Baron03
Baron
- Joined
- Nov 7, 2010
- Messages
- 314
I will necro this decade-old thread! Because why not use it, when it's there.
While the existing civics work well, I have a few suggestions.
1. Slavery
How I imagine it in the game:
It should obviously not be as broken as in Vanilla Civ BtS. You would have a chance to capture slaves when winning a battle or when sacking a city. These slaves could be used to be sold in one of your cities with a market. Maybe the could depend on the city's trade routes similar to a Trade Mission of a Great Merchant. They could be used to hurry production (maybe like 15 to 20 ). And you could decide to free your slaves for a similarly small bonus. I don't think they should be able to improve your tiles as in Fall from Heaven II.
Other than enabling you to capture slaves (and free upkeep for a few slave units) it should give plantations a higher yield and maybe quarries. This would make it an appealing civic for the Arabs and maybe the Byzantinians.
Why should it be in th game:
It existed in Europe in the early Middle Ages and in Islamic countries until the 19th century. It's also fitting gameplay-wise for every combat centered early civ like the Vikings, Bulgarians, Arabs, maybe even the Franks. It could also be used by Merchant Republics with their high income through Trade Routes.
2. Religious Tolerance or at least Acceptance
The Arabs should be presented to tolerate Christians and Jews in conquered cities. Right now, the Arabs get punished for different religions in their cities more than the other civs.
A suited civic should probably be added.
Also, it should be questioned if civs that are not in Religious Tolerance should be able to build the corresponding religious buildings.
4. City number limits of civics
Those limits are way too restricting. No civ stays at six, let alone five, cities when played by a human. Take Scotland for example: The perfect candidate for Bureaucracy, right? Only two cities in Scotland required. Well, settle all the isles, conquer Wales to aquire the stone for your castles. There you are at 6 cities. But you have to protect your now split territory from England so you conquer Northumbria. And what's that island over there? Ireland? I take it! And then you're already at 10 cities or more.
Not to mention Genoa and the Merchant Republic.
Of course, you don't collapse as soon as you found your 7th city. But it's the question why this civic exists in the game. When it's there just to be used by the AI, maybe some changes are to be made.
If there are no limits to the civics, then having a Slavery civic makes perfect sense to add. Similar to the SOI civic; +1 unhappiness in each city in exchange for +1 commerce for every plantation, +25% worker speed, And possibly an early civic unique building: a slave market which gives more production/wealth at the expense of more unhappiness?
Even though there is a “labor/social” category, I would place it between decentralization and manorialism. But it could just as easily go in the labor category.
How much instability does a player get from each non-state religion in a city? I would imagine that it’s less under paganism and religious tolerance. Would it be better to exchange some of that for infrequent and minor city revolts where non state religions are present?
I also dislike the city limits on merchant capitalism and bureaucracy. Would it be better to gradually adjust the stability penalty or have a high distance and city number maintenance?
I also like adding a Monasticism civic to the religion category (or to replace the organized religion option). And also a Nobility civic (or to replace the bureaucracy option), but the bureaucracy civic doesn’t make much sense in the legal category.
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