Why havn't military civics be introduced?

I love the pacifist modifier idea. It seems like to me also that if you are going to make a special class of civics to cater to a military victory then there should be the same nod towards cultural and space race victories just to make it balanced. I don't like the whole thing though. Especially because as I said earlier we already have a military civic in every category.
 
I do still think that being pacifist should give you a positive modifier IF, and only IF, you are not being aggressive.

Or instead of a +2 diplomatic modifier for the pacifist, how about the aggressor against the non-aggressive pacifist gets a -2 modifier with everyone.

DarkFyre99 said:
Of course, in my experience, pacifism doesn't equal safe. I won a domination victory running pacifism.

In this case, the "pacifist" should get a -2 with everyone: "Your pacifist constitution is a farce!" :lol:
 
Tanktunker: nice, but there are too many thing missing and "preemptive strikes" and "defensive bombardment" seem more just like tactics or unit abilities and not civics to me. What about something like this?

Retinue
Default.
No Upkeep.

Militia
Req. Code of Laws
Low Upkeep
Free unit for each city.
+ 10 percent in cultural borders.

Mercenary army
Req. Guilds.
High upkeep.
Can speed money to finish unit construction.
Units gain +1 XP from pillaging on enemy territory, but you get no money.

Conscription
Req. Nationalism.
Medium Upkeep.
New units gain Combat I, even if drafted.
+50 percent Great General emergence.

Professional army
Req. Military tradition.
High upkeep.
New units gain +5 XP.


Also, an "all-military-civics-wonder" might be handy to allow at least one early civilization to gain access to these civics. I have Romans particullary in mind. Or maybe Organized leaders may be allowed to access all of these in exchange for increased anarchy period when doing so.
Mercenary army is WAY too powerful.
And professional army is too powerful too.

Otherwise it's good.
 
It is an interesting idea in that it would add a new level to the game. But I don't think it would be easy to balance. All the comments and different ideas here indicate that.

I also think that Nationhood, Vassalage, Theocracy and probably State Property, fall into military civics. To be totally honest I'm not crazy about having to endure more turns of anarchy when switching civics to implement another civics category.

It could be a cool concept, but it would require a whole lot of balancing throughout the game, the mechanics and calculations of unit costs, maintenance, inflation and other civics to pull it off.
 
That is another good point, the maintenance on having yet another civic category. As if maintaining a balanced economy wasn't tough enough sometimes.
 
I took your suggestions into consideration and revised my civics.

Militia

+1 Upkeep per military unit.
+2 Upkeep per military unit outside your borders.
No upkeep.
50% Great General points.
Available at the start of the game.

Mercenaries

+2 Upkeep per military unit.
+2xp for each unit recruited after switching to Mercenaries.
100% Great General Points.
High Upkeep.
Available with Monarchy.

Standing Armies

+1 Upkeep per military unit in enemy territory.
200% Great General Points.
Medium Upkeep.
Available with Civil Service.

Conscription

200% War weariness.
-2xp for units drafted after switching to Conscription.
Ability to draft units. (No unhappiness for drafting units w/ Nationalism)
100% Great General Points.
Low upkeep.
Available with Military Tradition.

Volunteer Military

50% War weariness.
+1 Upkeep per military unit.
Free promotion for every unit recruited after switching to Volunteer Military.
100% Great General Points.
150% Great General Points with West Point.
High upkeep.
Available with Communism or Fascism.
 
Civics are concrete takes on abstract ideas. The abstract idea of government as handled by the concrete fact of Representation; or the abstract idea of labor as handled by the concrete fact of Slavery. More importantly, the abstract idea of religion as handled by the concrete fact of the military: Theocracy.

The military is a concrete fact, not an abstract idea.



Also, NO CIVICS GIVE PENALTIES! So why is everyone so married to the idea of penalizing as part of balancing? Just make the benefit smaller.
 
Also, NO CIVICS GIVE PENALTIES! So why is everyone so married to the idea of penalizing as part of balancing? Just make the benefit smaller.

Actually, Pacifism increases military unit upkeep and Environmentalism increases corporation upkeep.
 
Rome+Bouedica+Mercenaries+Theocracy= Omgsuperfuntimewtf rush
 
So 2 out of 25? One of which was added recently.

Now compare that to 5 out of 5. Not quite the same.
 
Several civics already influence warmongering and cause you to make choices (warmongering civics or civics that are more beneficial to peaceful activities). Choice is good, and necessary to induce strategy.

Shouldn't the way you run your military dictate your "civic" options and not vice versa?

By this I mean, if you are a peaceful builder then having only a few units defending your cities is your militia option. Pacifism helps you gain a boost in science in exchange for supporting a smaller military.

If you are a warmonger, you will always have at least a couple of sizeable, mixed stacks representing your professional armies. Theocracy, Vassalage, Police State civics will help you support these.

Conscription is already well represented; being able to draft the most modern unit available to you at the time is a much more balanced option than giving free experience. Perhaps you should be able to draft more than 3 units a turn though. 4 or 5 might be better.

Yup, and if you're a warmonger you're going to focus more on barracks and other military buildings, generate more great generals by nature to potentially further enhance your warmongering.

Also, IMO, warmongering is often the easiest way to win at Civ - or at least it's easy enough as it is - one doesn't need extra civics to jack up military units or production even more!
 
Standing Armies

+1 Upkeep per military unit in enemy territory.
200% Great General Points.
Medium Upkeep.
Available with Civil Service.

This one needs to go obsolete when you discover Banking, since we all know that banking establishments are more dangerous than standing armies.

Sorry, couldn't resist.
 
It would be good if you could declare (and be bound by the declaration) a no first strike policy vis-a-vis nukes, and win diplo points for it. Maybe it could even be a random event, a request from the UN for a NFS declaration
 
heres mine
tribal low
defualt

legions meduim bronze working
barracks 50% cheaper but all melle units need barracks
+1 :) (we put our trust in our legions on the field)

forced (hun - mongol type) meduim-HBR
25% faster militry production
(a way of making war wearyness low at first but get strongre as the war is prolonged)

conscription-med-civil service
+2 exp to archers,guns
-15% :hammer:
+1 :( (we have to learn to fight)

Blitzkreig- high fasism or west piont
+5 exp to tanks
(a way of making war wearyness low at first but get strongre as the war is prolonged)
+1 :) (for the greater good)

Paid army-med assembly line or west piont
-10%money in all cities
GGs 50% faster
 
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