of the Barracks?

circus maximas; free stables in every city

Civ4 seems to be shying away from the "free improvement" wonders that riddled CivIII (probably because that gets boring after a while). I can't argue about implementation since I disagree with your stables idea, but I can say that the Circus Maximus should be included.

armoury; stonger drafted units req ;iron ob with assembly line

By the time someone gets the Nationhood civic for drafting, Assembly Line is often very close. By "stronger drafted units," I assume you mean more XP for drafted units. I don't disagree with that concept, but again Assembly Line and Nationhood are often too close.

clock tower;1 1 culture req machinerery

"Clock Tower"? What's a "Clock Tower"? Also, +1 culture is way underpowered.

uderground citys ;pop must be over 12 tec goelolagy 50% less "its to overy crowed"un happiness

Overpopulation is the main cause of unhappiness, so this would be far too unbalancing. Besides, we haven't built an Underground City yet, and it doesn't seem particularly feasible.

toilets;+2 nedds plumbling

+2 Health, I presume. Modern plumbing really should be represented in Civ. I agree with this idea, though I'd reccomend renaming the building to "Plumbing" or "Waste Treatment" or something similar (as toilets themselves aren't massive building projects).


A "Warfare" class of civics? Assuming it wasn't unbalancing or unfun, I'd like to see something like that.

tribal warfare ;low 50% ag animals

Traditionally, the default civic (ie the lowest one) has no advantages or disadvantages. In this particular case, I doubt that tribal warriors would have any better a chance against wild animals that guerillas or organized troops or anyone else.

peoples army ;med damages oppents units when passing or pilageing

Seems overpowered. Continually taking damage in enemy territory would make offensive warfare even more difficult than it already is. Perhaps it could lower health regeneration. Maybe it could be renamed "Guerilla" and have increased upkeep.

oraganised warfare; extra high same abillitys as police state

Not bad, but might be overpowered when combined with Police State.

trench warfare; med all new units get "trench" promtain

Trench Warfare isn't a manner of organizing troops (as all the other Military Civics are) but rather a tactic used in warfare, simulated in cIV by the increasing defensive bonus fortification gives per turn.

moderen warfare ;med more war anger 50% faster unit productoin
less unit up keep

What do you mean by "Modern Warfare"? The Industrial-Military complex?

civic that cant clash

I don't agree that certain combinations of civics could be outlawed outright. You can make a case for any combination, really.

police state and oraganised warfare

I can see why it would be unbalancing, but it's just completely arbitrary and nonsensical.

police state and free speech

A police state could be supported by Free Speech if the public was willing to give up their rights in exchange for increased security. Most cruel dictators were backed by the people (at least initially).

thoelogy and vassage extra expreance and speards religoin

They both already give extra XP. Theocracy shouldn't spread religion by itself because most theocratic governments are insanely fundamentalistic and not very attractive. As for Vasslage, well, I'm not sure why that would have anything to do with religion.

goeglogy before boigy can see the plate bounderys

What would Geology provide? Why are the "Plate Boundaries" important, given the lack of earthquakes in cIV?

capentry 1 techs can biuld woodsman cottage(provides wood)

I don't think "Wood" should be a resource, but I can understand making Carpentry a tech.

plubing; around code of laws etc biulds tiolets

Plumbing is very important and really should be included (like "Sanitation" in CivIII). Code of Laws is too early, though: It should be in the Industrial Age.

tobacco; -1 +2

Tobacco has been a major commodity, so I agree. Also, given that one can now choose to simply not build a collecting improvement onto a resource, having some resources with maluses would be an interesting touch.

wishky; +1 tec monarocy

Too many resources make the game unbalanced or confusing. Is Whiskey really that important? Particularly since it doesn't come from special vineyards, like wine, but rather from grains?

wood ;needed to bulid buildings

Heavy concentrations of lumber are already represented by forests, and having a strategic resource which speeds up the production of all buildings is very unbalancing.

march ;-1 can drian with plumbing

I'm not sure why they removed the Marshes. They were in C3C. If they didn't make the cut to cIV, I assume something unbalancing or otherwise unfun was found, but I didn't notice anything especially wrong with them.
 
police state means that you cant critisize the ruler
re peoples army the idea is it would be cheap way to defend your small civ this help agiast quacha rushers
 
love the idear with the whiskey. maybe even add things as drugs etc.
and you could make a civic called prohabision. even make the option for a smaller nation to run its finances on drug manufaction and trafficing.
 
MayBe you Could Have Corruptive as a law civic maybe it could increase :gold: by alot And decrease :hammers: & :) It could be an early civic

"[INSERT INSPIRATIONAL QUOTE]"
 
bohemian said:
love the idear with the whiskey. maybe even add things as drugs etc.
and you could make a civic called prohabision. even make the option for a smaller nation to run its finances on drug manufaction and trafficing.
like south america maybe a tech to get marijauna:rolleyes:
 
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