Gray Wolf
Winter Wolf
Hey, where are the Celts! How could you possibly leave out the Celts! They MUST be in there somewhere. Everyone knows that!
Just kidding. 
Just kidding. 
Just kidding. 
. I even got rid of it in the CivSpecific mod, because I feel it is too unbalancing, if you have goody huts (which I, of course, like, along with raging barbarians). If for some odd reason you don't use goody huts, then the trait becomes underpowered compared to the other strengths, such as Scientific or Seafaring. Well, I didn't completely get rid of it in CivSpecific. I just renamed the Militaristic trait.
). I could give all the tribes an extra military unit not otherwise buildable (kind of like the Ogres in SMAX), perhaps something linked to the past, like an obelisk-thingy from 2001: A Space Odyssey or a defensive weapons-system that logically a group of survivors would assemble around, if it kept them alive, or heavily-armed soldiers equipped with the last of the survivors' horde of weaponry and matériel. Of course, it would have to be universal enough for everyone to have, not a problem for the 31 Civ variant, but the ultimate mod (the one with cyborgs and bolmangani) would take a bit more creativity.Me neither. It gives too big of an advantage....I do not like the Expansionistic trait in.
has longevity.
, but the names are different.Here are some results I got after further testing, with cleared favorite/shunned settings, and governments differing only in 1 feature.
These settings have effect on the AI government choice:
- Favorite government
- Shunned government
- Military Police Limit
- Unit Support (cost per unit, free units and support per city *combined* - the AI makes a calculation based on the number of units and settlements owned to determine the best option)
- Corruption (Minimal > Nuisance > Communal > Problematic > Rampant > Catastrophic; it doesn't seem that the AI makes any calculations here, it won't choose Communal over Nuisance even with 50 cities on a standard map)
- War Weariness (if at war)
- Standard Tile Penalty (avoided)
- Standard Trade Bonus (highly valued)
These settings have NO effect on the AI government choice:
- Rate Cap
- Worker Rate
- Assimilation Chance
- Draft Limit
- Hurry Method
- War Weariness (if at peace)
- Xenophobic and Forced Resettlement
- Resistance Modifiers
- Espionage (Diplomats, Spies, Immune to... etc.)
- Government-specific improvements and wonders
All of this is in no particular order. It's rather impossible to determine the exact value of each of the elements without hax0ring. But the list should help balancing the governments, at least.
I think I've effectively rendered the push-pull of all the different forms of government, even CivII-style Fundamentalism, but if a CivFanatic reading this has other ideas, share them on this forum.

I've decided to shelve this project. I was never able to get into Civ IV -- indeed, I only purchased it to play a SMAC mod -- but Civ V is another matter. I'm hoping to find proper terrain graphics for Civ V to make a worldship scenario, but in the meantime I'm going to adapt this mod (PostEpochalypse) and my MagePunk mod to Civ V if I can. It's amazing to me how many hundreds of hours gets wasted when I stop playing a version of Civ, but at least the original research and core concepts aren't wasted.
It's been a fun ride. Time to move on.
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