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It might help to look at what current Civ V buildings and wonders offer to find suggestions.:
Buildings: http://civilization.wikia.com/wiki/List_of_buildings_in_Civ5
Wonders: http://civilization.wikia.com/wiki/List_of_wonders_in_Civ5
The list below focuses on bonuses that effect the entire empire - and not just the capital city (where the National Wonder is built - the main difference between items #5 and #6 in the post above):
1. Launch Golden Age / GA length modifier
2. Extra luxuries
3. Diplomatic voting improvement
4. Culture Rate modifier/global CRM
5. Great People Modifier/global GPM
6. Global Defense Mod
7. Happiness Per City
8. City Connection Trade Route Modifier
9. Extra gold from Trade Routes
10. Reduce unhappiness from non-occupied cities
11. Make Gold purchase of items cheaper
12. Ala Neuschwanstein – add happines per building, or change yields for a building class
13. Add to specialist yields in every city
14. Make Unit upgrades cheaper
15. Award a free tech / social policy
16. Reduced costs for social policies
17. Large Yield award (gold/faith/sci/food/production) – or global yield increase (not for culture)
18. Worker speed increase
It is possible to design a custom bonus that doesn't use buildings, but this is significantly more effort to code/test, and I'll try to avoid it as much as possible... ;)
Thanks!
Chinese Socialism. Prerequisite techs: Economics, Industrialization; Required policies: Rationalism, Commerce; Ideologies to use this government: Order; Government focus: Food, science, production and military; Yield bonuses: +8 production, +6 science, +4 food; Secondary benefits: Unit upgrades 25% cheaper, +2 science from scientist specialists, culture cost for new policies reduced by 15%, production +20% (global); Corresponding National Wonder: Great Hall of the People; Name and motto for the government's military promotion and its benefits: "Wèi Rénmín Fúwù" (English: "Serve the People"), +15% combat strength when fighting in ROUGH terrain, +15% combat strength when fighting in open terrain; Civs exclusive: Player must be China (Mao Zedong).
Three Principles of the People. Prerequisite techs: Philosophy, Printing Press, Sovereignty (WARNING: Enlightenment Era by Pouakai must be enabled), Industrialization; Required policies: Liberty, Commerce; Ideologies to use this government: Freedom and Autocracy; Government focus: Happiness, military and gold; Yield bonuses: +4 happiness, +6 production, +2 gold; Secondary Benefits: unhappiness from cities halved, Gold +25% (Global), Unit Maintenance cost reduced by 25%; Corresponding national wonder: Rénmín Dàhuìtáng (English: National Great Hall); Name and motto for the government's military promotion and its benefits: "Sanmin Zhuyi, Wu dang suo zong; Yi jian Minguo, Yi jin datong" (English: "Three Principles of the People, Our aim shall be: To found a free land, World peace, be our stand."), +15% attack bonus when fighting in friendly territory; Civs exclusive: Player must be China.
Celestial Empire. Prerequisite techs: Philosophy; Required Policies: Tradition, Patronage; Ideologies to use this government: Freedom, Autocracy; Government focus: Gold; Yield bonuses: +15 gold for every city; Secondary benefits: Quantity of Resources gifted by City-States increased by 25%, gold cost for buildings reduced by 50%, 15 military units are maintenance-free; Corresponding national wonder: none; Name and motto for the government's military promotion and its benefits: "Gǒng Jīn'ōu, Chéng tiān chóu, Mínwù xīn fúzǎo, Xǐ tóng páo" (English: "Cup of solid gold, Underneath the aegis of heaven, All of civilization will cease to toil, United in happiness and mirth."), Great Generals receive +2 Movement, adds +15 combat strength when adjacent to friendly unit; Civs exclusive: Player must be China (particularly Xia, Shang, Qin, Han, Tang (Wu Zetian), Song, Yuan (Kublai Khan), Ming, and Qing).
Seriously, these are some excellent suggestions! I can see how each of these would be a welcomed addition to the mod.
I'm not sure why the second suggestion requires EE?
And based on some of the "power" of these, I think they probably should be available a little later on the tech tree - to be compatible with other governments of those Eras.
Also, I don't have any limits currently to prevent any civ from selecting any government (other than the normal tech/policy/ideology limits). Do you really think it's a good idea to limit it like that? And if all of the benefits of a great government go to China, shouldn't some restrictions of some kind be applied to China, so it's not too one-sided/overpowering?
Currently, I'm completely tied up on another mod. Probably will be a month or two before I can come back to AtR. When I do, I'll definitely be looking at adding at least some form of these suggestions to the mod.
Thanks!!!
Tech - Guilds
Policy - Merchant Confederacy and Mercantilism
Ideology - Freedom or None
Capital - Gold
Global - Gold
Secondary - More gold from trade, Cheaper unit purchasing, More gold from city connection
Wonder - Doge's Palace
Promotion - Can't come up with a name, but effect: +20% combat strength for purchased units
PS: This government is all about trade and gold
PSS:Love your mod:)
Not sure exactly when, but when I do make it back, your suggestion is going in! I'll have to look at how to implement the unit promotion - that's a bit tricky, but not impossible.
Appreciate the feedback!
2. Have we considered "proto-governments" as I put in the comments to replace anarchy as the generic starter? It would make some sense for a civ to develop a tradition of sorts to build off of, Mongolia had a clan structure to their government before Temujin came in, united the tribes, and began the world's biggest land grab to date, this could lead to generic despotism, a fascist or communist state due to centralized authority, or perhaps even a meritocratic oligarchy to be reflective of Genghis Khan's propensity to reward skilled generals of the peoples he conquered with places in his military. On the flipside, the U.S. had a strong tradition of decentralization from the outset. A more clinical term would be a federative polity, fairly related to the Greek city-states with a more robust center, leading to a democracy or a republic, with sprinklings of other ideologies depending on which president we pick off the chart.
3. I elaborated on governmental decisions in the World at War mod regarding ideological units, and you sounded like you would like to integrate it in some capacity in this mod? Could you reply to me with some general outlines for what you are looking for, in addition to how you might want me to organize it?
4. Could you reply to me if you have suggestions? This way, I can see comments when I open Steam.
It's best to press the "subscribe to this discussion" button, so you don't miss any posts.
I see some parallels between "proto-governments" and Pantheons in the Religions area. They could use the same UI/logic of the main governments, but have much lower benefits. Like a government-lite of a kind. This would greatly simplify the coding, and speed development.
However, it would also mean there are limitations to what kind of benefits would be allowed.
Adding specific unit types is fairly easy to do, once the artwork (models, icons, flags, etc.) are identified. Spawning rules will also require a little thought. It's easy to add a unit to a building so that it spawns whenever the building is built, but care has to be taken how this evolves through the Eras. Spawning units using LUA is also easy to do, once the rules are defined.
I'm not prepared to discuss specific government types/benefits/units at the moment, unfortunately. Just too many schedule conflicts. However, if you want to leave some ideas/thoughts/stream of consciousness suggestions here, please feel free to do so. Whenifever I get some free time, I'll be glad to take a look at them and hopefully develop them further.
Thanks!
I was basically thinking on your level with regards to proto-governments. I posted in one of the comments sections of this thing that a proto-government is there to avoid the "anarchy isn't really the base for a society in history" problem some people have noticed. Clan Hierarchy just means it is easier to achieve buildings/units/other benefits of a more developed government. How exactly that would translate is honestly dealer's choice though. My thinking was that of historical growth. Mongolia has a strong bias to Clan Leadership, which would feed into the later government of Despotism, and maybe generate a small bonus complimenting the Honor culture tree with extra melee damage within civ borders or something. Venice on the other hand would start with a Merchant Kingdom, which would lead into their Corporatist government with another small benefit to moneymaking. While you can play mix and match, most proto-governments feed into their developed government's strengths.
I'd fully expect some government specific buildings out of this, the U.S. didn't build Gulags while Soviet Russia wasn't exactly a great build location for a stock exchange, so building one of these buildings then getting units is both a good way to code it in while balancing for limits. I know a mod of Caesar's Legion has a UU (Technically a Great Person, but it functions as a unit.) that evolves as the civ develops more technologies, so that could be a useful workaround for units that might be outmoded in a tech race.
"High-Tech Brain-Hive" (future era)
2. What is the prerequisite tech for the government?
"Futur tech"
3. What is the required Social Policy and/or Social Policy Branch required?
"All the branch unlocked" and "the Scientific Revolution (in rationalism)"
4. What Ideologies can use this government?
"All"
5. What specific yield bonuses does the capital receive?
"Culture, Faith, Science and Happiness"
6. What is the primary "global" yield bonus - the main benefit that applies across the empire?
"Faith"
7. What are the three secondary benefits for this government type? See the list in the next post for possible benefits.
"Reduce unhappiness from non-occupied cities" "Workers Speed" Same bonus of the airport
8. What is the name of the corresponding National Wonder?
'The Brains Server'
9. What is the name and motto for the government's military promotion? What are the benefits of that promotion?
"Un pour tous ! Tous pour un !" One for all ! All for One ! (units promotion cheaper and fight more efficiently in friendly territory)
It's a fictional governement, that take place in a state where Individuals does not exist anymore or partially... the population took devices into their brains to share all memories, emotions and beliefs and lost their own identity, all they do is serve the Hive.
Everything here is quite good, with the exception of the prereq tech of "Future Tech" - due to the game's design, it is a tech that cannot be truly discovered. So, I'm thinking that one of that latter techs would be better - maybe Globalization (in the normal game) and Digital Revolution (in the main World at War mod)?
I plan on updating this mod in the next month or so. When I do, this government will be in it. Thanks for the suggestion!!!
Now, to find some artwork - which is always the hardest part for me!
yes there is only two "future" governements, but all the governements has their own focus, it's great, my idea with this one, was to get the focus on tourism and influence the other civ, with culture and religion and this governement was hard to get but very powerfull...
Don't know what is better for the prerequisites tech, maybe globalization or internet in BNW ? it's should be tested ^^
I can help you with the artworks (governement symbol, wonder etc.)
I am happy to ear that you continue to grow this mod, thanks for making it, i realy think it refresh the game :D
How do you feel about "Skynet?" 😁
Also - on the Yield Bonuses in the Capital. I'm planning for about +14 to all Yields combined. Should all of them go to faith? or spread around a bit?
Skynet, it's a robocracy no ? or maybe "Cerebro" xD
And the yield can be +15culture(same as constitutional monarchy) +4faith +5 happiness and science +2
So once i can suggest you another idea of governement : the robocracy x)
and one idea i have when playing the stage a coup (intrigue) with spy or a character
where you stage a coup and force another civ into changing is governement.