Your Thoughts on Improving Civics

Dont you think that quantity is better than quality?
Let's save the brilliant simplicity of original Civ 4 idea and playability...

I think that Aussie Lurker's system is a bit too complex.
For example, many choices from ideology category cause mess, as they are connected with particular government types, and thus are not needed in my
oppinon . What for should I choose fascist or communist ideology, when it is realized by Police State setting and Free Market or State Property economy models? Moreover, for example Libertarian/Democratic in the core is the same
what the Universal Suffrage.
If applied, such double-settings will produce nonsense results, where fascist civic model would be used with non-fascist doctrine, or libertarian/democratic ideology in totalitarism.
I think that configuration set on civics screen, should show what civilization is actually, not what it wants to be or what talks about. Thats why I would preffer non-schisophrenic system, where is no opposition between ideology and government, having by the way less number of options.

There is very important question derived from what I have written before - isnt this entire category a mistake between cause and effect? From sociological point of view more important is form of government than ideology it uses: what meaning has a decent ideology if it covers a mere dictatorship?
Let's look for example over fascism and communism: functionally they are almost the same totalitaristic systems with only difference in private property, while ideologies are often described as opposite.

Whats more, why not join it with Values? Though I doubt if those categories are necessary, I have to notice there could be some very inspiring dychotomies anyway :

individualism, plutocracy - communalism, social equality
nationalism, xenophobia - cosmopolitism
obscurantism, fundamentalism - liberalism

But then there would be three additional categories, and a lot of troubles with interactions with them :(

Next one is legal category. As I posted earlier, it isn't clear for me. If it was about country management and administration, it is almost the same as the Aussie Lurker's organization category. But then it should describe whether country administration is centralized or not. Rather small category.
But can anybody explain to me, what it really means now?

Vassalage is form of primitive army employment without money- sovereign gives land or share in loots for loyalty and military service. Such policy creates a narrow elite caste of warriors (nobles), most often horsemen, but they gradually turn into landowners, and their military value decreases over time, until finally maybe it is higher than conscripts, but cannot withstand with professionals.
Nationhood - when I wrote it is State Property it was simplification, but not as big as it seems. This is system which gives priority to national and strategical goals set by government. For me it means government control and increase in purposive production at cost of economical freedom. What perfectly fits in state property economical model...
Bureacracy - the only one that obviously fits in category.

The last - two categories for religion affairs.
Isnt enough when we describe only influence the religion has over the community, what means that dogmas are already included into this evaluation and it is unnecessary to specify them separately?
At this scale of problem, the sentence of particular dogmas is completely meaningless.
Additionaly, current model from Civ 4 presents different types of religious attitude: unorganized, focused on wealth, focused on military might, focused on spirituality, free. I would risk thesis, that they already show approach towards another Faiths (e.g. Theocracy), so why create separate civics category for this?
The only thing I can admit is that organized religion should be more oppresive against non-state religions.

Maybe before we add new categories, we should think what we want achieve through this, what distinction apply etc.
I proposed military civics category, because currently civilization with strong economy has weak army (not in quantity but in quality) and has no possibilities to improve its units starting experience. That seemed creepy and unnatural to me, so I wanted to change it.
 
Eskel said:
It seems more logical to me, as I never could understand why there is "Legal" civic category introduced in Civ4. Free speech is in fact the same as Universal Suffrage, Nationhood is a State Property, Vassalage shouldnt be "legal" setting but rather military, Bureaucracy - it is a matter of administration effectiveness, so it shoulnt appear as a civic setting.

Am I the only person here that disagrees completely? Nationhood does not equal State Property (nationhood and nationalism are more of a support your country jingoistic options, state property is a communist civic--not the same at all). Being able to vote does not necessarily mean you have free speech (I'm thinking of some "one-party" democracies where you are allowed to vote, but the only candidates happen to be, say, communists. And criticizing the government results in an untimely death). Vassalage was a legal setting--many focus on the fact that a vassal was supposed to provide troops to his lord in the case of a war, but in fact the system of vassalage and feudalism ranged over all of society, affecting the military, economy, etc. I think a legal definition fits it fine, because it provided social structure, a backbone to society. Bureaucracy in this sense describes a system like the one in place in ancient China...not probably what you are thinking of. But even then, the bonus really doesn't match...



Englor, I'm confused--I don't even think "Franticalism" and "Federationism" are words. The system of being able to check off what your civilization allows and doesn't allow, though, is a novel idea. Unfortunately, I don't think the Civ4 game engine can run something like that. It actually kind of reminds me about Superpower 2, where you could allow or disallow various acts, and your people would react to them in different fashions based on what country you were in...



Aussie, I can't even begin to imagine what that'll look like. One thing I would suggest would be to keep the bonuses small, especially if you are adding categories. A lot of people want to program in obvious drawbacks and strengths for each civic, but I'm a fan of letting the opportunity cost be the drawback, and letting the strength shine alone. I know I've said that before, but it's worth reiterating. Especially, if you are going to work out a system of what appears to be a minimum of 54 choices, and potentially more than 10 million potential civics combos.

The game currently has 5 categories, 5 civics per category, for 5^5 or 3,125 possible civics combos. Keep that in mind--I've been working on an extra option or two, but nothing compared to this. I'll be watching for ideas, and can't wait to give it a try!
 
Seriously, Antilogic, I am pretty much still in the Brainstorming/testing phase of my modifications (in truth, I am still in the 'I can't write C++ code for S**T phase' of my modifications-but thats just between you and me-OK? :mischief: ) If the number of choices is simply too many for people to handle, then I am ALWAYS open to dropping/consolidating civics.

Keep in mind the following points though.

1) Even though you have a 5*5 grid, the bulk of that grid only becomes available in the post-Medieval period-things like the Rep/Pol. State/ Univ. Suff. 'trichotomy' and the similar 'trichotomy' in Economics.

2) Also don't forget that you are really only dealing with a 4*4 grid-given that the others are all 'defaults'.

3) Many of my civics choices will have strong 'opportunity' benefits AND general benefits/penalties-especially those related to the presence of improvements and/or buildings. Also, though some of my civics will be synergistic, they will often have both positive and negative synergies.

4) Eventually I will be shifting Ideology OUT of civics and on to a similar plane as Religion.

5) In time, I also hope to alter the relevent python files to make some civics options unavailable with certain civics.

The main point is that though, overall, the total number of choices will be huge, the actual number of choices at any given time will be 'relatively' small-and hopefully better spread out over the length of the game.
Still, any thoughts and/or criticisms are always appreciated, and I do look forward to your input on the finished product (due for release sometime round when Civ5 is released-at this rate ;) ).

Aussie_Lurker.
 
To Antilogic:
I have to admit you're right with Nationhood and State Property. Yet still I doubt, whether Nationhood should appear in game, because if Nationhood is implementation of nationalist doctrine, then State Property, Police State and Theocracy perfectly presents the practical side of this.
However, if you find that Nationhood is fine to subtle show the change of accents in democracy when it goes to war, I'd preffer it as militaristic setting in Values category, proposed by Aussie Lurker, or something like mobilization from previous versions of Civilization.
BTW, the Values should look like this:
- Balanced Development
- Power - militaristic setting increasing army production, decreasing war unhapiness, maybe adding xp
- Wealth - productivity and commerce boost
- Science - research boost
- Happiness - hapiness, health and growth boost
- Transcendent - faster faith spreading, higher religion bonuses etc.
With Values category introduced, there should be only Organized Religion civic left in place of Theocracy and original OR, as Values better reflects differences between them.

In case of Vassalage I disagree. You are talking about Feudalism, which is in fact a form of caste social model. I was referring to vassalage, which most often goes along with feudalism, but it doesn't have to in fact.

To Aussie Lurker, and everybody who wants to create real-life governing model:

What do you think about two dimensional matrix to describe form of government:
based on constraints of citizen rights and personal freedom
-dictatorship
-authoritarism
-democracy

based on size of ruling body
-one person
-group of citizens
-almost whole society

All possible combinations are listed below:
-despotism - one person dictatorship like a pharaohs rule over Egypt
-oligarchy - group dictatorship - Jacobin's regime
-totalitarism - mass group dictatorship - Hitler's Third Reich, Stalinist USSR
-monarchy - one person authoritarism - monarchy of Henry VIII
-republic - group authoritarism - France Directory 1795-1799
-single party "democracy" - mass authoritarism like contemporary China
-constitute monarchy - one person democracy
-modern republic - group democracy
-parliamentary democracy - mass democracy
 
You will get no argument from me on a Values category--I've considered adding that myself, although I don't have the skills necessary. My categories were Survival (default), Knowledge (like your science), Wealth, and Power. I hadn't found a 5th yet, but Transcendence or Happiness sounds as good as any.

Eskel said:
To Antilogic:
However, if you find that Nationhood is fine to subtle show the change of accents in democracy when it goes to war, I'd preffer it as militaristic setting in Values category, proposed by Aussie Lurker, or something like mobilization from previous versions of Civilization.

Precisely. It's fitting, especially if you think of an early 20th century, World War I-style government. Mobilization was equally fitting as well, but I'm taking the lazy/hack modder approach and using what's already in the game because it is simpler and I can't program anything else.

And Aussie, I really wasn't aware of the limiting civic choices based on other civics (must have missed that when reading). That really cuts down on the possibilities. I'm a novice C++ programmer (had several semesters of it in school), but I do not have the know-how to fool around with the core dll. I've pretty much figured out the XML, but haven't found a way to fool around with the Python to get new schema items to work.

I realize that sometimes I come across a little harsh, but I'm a critical person--every time I look at a change, I play devil's advocate, and I've found the Firaxis system, although wtih a few flaws, overall is quite good. Also, by the end of the game, you'll have significantly more choices under the new system than the old, it looks like. Even if you cut out the first row of defaults... I wanted to point out the numbers just because some players are intimidated when they see the number of choices increase by a few orders of magnitude, and each civic comes loaded with three or four or more effects. I personally favor the Firaxis system where they have one or two abilites (rarely 3) per civic--that keeps it simple and easy to learn. I think that was the intended effect of Eskel's earlier sarcasm.



Side Note to a Probably Futile Argument: You have to admit that the lines between Vassalage and Feudalism in general are at least a little blurry. My major point is that Vassalage is not only a militaristic arrangement, it is also political (very political, in terms of strategic marriages, support for rising monarchs, etc.). That brings it into another realm of possibilties. I know it isn't an economic arrangement, etc., but I wanted to bring this up just to try and defend it's position in the "Legal" category.
 
Well, if it helps, my approach to Phase 3 of my civics modding efforts is pretty much the same as it has been the whole way along:

1) To ensure that NO civic choice is necessarily THE BEST! This means that many civics should have a 'situational' component as well as a trade off between a boost in one area and a drop in others.

2) Wherever possible, ALL civics choices should have a net of 1 benefit per civic-either a single benefit with no mitigating penalty or 2 benefits with a single mitigating penalty. So, for instance, the bulk of my legal civics are going to be about the single bonus granted by a Courthouse, with no mitigating penalties. Wheras other civics might have 2 benefits (with one often being 'situational'-either from a building, religion, improvement, feature or specialist-and another being a general benefit to ALL cities), with a mitigating penalty.

3) Where possible, I want to have a 'theme' which runs through each category. So, for example, the government civics are going to be geared towards additional benefits from specialists (Hammers, gold, culture, research etc) and some kind of additional bonus generated from either a building or general situation. These will usually be offset by either a maintainance penalty or a penalty to health/happiness.

Also, I didn't think you were being 'too harsh' antilogic. Criticism helps me to hone my efforts which-in turn-I hope will produce a better end product. It may turn out that the number of options is simply too many, in which case I will look towards trimming them down. Either way, things will become much better after I change the nature of ideology!
Anyway, I hope this helps.

Aussie_Lurker.
 
I always thought that it was strange Nationhood had the only "building-centered" type of bonus. I thought that could have been applied to several more civics with differing effects...such as boosting culture from monuments and castles, in the case of Hereditary Rule. I think that's a great combination right there.

Then again, I really like how the types of bonuses are distributed in each category. I can see the themed categories running well (and reasonably easy to balance), but one of my favorite things about Civ4 is the fact that every civic is so different, gives a different type of bonus, but still balances reasonably well in the end. So, say, in government, you can have military happiness, research and happiness, a different military civic based on production and controlling war weariness, or cash-rushing and production from towns. Each one is completely unique, but still all are part of the same category. There are definitely "warmonger" choices and "builder" choices in the mix, but they are quite distinct and unique, especially from warmonger and builder choices in other categories. So, running a "half and half" system is completely different for every combo: Universal Suffrage and Nationhood is much different from Police State and Bureaucracy, for example, and both are different from Representation and Vassalage. That gives you several options for straddling the line in the late game, and it only increases when you consider all 5 current categories.

Of course, I haven't played the themed system yet, so it would be foolish of me to simply dismiss it out of hand. I'd be interested in downloading this when it comes out.

But as to your points at (1) and (2), I agree completely. That's how it should be done--plenty of small and fair choices that are easy to learn and use.
 
I think the existing civics are fine as is - there's a nice number to choose from and they all provide good bonuses and possibilities for good synergies - also no individual civic seems to dominate; which is good.

What they could do though is add in extra civic categories such as social provision/ideology/economic base - though as I said I'm happy with the existing system and I wouldn't want to see loads of extra civics.

I read a good suggestion somewhere else about giving extra bonuses to civs for using their favourite civics - I think thats a good idea e.g. a civ using a fav civic of free trade would get extra gold or extra hammers for a civ employing fav civic of serfdom maybe?
 
In many ways, I think some kind of standard should be kept in the game while other things are made unique per civ. Thus, I oppose the notion of unique civics, much like unique promotions and unique wonders.

The idea is this: a roman legion (I know the game says Praetorian, but they sat around in Rome and assassinated the Emperor--legions conquered the Western World) is significantly different from everyone else's swordsmen. But, is a Roman representative government truly that much different from another representative government? Is Carthaginian free market that much different from the basic free market? How is Elizabeth's free religion going to change?

I know historically there were little differences, but there is only so much detail and "unique" you can put into a game like Civ before it becomes unplayable. Every civilization having everything unique (with 20-some odd civilizations, and more to come) would make every civilization's strategy so incredibly different that you would have to learn a completely new game every time you played a different Civ. I mentioned in another thread a game like Starcraft, with relatively few "civs" (3), does well to have a lot of unique attributes to every player. A game like Civ needs a mostly general system with each Civ having a slightly different flavor of a relatively similar strategy.

That being said, the testbed mod that I am working on is a lot different in focus from Aussie's mod (although we seem to share a few ideas). I'm trying to change a couple small things, maybe add one or two new options, but for the most part keep everything the same and do a little custom-balancing. Although Aussie's system at a glance seems complicated, all the civics options are the same for every civilization, so after you know what they do, you don't have to learn it again.

As far as uniqueness goes in Civ, I think the concepts of starting technologies, leader traits, unique buildings, and unique units are enough for the "unique" attributes to civilizations in the game. Any more would be pushing it.
 
About uniqueness - I completely agree.
For me it would be enough if uniqueness meant only flavour graphic, though I would focus on unique graphic for culture grup rather than single civ.

BTW: about that restriction in civic option, does it mean we have to create matrix 4*4, 5*5, 6*6 or 3*4 etc, so we can't have different number of civics in each category?
 
Its actually much easier than that, Eskel. All you need to do is modify CvGameUtils.py. Admittedly it would be time consuming, but not overly difficult. In the game, I believe that 'banned civics' would simply not appear in the grid-leaving an empty space. Otherwise, it might just appear as if you hadn't studied the relevent tech! Hope that helps.

Aussie_Lurker.
 
Aussie_Lurker said:
OK, got Warlords yesterday and-as I was looking through the rulebook-something immediately hit me about the Civics. Although many of them have TWO effects, some of them only have one-and it is often that which makes the latter ones kind of pointless. So I got to thinking, even if nothing ELSE changed in civics (i.e. no. of options or no. of categories), what could be changed in order to make the existing civics more balanced.
For instance, under Government, all but Hereditary Rule has 2 effects, so why not give HR something else? Some possibilities might be extra gold or culture commerce from specialists, or extra food from hamlets, or +25% Commerce from Castles. Basically something to make HR more than a Civic for wartime-before the age of Police State. The same goes with Bueracracy (sp??). I was thinking that you could have Courthouses give an extra happy face or-if you wanted to be mean-increase the number of city maintainance costs.
Labour civics are REALLY lacking, with only Emancipation granted twin benefits (though, admittedly, one is only a psuedo-benefit). So I thought, why not give these civics some kind of Terrain improvement bonus-like Slavery could boost the hammer outputs of Mines and Quarries (and maybe plantations), whilst Serfdom could boost the food output of Farms and Pastures. Lastly, Caste System could boost the gold output of Watermills and Windmills. Whilst Emancipation could boost gold output for Towns and Workshops.
Economic civics are little better than labour, with Mercantilism doing little of any good UNLESS you have no contact with the outside world.
So, a better possibility might be to give Mercantilism the no distance from capital maintainance modifer currently in state property, instead of the free specialist. The free specialist might actually be better off in State Property instead (So, essentially, swap one of the effects of State Property and Mercantilism). Free market could also grant +1 gold from certain terrain improvements, like oil wells, farms and plantations.
Personally, I think the existing religious civics are balanced enough, with each one having two effects-though perhaps the negative of Pacifism could be offset with a benefit of some sort.

Anyway, thats a start-what do the rest of you think? Have you got any better suggestions?

Aussie_Lurker.
I think Hereditary Rule should have army support, like in CivIII.
 
Swedishguy said:
Isn't it a bit strange that Universal Suffrage is a government civic? It really isn't a way to govern.

It's supposed to represent "Modern Democracy," but I agree that, if included, suffrage should be more of a separate "Civil Rights" category.
 
Well, Great Britain before WWI or USA before Martin Luther King has Representative governments, but no Universal Suffrage. Thats why, though it is simplifiaction, Universal Suffrage fits well into gov category.

Of course, there could be more accurate category system, but I think it might be less distinctive thus less playable.
For example, sth like this improved version of my former ideas:

Spoiler :

civil rights and personal freedom
-dictatorship - forced labour hurry, growth and prod. bonus
-authoritarism - commerce bonus
-democracy - gold hurry, commerce and culture bonus

ruling body
-one person - production/growth bonus
-group of citizens - commerce bonus
-entire society - culture and happiness bonus

administration (legal, management)
-centralized - production/growth bonus
-hierarchical (vassalage)
-decentralized (local autonomy) - commerce bonus

social model (work)
-tribal (allows slavery)
-caste (allows slavery) - production and growth bonus
-emancipation - commerce and culture bonus
-planned - happiness bonus (?), free specialists

economy
-free market - no/low upkeep, +1 trade routes
-protectionism (mercantilism, interventionism) - medium upkeep, no foreign trade routes, free specialists
-state property (planned) - high upkeep, production and growth bonus
-enviromentalism (sustainable development) - high upkeep, health and happiness bonus

military
-tribal - low upkeep
-vassalage - medium upkeep, free units per city, cavalry xp bonus
-conscription - medium upkeep, draft, lessens production time
-professional - high upkeep, xp bonus

religion
-decentralized - normal happiness and commercial bonus
-organized - normal bonus + double bonus of values in cities with state religion
-atheism - science bonus, increase unhappiness
-free religion - science bonus

values
-survival - gives troops xp bonus, lessens troop production time (equivalent to nationalistic ideologies like God,Honour and Motherland)
-productivity - increases growth, production, obedience
-creativity - increases commerce, culture, great ppl rate
-happiness - increases happiness and health
 
Those are definitely good ideas you present there, Eskel, and rest-assured that I am taking close attention to ALL ideas and seeing how I can incorporate them into my mod. Of course, I have to get the extra XML tags added first, and this is taking a LONG time ;).

Aussie_Lurker.
 
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