Seems like it's really hard to balance Mod Civics

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Sep 8, 2007
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Canada
Almost every time I make a mod, I will play with Civics to reflect whatever it is I'm doing, and I can never tell if my civics are really balanced, because so much else is going on, you never know what's because of your civics taking effect, or what is good terrain, trade etc.....

So I had a good idea, more is better than less, so instead of just giving my civics properties, I'd like my fellow CivFanatics to help me decide what's fair and between the lot of us, I'm sure a super good set of civics will come out.

Ok, so here they are: (WW2 Mod btw)
Gov't: Communism, Fascism, Representaion, Democracy
Legal: Soviet Law, Nazi Law, Civil Law (france), Common Law (britain), Constitutional Law
Labour: Emancipation, Forced Labor, Collectivization
Econ: Free Market, State Property, Corporatism (for fascists)
Religion: Islam, Christianity, Atheism

Any input would be great, thanks and happy Civving.
 
As a staring point I was thinking of using the default civics that most closely resemble these, so happyness and science for REP, cottage growth for emancipation, etc,

but what does anyone think would be good attributes for the others to have?
 
Fundamentalism, good idea!

The buddism thing not so much because this is a European theatre mod, good idea to divvy up christianity.
I had initially included orthodox christianity for russia, but then i remembered that the USSR put a ban on all religions. They made them a little looser to rally people's spirits in the face of the german invasion, but I read somewhere that 2/3 of russians were still atheist.


The actual religions i had included were Christianity, Islam, Judaism, Atheism
but yeah, might change Christianity to Protestant and catholic.
 
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