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[Idea] Improved Civics (Updated)

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a year ago
Oct 3, 2023, 2:39:40 PM

Here are highlighted the new changes made in the Thread:


A1y0sh4 wrote:

Irreligion

Secularism: Lose the ability to enforce a State Religion, build new Holy Sites or pick Tenets Become immune to religious Grievances, +5 Gold on Religious District

State Atheism: Replace the current State Religion with Atheism Lose the ability to build Holy Sites or pick Tenets All religious Civics are locked and some invested  Influence is reimbursed, +1 Science every 5 Influence gained per turn on Empire


A1y0sh4 wrote:

Scientific Facts

Literalism: +1 Stability on Research Quarter per Tenet, +1 Faith on Research Quarter per adjacent Research Quarter 

Compatibilism: +1% Science on Empire per Holy Site


A1y0sh4 wrote:

Colonization

Vassal Colonies: +3 Money per Internal Trade Routes passing through Colonies, adds the ability to trasform a City into a Colony (its like the "liberate city" ability, but you are their "liege" and they have a stability malus)

Naturalized Colonies: +25 Stability on Cities founded on a Foreign Continent


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a year ago
Nov 4, 2023, 8:01:57 PM

Here are highlighted the new changes made in the Thread:



A1y0sh4 wrote:

Religious Rites

Communal Rites: +1 Stability per State Religion Follower on City or Outpost

Personal Rites: -30% on Religious District Industry cost

(PS: I would also suggest to make "Actions" just a passive effect that affects automatically the city under some circumstances, it just feels annoying having to check all your cities every tot turn just to turn on all the "Actions" avaible. Otherwise, you can allow the player to enact it in all your cities with a single button in the main UI)


A1y0sh4 wrote:

Legitimacy

Customary Laws: +3 Stability on Emblematic District

Codified Laws: +3 Stability per Number of enacted Civics on City or Outpost


A1y0sh4 wrote:

Founding Myths

Divine Mandate: +3 Faith on Emblematic District

Natural Right: +5 Influence on Main Plaza


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10 months ago
Jan 30, 2024, 5:38:42 PM
A1y0sh4 wrote:

Capital Punishment (Physical Punishment)

Lifetime Sentence: +1 Stability on District 

Hard Labor: +2 Industry on District 


Capital Punishment (Forfeiture)

Lifetime Sentence: +1 Stability on District 

Rehabilitation: +1 Influence on District


Slaves

War Slaves: +20% Industry on Victorious City 

Criminal Slaves: +3 Industry on Commons Quarter per adjacent Makers Quarter, +3 Food on Commons Quarter per adjacent Farmers Quarter

I've updated once again my idea

Updated 10 months ago.
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