I'm a huge fan of this level of granularity and specificity. Some comments as I go through it again:
- You seem to be increasing the number of civics that jack up city maintenance across the board. Like it, since I never really felt like I had to worry about it too much.
I plan on rewriting the different levels of upkeep for civics, since their will be a lot more. However, lots of play testing will be required before they will be perfect.
- If you're doing this many civics, you've gotta put in some kind of window where it will show a stacking summary of changes to your civ. I'm not a math guy at all, so that would make this playable for me.
I've made "nudges" to EmperorFool (For those not in "the know", he is a lead member of the BUG/BULL mod), to add this for some time know. He's expressed concern that this would be a big effort, and require a lot of work. It may happen, but I can't make promises.
- I'd also like to see more "flavor" advantages. Herbalism, for example, could give a bigger health bonus from forests. MAD gives an extra bonus to nuke production, etc.
I made this list before I made a lot of new modifiers for civics. I will definitly make another pass through it and add more features, eventually, but if there are particular things you want, I urge you to check my guide to modding and look at the extra civic tags I've added and we can use too.
- I feel like a lot of the start-of-game civics are going to have a pretty drastic effect on stability vis a vi the Rebellion mod. Seems intentional - either play a tyrant, or have a shaky beginning? I like it, but it might put off new players.
Historically, Democracies did poorly, at least until the advent of much better communication methods. So, it's possible to run an early democracy, but you won't get much bigger than a city state.
As for scaring off users, I never "force" features on the user.
- Monopolism - Do you intend for it to literally have *no* trade routes?
Uh... No. That was a typo, I meant no foreign trade.
- Militia is a good step towards a non-professional or reserve-centric force. I would cut the great general bonus from 50% to 25% (civilian forces generally lack strong centralized leadership). Also, does the distance cost refer to cities or military units? If cities, I would lean towards units instead, representing the lack of robust logistical framework for offensive fighting.
There is no modifier for distance cost towards units, cities will have to do...
- I'd support Mutually Assured Destruction as the "doomsday" military civic, with much higher production and astronomical upkeep - Cold War-level forces were not sustainable.
See if you like my tweaks.
- Propaganda and Mind Control seem backwards to me, insofar as upkeep. Propaganda isn't nation-breakingly expensive to maintain, whereas Cybernetic mind control would likely require a massive computer network, regular maintenance, etc.
Updated.
- Landfills seem like they should carry an environmental impact. Planning on tying it into the NIMBY module?
Perhaps. I haven't yet worked individual buildings in yet...
- Finally, and most importantly; so many categories means frequent opportunity for new civics and consequently, anarchy. I'd personally divide your list into Primary and Secondary categories. Core areas like Executive, Legislative, or Economic should cause anarchy as usual when swapped. Smaller issues like Sanitation, Borders, or Energy should not.
I can do this too.
2. The required periods between changes should be lenghten. Or by force (forbidden) or by penalty. For example, if you would like to change your civic just couple of turns after last change, it should cost you longer anarchy/slowdown period than if you wait i.e. 20 turns.
Hmm... Not sure I agree here. If anything, changing civics rapidly should be easier than waiting, as the ideas have not yet taken root in your society.
3. There is a funny thing in current RoM civics - you can choose free enterprise as an ideology, while having feudal, communism, vassalage, intolerant, slavery and so on as "main" civics. I think there should be some dependance between civics you can have at the same moment. And again - or by force, or by penalties. Even though Afforess doesn't offer "ideology", I think the corelation between your choices in particular departments should be considered.
Which is why I made some civics "Require" other civics too.
Very interesting concept, but I have two questions.
1. With so many of your department policies causing slowdown to city growth, won't there be some issues with how long it takes for your cities to grow in the early game, especially with the changes to growth rates already implemented in the core RoM gameplay by Zappara?
Yes, but Early growth historically was very slow to begin with.
2. Will you (or General Strategy) be redoing all of the civic-dependant buildings if/when you work on the development of this particular mod component? This in particular makes the modular aspect of your install a bit trickier, as some players may want to keep the old civics, and thus want the old civic-dependant buildings, while others may want to play with your new departments, and would probably like to see a similar set of buildings with your departments.
Yeah, this will happen once I am happy with the civics though.
Agree w/EarlyDawn.
I'm not sure if I'd like to be stuck with -2 health, -1/-2 happiness and a 25% growth penalty right at the start... Nor am I certain that the AI would cope well with this.
It shouldn't be a huge issue, as cities will grow so much slower to start with, so you won't be hitting that cap fast.