Skallagrimson
Deity
- Joined
- Sep 12, 2006
- Messages
- 2,043
Not sure if this is the right forum to post this request in, but I have some custom civics I want to design into a mod component, and need help with which XML files to edit and which tags within them. Any help would be appreciated!
1) Governmental Succession
a. Interpersonal Combat (no tech, low upkeep)
b. Factional Struggle (req. Agriculture, +1 happy per specialist, medium upkeep)
c. Inheritance (req. Monarchy, +1 happy per unit in city, medium upkeep)
d. Republican Appointment (req. Iron Working, +3 wealth per specialist, +3 happy in 3 largest cities, high upkeep)
e. Representative Election (req. Constitution, -3 unhappy per Courthouse, +1 trade route per city, medium upkeep)
f. Direct Election (req. Democracy, -5 unhappy per Courthouse, +2 trade routes per city, high upkeep)
2) Domestic Security Policy
a. Kill dissidents (Despotism) (no tech, can kill unhappy citizens without whip-building hammers, low upkeep)
b. Imprison dissidents (Police State) (req. Bronze Working, can "slave whip" citizens, medium upkeep)
c. Harrass dissidents (Propaganda) (req. Printing Press, -25% unhappy citizens overall, -1 trade routes, high upkeep)
d. Tolerate dissidents (Free Speech) (req. Constitution, +15% beakers per city, +1 trade route, medium upkeep)
e. Encourage dissidents (Sensationalist Journalism) (req. Corporation, +2 coins per village, +3 coins per town, +2 trade routes, no happy effect from religion buildings, +100% happy effect from theater, colloseum, low upkeep)
3) Domestic Economic Policy
a. Personal command labor (no tech, low upkeep, can only flip citizen specialists)
b. Specialized labor (req. Agriculture, medium upkeep, can flip specialists allowed by buildings)
c. Caste System (req. Code of Laws, medium upkeep, -50% specialist food cost, +100% number of specialists allowed by buildings)
d. Capitalism (req. Banking, low upkeep, +1 coin per cottage, +2 coins per hamlet, +3 coins per village, +4 coins per Town, +20% total unhappy, unhealthy)
e. Unionization (req. Assembly Line, medium upkeep, -1 coin per village, -2 coins per town, +20% total happy, +10% total healthy)
f. Central Planning (req. Communism, high upkeep, -2 coins per village, -3 coins per town, +25% hammers, -10% unhappy, +10% unhealthy)
g. Syndicalism (req. Democracy, no upkeep, +10% happy, +10% healthy)
[all civics can rush-build with gold!]
4) Trade Policy
a. Ad hoc trades (no tech, low upkeep)
b. Trade by treaty (req. Writing, medium upkeep, +1 trade route)
c. Merchant explorers (req. Compass, high upkeep, +2 trade routes, +1 happy and +1 coin for silk, spices, sugar, wine, ivory, whale)
d. Mercantilism (req. Banking, medium upkeep, +1 free specialist per city, no foreign trade routes)
e. Subsidy markets (req. Economics, high upkeep, +1 happy per domestic resource traded abroad)
f. Free markets (req. Corporation, low upkeep, +3 trade routes)
5) Religious Policy
a. Shamanism (no state religion) (no tech, low upkeep)
b. Priestcraft (organized religion) (req. Priesthood, high upkeep, +1 happy per temple, can build missionaries without monastery)
c. Theocracy (req. Theology, medium upkeep, -2 unhappy in cities with state religion, +25% military unit production in cities with state religion, no non-state religion spread)
d. State Atheism (req. Communism, high upkeep, +1 hammer per mine, workshop, +1 food per farm, no happy effect from religious buildings, unhappy citizens convert to citizen specialists)
e. Religious tolerance (req. Liberalism, no upkeep, no state religion, +1 happy per non-state religion, +10% beakers per city)
6) Military Policy
a. Random Warriors (no tech, no upkeep)
b. Warrior Caste (req. Animal Husbandry, low upkeep, +2 XP all units produced, +50% Great General production)
c. Professional Voluntary Soldiery (req. Construction, medium upkeep, +25% unit production speed, +25% unit maintenance cost, -50% XP required to promote units)
d. National Service (req. Nationalism, high upkeep, can draft, +50% non-draft unit production speed, +100% XP required to promote units)
1) Governmental Succession
a. Interpersonal Combat (no tech, low upkeep)
b. Factional Struggle (req. Agriculture, +1 happy per specialist, medium upkeep)
c. Inheritance (req. Monarchy, +1 happy per unit in city, medium upkeep)
d. Republican Appointment (req. Iron Working, +3 wealth per specialist, +3 happy in 3 largest cities, high upkeep)
e. Representative Election (req. Constitution, -3 unhappy per Courthouse, +1 trade route per city, medium upkeep)
f. Direct Election (req. Democracy, -5 unhappy per Courthouse, +2 trade routes per city, high upkeep)
2) Domestic Security Policy
a. Kill dissidents (Despotism) (no tech, can kill unhappy citizens without whip-building hammers, low upkeep)
b. Imprison dissidents (Police State) (req. Bronze Working, can "slave whip" citizens, medium upkeep)
c. Harrass dissidents (Propaganda) (req. Printing Press, -25% unhappy citizens overall, -1 trade routes, high upkeep)
d. Tolerate dissidents (Free Speech) (req. Constitution, +15% beakers per city, +1 trade route, medium upkeep)
e. Encourage dissidents (Sensationalist Journalism) (req. Corporation, +2 coins per village, +3 coins per town, +2 trade routes, no happy effect from religion buildings, +100% happy effect from theater, colloseum, low upkeep)
3) Domestic Economic Policy
a. Personal command labor (no tech, low upkeep, can only flip citizen specialists)
b. Specialized labor (req. Agriculture, medium upkeep, can flip specialists allowed by buildings)
c. Caste System (req. Code of Laws, medium upkeep, -50% specialist food cost, +100% number of specialists allowed by buildings)
d. Capitalism (req. Banking, low upkeep, +1 coin per cottage, +2 coins per hamlet, +3 coins per village, +4 coins per Town, +20% total unhappy, unhealthy)
e. Unionization (req. Assembly Line, medium upkeep, -1 coin per village, -2 coins per town, +20% total happy, +10% total healthy)
f. Central Planning (req. Communism, high upkeep, -2 coins per village, -3 coins per town, +25% hammers, -10% unhappy, +10% unhealthy)
g. Syndicalism (req. Democracy, no upkeep, +10% happy, +10% healthy)
[all civics can rush-build with gold!]
4) Trade Policy
a. Ad hoc trades (no tech, low upkeep)
b. Trade by treaty (req. Writing, medium upkeep, +1 trade route)
c. Merchant explorers (req. Compass, high upkeep, +2 trade routes, +1 happy and +1 coin for silk, spices, sugar, wine, ivory, whale)
d. Mercantilism (req. Banking, medium upkeep, +1 free specialist per city, no foreign trade routes)
e. Subsidy markets (req. Economics, high upkeep, +1 happy per domestic resource traded abroad)
f. Free markets (req. Corporation, low upkeep, +3 trade routes)
5) Religious Policy
a. Shamanism (no state religion) (no tech, low upkeep)
b. Priestcraft (organized religion) (req. Priesthood, high upkeep, +1 happy per temple, can build missionaries without monastery)
c. Theocracy (req. Theology, medium upkeep, -2 unhappy in cities with state religion, +25% military unit production in cities with state religion, no non-state religion spread)
d. State Atheism (req. Communism, high upkeep, +1 hammer per mine, workshop, +1 food per farm, no happy effect from religious buildings, unhappy citizens convert to citizen specialists)
e. Religious tolerance (req. Liberalism, no upkeep, no state religion, +1 happy per non-state religion, +10% beakers per city)
6) Military Policy
a. Random Warriors (no tech, no upkeep)
b. Warrior Caste (req. Animal Husbandry, low upkeep, +2 XP all units produced, +50% Great General production)
c. Professional Voluntary Soldiery (req. Construction, medium upkeep, +25% unit production speed, +25% unit maintenance cost, -50% XP required to promote units)
d. National Service (req. Nationalism, high upkeep, can draft, +50% non-draft unit production speed, +100% XP required to promote units)