This file contains the first part of my huge alteration of the civics system-utlizing my own CivicsInfosPlus XML file (see seperate post for this). The changes are made are too extensive to mention, but primarily I have added a new civics category-Ideology. Additionally, all Government and Ideology civics have 2 benefits and 1 drawback-hopefully balancing the civics out a bit more. So here is a summary of the changes: Spoiler: Dictatorship: +2 gold from Monuments; +3 hammers from Specialists. Ogliarchy: +2 hammers from Harbours; +3 gold from Specialists. Monarchy: +2 Gold from Castles; +3 Culture from Specialists. Republic: +2 Happiness in Largest cities; +3 Science From Specialists. Police State: +25% Unit Production Rate; +2 Happiness from Jails. Parliamentary Democracy: +2 hammers from Towns; +1 Gold/+2 Culture from Specialists.
Militaristic: +1 Happiness from Stables and Barracks; +25% GG Rate. Theocratic: +2 Happiness in State Religion Cities; +2 Free Priests. Plutocratic: +3 Culture from Banks and Marketplaces; +1 Merchant/+1 Artist Feudalistic: Military units produced with food; +1 Merchant/+1 Priest. Absolutist: +3 Hammers from Castles/Monuments; -25% WW. Libertarian: +3 Science from Universities/Theatres; +1 Artist/Scientist. Socialist: +1 Happiness from Universities/Hospitals; +3 food from Market/Grocers. Fascism: +3 Culture from Courthouse/Broadcast Towers; +1 Merchant/Scientist.
Anyway, please download and enjoy this modcomponent-and please feel free to give me any feedback-good or bad. Oh and please look out for part 2 and 3. Lastly, I wish to acknowledge all the excellent help I got from TheLopez, Impaler, Kael, Gerikes and Ket. Without them, this wouldn't be getting posted. New version updated for compatability with the 2.08 patch. However, AI civ city placement is the same as v2.00.6 of Warlords. I hope to fix this in later versions. Aussie_Lurker
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