Scandinavian Civ + Govt mod

slightlymarxist

Comrade
Joined
Oct 29, 2001
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Location
Sweden
Here is an excerpt from the Readme, the "Comments" are not part of it but added here, by me :D


* New Tribe: Scandinavia (replace Babylon)
* Four new governments
* Complete with modified Civilopedia and Pedia Icons


Scandinavia

Leader: King Canute
Traits: Expansionist and Commercial
Unique Unit: Longboat (Galley that may safely traverse sea squares)

Comment: This is an attempt to make a cohesive Norse civ also playable for those who only want to "encounter" the Vikings. It encompasses old Vikings (Norwegian, Danish and Swedish expolrers, tradesmen and warriors) and stretches forward to this days Sweden, Denmark and Norway (assumingly in alliance).


Governments, new

* Tyranny
Replaces old Despotism, same effects (default government)

* Despotism
Same as old Monarchy, but only available when discovered Gunpowder.

Comment: "Enlightened Despots" such as Louis XIV, Gustav II Adolf, Elisabeth I, etc. etc. appeared only when society became able to sustain big armies and arm the better portion of the (male) population, leading to single lords powerful enough to claim absolute power and keep a standing army. Before the 15th century, european monarchies were Feudal (below) which is quite different from absolutist rule.

* Theocracy
- Intermediate government "between" Tyranny and Republic.
- Nuisance Corruption
- Basic Unit Support (1/2/4)
- Paid Labor
- 50 % Science Cap

Comment: Most ancient City States were in fact Theocracies, led by a High Priest or, more often, a Priest-King. Examples include the Pharaos of Egypt, Hammurabi of Babylon and most Chinese and Japanese Emperors. Available when discovered "Theocracy" which has replaced Monarchy on the tech tree.

* Feudalism
- "Poor mans Communism"; good for widespread, expansionist empires.
- Communal Corruption
- Standard Unit Support (2/4/8)
- Forced Labor
- Standard Tile Penalty (all squares producing more than two of
Food, Trade or Shields produce one less)

Comment: Feudal societies were not at all absolutist. Rather, the King had very little real power but were completely dependant on the loyalty of his vassals (dukes, barons, etc.). Feudalism is great for early expansion since you don't have to rely as heavily on the production of your Capital. The Standard Tile Penalty makes sure it's not viable for great big glorious City building, though. Available when discovered Feudalism (duh...).

* Fascism
- Smaller, aggressive nations may desire a quick switch to Fascism to reclaim lost territory (and maybe add some more)
- Problematic Corruption
- Excellent Unit Support (3/6/12)
- Forced Labor
- Massive Conscription (Draft Limit 3)
- Brutal government (Military Police Limit 5)
- 150 % Worker Efficency
- Very negative Propaganda and Resistance modifiers (underground resistance movements tend to pop up)

Comment: Lost one too many cities? Try going Fascist... Amass huge armies, reclaim your territory and switch back before you're brought down by internal opinion (and strenious Corruption). Fascism is NOT viable for larger empires due to the Corruption problems and low Propaganda resistance, but it's still better than Despotism. Available when discovered Nationalism.

* Socialism
- Utopian society, very fragile but good for CivScore leeching
- Minimal Corruption
- Abysmal Unit Support; all units cost 3 gold each!
- Cannot Hurry Production!
- High war weariness
- Standard Trade Bonus (+1 trade in all squares that produce at least 1)
- 150 % Worker Efficency
- Very positive Assimilation, Propaganda and Resistance modifiers
- No City Improvement Maintenance whatsoever!
- Science Cap 50 % (The people want you to spend it on luxuries...)
- Immune to Propaganda
- All Diplomats are Veterans

Comment: This one is experimental on my part. All City improvements are free, propaganda campaigns are more likely to succeed, you are immune to propaganda (same as Democracy), all Diplomats are Veterans and you get the Standard Trade Bonus. The downside is absurd Military costs (3 g per unit), the INABILITY to hurry production (after all, YOU are not in control of the economy), high war weariness and a Science Cap at 50 %. Available when discovered Communism.

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Use and abuse as Thou Will! :)

Feedback is welcomed, especially on Socialism. I'm still not entirely sure if it's unbalanced but I don't really think it is - it's only really useful if you've reached way above the other civs and want to lay back letting the Civ Score pummel in by shifting Income to Luxuries.
 
hmm...I don't see how fascism has so much corruption, I mean, I can understand the commerce lost to corruption, but the shields lost to corruption would be very little, as the people are fiercly nationalistic and believe everything their government says. Nazi Germany had an extremly high production rate :)

Perhaps Firaxis could make shield corruption and commerce corruption separate in the next patch/editor release to allow for greater government customization :)

Your socialism seems fine, though I do think that the science cap should be at 70%, I mean look at what used to be the USSR, their science and technology was at about the same point overall as the US. Then again, the USSR wasn't really socialism, so perhaps, not that I put my science higher than 50% after...yeah, don't listen to me ;p
 
I know I made Corruption/Waste is pretty high in Fascism, but lowering it is - in my opinion - giving Fascism too much force. It already has great Military Support and may use Forced Labor to get things done Shield-wise (concentration camps in Poland, anyone?). If I were to increase Corruption to Nuisance, what would stop huge empires from switching to it constantly? It would have better corruption modifiers than Communism, rendering Communism useless.

Think of it this way: High Corruption signify cities far from the capital lose loyalty to the state because of... dunno, racism, persecution? After all, Corruption represents loss due to crime and disloyalty (i.e. underground resistance). How productive was Nazi-occupied France? Not very. Germany's mainland was indeed very productive, especially on road building and infrastructure (and I made Worker rate 150% to reflect this), but the Capital and surrounding cities are generally low on Corruption/Waste even under Problematic Corruption.

About Socialism...

I kept Communism as representative of USSR, People's Republic of China, Cuba, etc., and Communism has no Science cap. You are correct in that the USSR was en par with USA science-wise (actually ahead of the Americans in some areas - they were first to launch a satellite, first to put a man in space), but the USSR was not (as you also pointed out) Socialism.

The Science cap is there to encourage spending on Luxuries - after all, what would you need Treasury for when you can't hurry production? There are two strategies as far as I can see by using Socialism:

1. Shiny Happy People
Let's all just... get along! 40-50% of income is spent on Luxuries, the rest on Science. You get huge CivScore in the end and celebrating cities (just make sure there are no aggressive neighbors!)

2. Proletarians In All Nations, Unite!
Shifting Income to Treasury may be viable if you intend on using it with Propaganda campaigns against undemocratic nations (international Socialist trade unions working for world revolution). The chances of succeeding are quite high with the positive modifiers. International Communist Conspiracy, anyone? :D
 
Don't forget to download version 1.01 if you already downloaded v 1.0! I forgot to include the Icon art the first time around, you see :crazyeye:
 
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