@KaTiON_PT you missed Nationalist (Society) history entry.
Also paragraph was typo'd in Communal and few more [workforce] entries.Nicely spot @raxo2222.
I would have called it 'Voluntary Compliance'. However since it has proven the equivalent of an insta-lose in the real world, it's probably not worth implementing.
I am in favour of keeping the Anarchy Government civic as is. Apart from anything else, you draw a distinction between 'anarchy' and 'anarchism', so if you object to the game's definition of 'anarchy', you have yet to say so. We will clarify our understanding of the term as we use it (that is one important function of this 'revising the lore' process), but I hope we keep using the word 'anarchy' the way we are, which I maintain is supported by a semantic consensus, albeit a somewhat fuzzy one.
In game terms it (perfect willing obedience to a ruler/master) is Despotism, even if there is no coercion. You yourself just pointed out that the presence or absence of coercion/enforcement is a Rule civic issue, irrelevant to the Government category.
So I actually suggest renaming Despotism to Despotic Monarchy, and Monarchy to Feudal Monarchy.
Sure - property rights. "The kingdom is the property of the king, and is heritable just like any other property." There ya go, a rationale for hereditary rule which does not (necessarily) depend on a religious impetus.Can there be a rationale for hereditary rule by a logic other than thinking that "God put the rightful prince into the womb of the king's wife" ?
Like the fact that a hereditary king is the prime example of a professional politician, trained from very early on. That's perhaps the most important reason why there are cases of extremely gifted monarchs (many of them being in the game as leaders). In a democracy everyone in politics is a layperson in a sense.thus opening the the way for the possibility of other such justifications.
Where do I place the modmod? In the Modules folder or the main folder?
Then it should be fixed, so it shows for rest for civics, not just when building uses default civics as prereq.
Code:bFirst = true; if (NO_PLAYER != GC.getGameINLINE().getActivePlayer()) { if (!GET_PLAYER(GC.getGameINLINE().getActivePlayer()).isCivic(eCivic)) { for (iI = 0; iI < GC.getNumBuildingClassInfos(); ++iI) { eLoopBuilding = (BuildingTypes)GC.getCivilizationInfo(GC.getGameINLINE().getActiveCivilizationType()).getCivilizationBuildings(iI); if (eLoopBuilding != NO_BUILDING) { if (GC.getGameINLINE().canEverConstruct(eLoopBuilding)) { bool bObsolete = false; CivicTypes eCurCivic = GET_PLAYER(GC.getGameINLINE().getActivePlayer()).getCivics((CivicOptionTypes)GC.getCivicInfo(eCivic).getCivicOptionType()); if (GC.getBuildingInfo(eLoopBuilding).isPrereqAndCivics(eCurCivic)) { bObsolete = true; } else if (GC.getBuildingInfo(eLoopBuilding).isPrereqOrCivics(eCurCivic) && !GC.getBuildingInfo(eLoopBuilding).isPrereqOrCivics(eCivic)) { bObsolete = true; for (int iJ = 0; iJ < GC.getNumCivicInfos(); iJ++) { if (iJ != eCurCivic && iJ != eCivic) { if (GC.getBuildingInfo(eLoopBuilding).isPrereqOrCivics((CivicTypes)iJ)) { if (GET_PLAYER(GC.getGameINLINE().getActivePlayer()).isCivic((CivicTypes)iJ)) { bObsolete = false; break; } } } } } if (bObsolete) { CvWString szBuilding; HERE -----------------> szFirstBuffer.Format(L"%s%s", NEWLINE, gDLL->getText("TXT_KEY_CIVIC_BLOCKS_BUILDING").c_str()); szBuilding.Format(L"<link=literal>%s</link>", GC.getBuildingInfo(eLoopBuilding).getDescription()); setListHelp(szHelpText, szFirstBuffer, szBuilding, L", ", bFirst); bFirst = false; } } } } } }
I will take a look. Pm me a link to that post pls.@Thunderbrd since now you are modding again you can fix this Disallows construction of.... text so it shows for all civics not just default ones.
Done.I will take a look. Pm me a link to that post pls.