I have many ideas about changing the Civic option setup to add realism and strategic depth.
This is my preliminary setup:
*** GOVERNMENT
Chiefdom: low upkeep
Hereditary Rule (Monarchy): low upkeep, +100% culture in capital, +2 happiness from Castles
Aristocracy (Code of Laws): low upkeep, +1 happiness in largest cities, +3 science from each specialist
Police State (Fascism): high upkeep, +3 happiness from Barracks and Jail
Universal suffrage (Democracy): high upkeep, +50% commerce, +50% war weariness, unhappiness among neighbors
Trying to tie government types to different sectors of society. Police State should be the most stable form of government. Universal suffrage has been merged with Emancipation and Free Speech.
*** LABOR
Tribal Labor: low upkeep
Slavery (Bronze Working): medium upkeep, can population-rush, 1 free specialist/city
Serfdom (Civil Service): low upkeep, 1 hammer from Farm
Labor Market (Printing Press): low upkeep, +1 hammer from Mine & Workshop, can money-rush
Welfare State (Medicine): high upkeep, food surplus used for unit construction, +100% Great People rate, +3 health
Slavery is suited for growing empires. A privilege society is any one where most career opportunities are limited to a few people. Labor Market (a brutal one, think Victorian England or present-day China) is the best option for young industrial societies. Welfare State includes the great reforms from contraception and preschools, which allowed women to make a living by themselves. Population growth will be slow, so this civic is most preferrable for full-grown empires.
*** ECONOMY
Decentralization: low upkeep
Mercantilism (Banking): low upkeep, no foreign trade routes, +50% commerce from trade routes
Free Trade (Economics): low upkeep, +3 trade routes for each city
State Ownership (Communism): low upkeep, no distance upkeep cost, +50% worker rate, unlimited specialists
Environmentalism (Ecology): high upkeep, +3 health, +happiness from Forest and Jungle
Mercantilism and Free Trade had to be boosted. Now they should be decent alternatives. The commerce bonus from Mercantilism can be explained by taxes and tariffs.
*** RELIGION
Paganism: low upkeep
Organized Religion (Priesthood): medium upkeep, Missionaries available without Monasteries, +25% building production from cities with state religion
Theocracy (Theology): medium upkeep, no non-state religions spread, +50% building production to cities with state religion
Leader Cult (Divine Right): high upkeep, no state religion, no religions spread, +1 happiness from Colosseums, Theatres, Broadcast Towers, -50% war weariness
Free religion (Liberalism): no upkeep, no state religion, +1 happiness for each religion in city, +20% science
The Leader Cult is an interesting alternative for a warmonger.
But hey, didn't I forget the Legal options? Well, since the Legal options seemed inconsistent to me, I have changed them to Military ones.
*** MILITARY
Militia: Low upkeep
Warrior Class (Code of Laws): low upkeep, +1 happiness from each unit
Nomadism (Horseback Riding): low upkeep, 20 free units, -1 food from Farm, building units with food
Conscription (Nationalism): high upkeep, draft 3 units/turn, +20% unit production
Professional Army (Military Tradition): no upkeep, +4 experience points/unit, +1 unit upkeep cost
Nomadism is preferrable for players who want a quick conquest without an infrastructural base - it will however not last for long. Conscription is a must-have in threat of global warfare. Professional Armies are preferrable to the peaceful player. The commerce bonus is because the population in general does not need to bother about contributing to the defense.
Note: I am changing this setup continuously.
This is my preliminary setup:
*** GOVERNMENT
Chiefdom: low upkeep
Hereditary Rule (Monarchy): low upkeep, +100% culture in capital, +2 happiness from Castles
Aristocracy (Code of Laws): low upkeep, +1 happiness in largest cities, +3 science from each specialist
Police State (Fascism): high upkeep, +3 happiness from Barracks and Jail
Universal suffrage (Democracy): high upkeep, +50% commerce, +50% war weariness, unhappiness among neighbors
Trying to tie government types to different sectors of society. Police State should be the most stable form of government. Universal suffrage has been merged with Emancipation and Free Speech.
*** LABOR
Tribal Labor: low upkeep
Slavery (Bronze Working): medium upkeep, can population-rush, 1 free specialist/city
Serfdom (Civil Service): low upkeep, 1 hammer from Farm
Labor Market (Printing Press): low upkeep, +1 hammer from Mine & Workshop, can money-rush
Welfare State (Medicine): high upkeep, food surplus used for unit construction, +100% Great People rate, +3 health
Slavery is suited for growing empires. A privilege society is any one where most career opportunities are limited to a few people. Labor Market (a brutal one, think Victorian England or present-day China) is the best option for young industrial societies. Welfare State includes the great reforms from contraception and preschools, which allowed women to make a living by themselves. Population growth will be slow, so this civic is most preferrable for full-grown empires.
*** ECONOMY
Decentralization: low upkeep
Mercantilism (Banking): low upkeep, no foreign trade routes, +50% commerce from trade routes
Free Trade (Economics): low upkeep, +3 trade routes for each city
State Ownership (Communism): low upkeep, no distance upkeep cost, +50% worker rate, unlimited specialists
Environmentalism (Ecology): high upkeep, +3 health, +happiness from Forest and Jungle
Mercantilism and Free Trade had to be boosted. Now they should be decent alternatives. The commerce bonus from Mercantilism can be explained by taxes and tariffs.
*** RELIGION
Paganism: low upkeep
Organized Religion (Priesthood): medium upkeep, Missionaries available without Monasteries, +25% building production from cities with state religion
Theocracy (Theology): medium upkeep, no non-state religions spread, +50% building production to cities with state religion
Leader Cult (Divine Right): high upkeep, no state religion, no religions spread, +1 happiness from Colosseums, Theatres, Broadcast Towers, -50% war weariness
Free religion (Liberalism): no upkeep, no state religion, +1 happiness for each religion in city, +20% science
The Leader Cult is an interesting alternative for a warmonger.
But hey, didn't I forget the Legal options? Well, since the Legal options seemed inconsistent to me, I have changed them to Military ones.
*** MILITARY
Militia: Low upkeep
Warrior Class (Code of Laws): low upkeep, +1 happiness from each unit
Nomadism (Horseback Riding): low upkeep, 20 free units, -1 food from Farm, building units with food
Conscription (Nationalism): high upkeep, draft 3 units/turn, +20% unit production
Professional Army (Military Tradition): no upkeep, +4 experience points/unit, +1 unit upkeep cost
Nomadism is preferrable for players who want a quick conquest without an infrastructural base - it will however not last for long. Conscription is a must-have in threat of global warfare. Professional Armies are preferrable to the peaceful player. The commerce bonus is because the population in general does not need to bother about contributing to the defense.
Note: I am changing this setup continuously.
Comment