I personally intend to complete this civic system, and then based on whether or not the stability system is implemented (which it looks like it will be if BOTH Blasphemous and Rhye like it) then I say we begin thinking of stability factors. it would probably be a good idea to start thinking of them now though, that way when the stability system hits it will be a simple thing to just add the values.
With absolute monarchy, I meant commerce to, I jsut put gold, sorry for any confusion
.I'll just replace the ambiguous word Gold with a Gold coin! Yay for civ smilies.
Also, you are all right, there is entirely too much happiness in the Totalitarianism civcic. That will be toned down;
About representation, I agree it might be slightly underpowered, but I'm not sure what to give it to buff it up. Perhaps up the commerce per specialist to 2? Any ideas are always welcome.
current civics:
Despotism: (starting civic, upkeep: None, Stability: Yeah Right)
No Effects:
Oligarchy: (tech Priesthood: upkeep: low, Stability: +10/-80 "Stable")
+50% commerce and hammers in capital, +1 culture from Courthouse
Hereditary Rule: (tech: monarchy upkeep: low, Stability: +15/-50 "Very Stable")
+1 happiness per military unit in a city
Absolute Monarchy: (tech: Divine Right, Upkeep: middle, Stability: +25/-50 "Extremely Stable")
+100%
/hammers in Capital, +2 culture from palace, barracks give +1XP extra
Totalitarianism: (tech: nationalism upkeep: middle, Stability: +20/-10 "Extremely Stable")
+20% mil. production, +1 happiness from Broadcast Tower(propaganda), +1 happiness with jail.
Representation: (tech: Democracy upkeep : high, Stability: +5/-90 "Affords fragile stability)
+50% War Weariness, +1 commerce per specialist (From Representation, beakers changed to gold however because ultimately whether or not the science gets done depends on whether or not the Government is willing to pay for it), Happiness Penalty for civs without, +1 health in all cities
Most of the stability ratings are Blasphemous's ideas for what are pretty much the civics vanilla counterparts.
Absolute Monarchy can start off very stable, but since all power rests with the monarch if things start going wrong the people only have one person to blame. Que crap hitting fan.
With absolute monarchy, I meant commerce to, I jsut put gold, sorry for any confusion

Also, you are all right, there is entirely too much happiness in the Totalitarianism civcic. That will be toned down;
About representation, I agree it might be slightly underpowered, but I'm not sure what to give it to buff it up. Perhaps up the commerce per specialist to 2? Any ideas are always welcome.
current civics:
Despotism: (starting civic, upkeep: None, Stability: Yeah Right)
No Effects:
Oligarchy: (tech Priesthood: upkeep: low, Stability: +10/-80 "Stable")
+50% commerce and hammers in capital, +1 culture from Courthouse
Hereditary Rule: (tech: monarchy upkeep: low, Stability: +15/-50 "Very Stable")
+1 happiness per military unit in a city
Absolute Monarchy: (tech: Divine Right, Upkeep: middle, Stability: +25/-50 "Extremely Stable")
+100%

Totalitarianism: (tech: nationalism upkeep: middle, Stability: +20/-10 "Extremely Stable")
+20% mil. production, +1 happiness from Broadcast Tower(propaganda), +1 happiness with jail.
Representation: (tech: Democracy upkeep : high, Stability: +5/-90 "Affords fragile stability)
+50% War Weariness, +1 commerce per specialist (From Representation, beakers changed to gold however because ultimately whether or not the science gets done depends on whether or not the Government is willing to pay for it), Happiness Penalty for civs without, +1 health in all cities
Most of the stability ratings are Blasphemous's ideas for what are pretty much the civics vanilla counterparts.
Absolute Monarchy can start off very stable, but since all power rests with the monarch if things start going wrong the people only have one person to blame. Que crap hitting fan.