Republic in fire

chocmushroom

Warlord
Joined
May 8, 2003
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Hello, just a little plea from someone who does enjoy this game.
I want Republic toned down. I'm playing a game right now, and most of my cities have :mad: :mad: :mad: :mad: :mad: just as I have a religious zeal and wanna cleanse the world in with my religion.
As I've said before, the current mechanism for being a republic does not makes more sence in a fantasy, so why does every civ not wanting to be republic get such HUGE penalties for not being one.
Please explain, why in this great game, with endless different possabilites in game play, there is one aspect that forces everyone to conform in one way, forceing them to have a republic.
 
Choc: I agree with you basically, but I don't see the team changing that one very soon. Republic would need to be given something else to be balanced.

However, if this bothers you a lot, you can change it yourself very easily.

Go into your Mods\Fall From Heaven 2 016\Assets\XML\gameinfo directory and open CIV4CivicInfos.xml. There, look for the following line:

Code:
<iCivicPercentAnger>400</iCivicPercentAnger>

Change it to a lower value if you want republic to cause less unhappiness, or change it to 0 to deactivate Republic causing unhappiness.
 
Bringa
Thanks for that, may have to do it when I get home & hope that can change the same thing when Fire comes out.
I still think the team should change it, not just as it unballances the game, but also goes against the spirt of FFH2, where anything is possable
 
I like unhappy people in my cities when I'm the calabim... :banana:

As the elves with leaves + guardian of nature you will only get problems when being at war... :mad:

With the khazad I don't remember that much problem (money = :goodjob: )

I don't play almost any other civ, but I remeber getting very :mad: with the civilians asking for a republic
 
Personally I think that it should lose the :mad: and gain something else and only be available to the Agnostic civs to give them something special, especially since the more agnostic a civ is the more I think they lean to individuality.
 
Personally I think that it should lose the :mad: and gain something else and only be available to the Agnostic civs to give them something special, especially since the more agnostic a civ is the more I think they lean to individuality.

It is true, how can there be so many people who want their own way, and demand it, when there are priest who have the power of the Gods and prove it. When the Gods are real and tell people how to live their lives, how can so many get :mad: when others say "Look, we have the right to decided what we wanna do" when the response can be "Look, we don't want the right, as our God is right and tells us how to live"
 
I don't think the problem is with Republic itself. The problem is with the AI who without thinking always prefers Republic.
 
Personally I think that it should lose the :mad: and gain something else and only be available to the Agnostic civs to give them something special, especially since the more agnostic a civ is the more I think they lean to individuality.

Doesn't really work. The Illians aren't really agnostic - they worship Auric Ulvin, the reborn god of winter, meaning God-King would be the logical RP choice for them. And asides from them, the only agnostic civ is the Grigori, and limiting a civic choice to a single civ seems kinda pointless...

*Glances at Crusade* ...well, mostly, anyways.

Unless you mean only allowing Republic for civs that don't have state religions. In which case you could just add the "free religion" propery to the Republic civic. In a game where religions can give you a lot of power, that actually seems like a fairly good tradeoff - lose the religion in exchange for a powerful civic. It'd probably end up being overly powerful for the Grigori, though.

At the very least, anyhow, the happiness penalty for non-republic civs should be toned down.
 
Yes, I like that mechanic also, but as far as Auric is concerned I doubt there will ever be a religion for him (hint, hint, nudge, nudge) but I just wanted to give the agnostics something to compensate even if it doesn't make perfect sense story wise. But yes the no state religion idea works too.

edit: well it wouldn't be nearly as powerful without the :mad: modifier.
 
I haven't gotten around to looking at how the AI selects civics yet, but there's room for improvement there as well, I am sure. For the time being, a workaround would be to asign a heavy negative aiweight to republic (think four digits).
 
Republics should by nature put pressure on other civilizations to adopt republic as well. That makes sense to me.

However, In the fantasy setting, they should also be more rare. I think that republic as a rule should hamper war far more than it does. This could lead to "Defensiveness" for republics, and concentration on culture - but perhaps the "republic" should just also naturally piss off civilizations who prefer something else.

Maybe repubilcan civs should get - diplomacy mods with non-republican civs. But the non-republicans should still be getting the angries. The idea is that an agressive civ would be more likely to attack than convert, where as a more peaceable civ would be more likely to convert than attack.

-Qes
 
In the spirit of the changes that were made in Civ IV to many of the basic concepts of Civ III to increase fun of play, (e.g. Pollution), instead of Republic causing unhappiness for Civilizations that don't follow it, why not have it give a happiness bonus to the civs that do follow it?

In addition, as the unhappiness caused by not following Republic currently grows with time, why not have the proposed happiness bonus grow over time as well?

This way, in a game that promotes many and varied strategies, you are not punishing those that chose to follow one of the other flavorful civics, but yet at the same time, preserving Republic as a legitimate choice.
 
Well it does give the happiness in the largest cities already. I just think it should either not do the unhappiness due to the nature of FFH, and/or be limited to non religious civs kinda of as an option for them due to the lack of all the civics and extras from having a state religion. Either by being agnostic or choosing not to have a state religion.
 
Actually Auric might well get a religion in the Ice phase.

Mad spiffy points if he does, I think he seems interesting but wont that conflict with the agnostic or would he lose it or have an exception like he can only take x religion?
 
I like the idea of diplo modifiers. Players get mad when some Republic is causing unhappiness in their empire. AI should too. I wonder, would AI still bolt for Republic as soon as it becomes available?
 
Well the restrictions on it (i.e. not having a state religion, or whatever someone comes up with) would cause the computer to most often be unable to take the civic, but if it does exist for all as it does now it seems most of the games I play computer ends up with it and this just feels wrong in FFH.
 
I like the idea of diplo modifiers. Players get mad when some Republic is causing unhappiness in their empire. AI should too. I wonder, would AI still bolt for Republic as soon as it becomes available?

I prefer the idea that each civ would have its "prefered" type of government, just heavy weights, which can be altered by substantial variables. In this, they'd seek out their preferances and stick with them, unless very powerful changes were going on in the world.

Republic's influence abroad - a good massive variable.. but if we added the diplomacy modifiers, it's as likely to start a war as it is to bring democracy to all the peoples of the world.
-Qes

EDIT: Also - religious civs should be able to chose and use appropriately, the republic. I dont see these as realative issues.
 
Republic's influence abroad - a good massive variable.. but if we added the diplomacy modifiers, it's as likely to start a war as it is to bring democracy to all the peoples of the world.
-Qes
Maybe there is a place for realism in a fantasy mod. We could add diplo modifiers for researching Alchemy (testing program), building a plantation on Reagents and utilizing Meteors and other WMDs.

EDIT: And AUTOWAR for violating the 'Pants Rule'
 
Maybe there is a place for realism in a fantasy mod. We could add diplo modifiers for researching Alchemy (testing program), building a plantation on Reagents and utilizing Meteors and other WMDs.

EDIT: And AUTOWAR for violating the 'Pants Rule'

I'm all for autowar for any pantsrule violation. Now if only there was a method to transfer negative modifiers from the forums into peoples games.

Actually on second thought, I might have accumulated so many already, that the cheiftan level would surpass diety in difficulty.
-Qes
 
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