I'm an experienced programmer looking to get into the Civ 4 modding scene, and I'm thinking my first target may be civics, to be then included in a larger mod.
The existing civics, and the mods I've seen, have a common flaw in that they describe outcomes of civics rather than civics themselves. Qualities such as 'free speech' and 'environmentalism' aren't acheived by leaders simply deciding to implement them. These things arise from the correct use of civics, they are not civics in themselves.
Heres some vague suggestions for civics restructuring. I would appreciate comments (especially regarding implementation, I haven't delved deeply into the code yet).
Cohesion is the justification for your civs existence at all
* Despotism - might makes right. You pay your taxes and obey the law because you might get killed if you don't. No other reason is given
* Religion - the people are united by their shared faith. Good at keeping order in cities with your state religion, but the presence of other religions can cause disorder.
* Ethnic identiy - A shared genetic and cultural heritage keeps your people together. Similar to religion, in that foreign citizens in your cities can cause trouble
* Militarism - Uniforms and parades define your peoples sense of identity. Good at creating order, but the people may push you into war with old enemies.
* Ideology - A higher purpose unites us. Keeps the lid on rebellion very effectively, but makes it harder to change civics.
Leadership is the system by which you keep control
* Big Man - you have no bureaucracy to define your position, people simply listen to you when you have something to say. Only suitable for small societies.
* Chieftan - The same as above, but you've got a bunch of guys with sticks to back it up. Allows a larger civ, but requires some money be put aside for the stick guys.
* Divine Leader - You are either a hotline to god, or a god personified. Kings fall into this category. Your state religion reduces disorder, as do wonders.
* President - By the people, for the people. Low disorder, so long as you keep the luxuries flowing.
* Cult of Personality - Sophisiticated modern propaganda makes you into a living legend. Keeps a lid on dissent, but also on your income and science.
Discourse is how the society treats information:
* Oral tradition - pre-literate, or forcefully denied literacy, the population exchanges all information orally.
* Scribes - There is a small class of literate scribes, and possibly priests, in your society. Reduces corruption slightly as the scribes can keep track of your bureaucracy better.
* Printing - mass production of literature, coupled with reasonably high literacy, allows discussion of ideas. Increased disorder from all those subversive ideas, slight science bonus.
* Censorship - information exchanged is controlled to serve the purposes of the other civics. Bonus happiness and less war-weariness, but significant penalties to science and more disorder when you change civics.
* Intellectual property - a structure of copyrights, trademarks and patents allows economic exploitation of information. Minor science penalty, but generates wealth.
* Information sharing - Hackers paradise. Information can be exchanged and used freely, but this makes it very hard to profit from it. Penalty to your income, but a substantial science bonus. Hard to supress dissent.
Organisation reflects the structure of the economy:
* Decentralised - As in the game. simple barter system without any real organisation.
* Slavery - Human labour is owned. Allows pop rushing.
* Laissez Faire - Unrestricted capitalism, as found in the 19th century. Great opportunities for wealth contrasted by those dark satanic mills. Good for wealth generation and industry, bad for health and happiness of the general population. Penalties to wonder production, as its hard to organise large centalised projects.
* Central Planning - A centralised organisation directs all economic activity through a series of 5 year plans. Great for industry and good for wonders, luxuries have less effect and agriculture can suffer.
* Syndicalism - Economic activity is controlled by unions or workers councils. Good for happiness, but bad for production because of workers demanding high wages.
* Corporate Personhood - Corporations are legal people, allowing them to ultimately dominate the economy.
Output reflects what the economy is used for:
* Nessecity - Early civilisations lack the productive capacity to make much beyond what they need to survive
* Tribute - Production beyond basic nessecity is given over to glorify the leader of the society. Bonuses to Wonder construction, but the people are a little more restless
* Military/Industrial - Production is orientated towards the mililtary. Easier to make units, luxuries less effective as is non-military industry.
* Consumerism - Give the people what they want. Production is determined entirely by demand. Good for happiness and luxuries are doubled. Bad for health cause of all the booze, cigs and fast food. Also poor for industry.
* Welfare state - Healthcare, education and housing are the priorities. Good for health and science, not as much wealth generated.
* Kleptocracy - "Rule by thieves" the sole purpose of the economy is to line your pockets. The people hate it, and you probably can't keep it up for very long, but you'll come out of it with bulging coffers.
I feel I might need more, but I'm wary of overdoing it. Please feel free to suggest stuff.
The existing civics, and the mods I've seen, have a common flaw in that they describe outcomes of civics rather than civics themselves. Qualities such as 'free speech' and 'environmentalism' aren't acheived by leaders simply deciding to implement them. These things arise from the correct use of civics, they are not civics in themselves.
Heres some vague suggestions for civics restructuring. I would appreciate comments (especially regarding implementation, I haven't delved deeply into the code yet).
Cohesion is the justification for your civs existence at all
* Despotism - might makes right. You pay your taxes and obey the law because you might get killed if you don't. No other reason is given
* Religion - the people are united by their shared faith. Good at keeping order in cities with your state religion, but the presence of other religions can cause disorder.
* Ethnic identiy - A shared genetic and cultural heritage keeps your people together. Similar to religion, in that foreign citizens in your cities can cause trouble
* Militarism - Uniforms and parades define your peoples sense of identity. Good at creating order, but the people may push you into war with old enemies.
* Ideology - A higher purpose unites us. Keeps the lid on rebellion very effectively, but makes it harder to change civics.
Leadership is the system by which you keep control
* Big Man - you have no bureaucracy to define your position, people simply listen to you when you have something to say. Only suitable for small societies.
* Chieftan - The same as above, but you've got a bunch of guys with sticks to back it up. Allows a larger civ, but requires some money be put aside for the stick guys.
* Divine Leader - You are either a hotline to god, or a god personified. Kings fall into this category. Your state religion reduces disorder, as do wonders.
* President - By the people, for the people. Low disorder, so long as you keep the luxuries flowing.
* Cult of Personality - Sophisiticated modern propaganda makes you into a living legend. Keeps a lid on dissent, but also on your income and science.
Discourse is how the society treats information:
* Oral tradition - pre-literate, or forcefully denied literacy, the population exchanges all information orally.
* Scribes - There is a small class of literate scribes, and possibly priests, in your society. Reduces corruption slightly as the scribes can keep track of your bureaucracy better.
* Printing - mass production of literature, coupled with reasonably high literacy, allows discussion of ideas. Increased disorder from all those subversive ideas, slight science bonus.
* Censorship - information exchanged is controlled to serve the purposes of the other civics. Bonus happiness and less war-weariness, but significant penalties to science and more disorder when you change civics.
* Intellectual property - a structure of copyrights, trademarks and patents allows economic exploitation of information. Minor science penalty, but generates wealth.
* Information sharing - Hackers paradise. Information can be exchanged and used freely, but this makes it very hard to profit from it. Penalty to your income, but a substantial science bonus. Hard to supress dissent.
Organisation reflects the structure of the economy:
* Decentralised - As in the game. simple barter system without any real organisation.
* Slavery - Human labour is owned. Allows pop rushing.
* Laissez Faire - Unrestricted capitalism, as found in the 19th century. Great opportunities for wealth contrasted by those dark satanic mills. Good for wealth generation and industry, bad for health and happiness of the general population. Penalties to wonder production, as its hard to organise large centalised projects.
* Central Planning - A centralised organisation directs all economic activity through a series of 5 year plans. Great for industry and good for wonders, luxuries have less effect and agriculture can suffer.
* Syndicalism - Economic activity is controlled by unions or workers councils. Good for happiness, but bad for production because of workers demanding high wages.
* Corporate Personhood - Corporations are legal people, allowing them to ultimately dominate the economy.
Output reflects what the economy is used for:
* Nessecity - Early civilisations lack the productive capacity to make much beyond what they need to survive
* Tribute - Production beyond basic nessecity is given over to glorify the leader of the society. Bonuses to Wonder construction, but the people are a little more restless
* Military/Industrial - Production is orientated towards the mililtary. Easier to make units, luxuries less effective as is non-military industry.
* Consumerism - Give the people what they want. Production is determined entirely by demand. Good for happiness and luxuries are doubled. Bad for health cause of all the booze, cigs and fast food. Also poor for industry.
* Welfare state - Healthcare, education and housing are the priorities. Good for health and science, not as much wealth generated.
* Kleptocracy - "Rule by thieves" the sole purpose of the economy is to line your pockets. The people hate it, and you probably can't keep it up for very long, but you'll come out of it with bulging coffers.
I feel I might need more, but I'm wary of overdoing it. Please feel free to suggest stuff.