Notice: This is a repost on the Idea section of a previous thread of mine [Link to the original post]
The list below is a revisitation of the original effects given in vanilla. I hope you will appreciate my suggestions
Elders Wisdom: +1 Science per Farmers on City or Outpost (and change the neolithic LT)
Foreign Innovation: +1 Science per number of Trade Routes on City or Outpost
Cultural Eradication: -50% foreign Influence pressure in your territories, Gain a Grievance against empires that have culturally converted one of your Territories
Cultural Respect: +50% Fame earned per Aesthete Era Star
Freedom of speech: -20% Cost of enacting Civic, -20% Cost of canceling Civic
Propaganda: +3 War Support on every War Support gain/loss
Workers' Rights: +1 Stability per Worker on City or Outpost, +1 Stability per Farmer on City or Outpost
Profit-Focused: +1 Money per Population on City or Outpost, -1 Stability per Population on City or Outpost
Democratic Republic: +3 Science on Commons Quarter per adjacent Research Quarter, +3 Gold on Commons Quarter per adjacent Market Quarter
Oligarchy: -15% on all Money cost
Small Council: +1 City Cap, Allows to build structures on outposts with Money (even the "move outpost" action)
Autarch: +20% FIMSI on Capital, Allows to build structures on outposts with Influence (until now it should have been possible just the "move outpost" action; resources and buildings, except the emblematic ones, shouldn't have been possible to build)
Constitutional Monarchy: Allows to Buyout Districts with Influence
Absolute Monarchy: Allows to Buyout Units with Influence
Democratic Republic: +3 Science on Commons Quarter per adjacent Research Quarter, +3 Gold on Commons Quarter per adjacent Market Quarter
One-Party State: +5 Stability on Garrison, +1 Detection on Garrison
Secularism: Lose the ability to enforce a State Religion, build new Holy Sites or pick Tenets Become immune to religious Grievances, +1 Gold per Faith
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 per Faith
Taxed Minorities: +2 Money per Population on City if Territories follow Foreign Religion
Untaxed Minorities: +2 Stability per Population on City if Territories follow Foreign Religion
Literalism: +2 Stability on Research Quarter, +2 Faith on Research Quarter
Compatibilism: +1% Science on Empire per Holy Site if Territories follow State Religion
Communal Rites: Unlocks action Procession (+1 Stability and Influence per State Religion Follower on City or Outpost)
Personal Rites: -30% on Religious District Industry cost
Monarchy: Allows to claim Cultural Wonders with Money instead of Influence,
Aristocracy: Allows to enact Civics with Money instead of Influence
Paid wages: +20 Stability on City that you occupy, +5 Stability on City Center per Unit standing there
Plundered Wages: +5 Combat Strength bonus when Ransacking on Army, Units Regenerate Health when ransacking
Censored Arts: -30% Stability loss per turn on all Cities, -30% Stability gain per turn on all Cities
Free Arts: +2 Influence on Commons Quarter, +5 Stability on Commons Quarter
Customary Laws: -50% on Create Outpost cost
Codified Laws: -30% on Attach Outpost cost, -30% on Absorb City cost
Religious Hostility: +5 Faith on Territories, Adds a new grievance against Empires with a different State Religion.
Open-Minded: Religious District can benefit from other religion's tenets (+2 X on Religious District) if Territories follow Foreign Religion
Physical Punishment: Expending Population raises Stability una tantum
Forfeiture: -20% Stability loss per turn on City or Outpost
Capital Punishment (Physical Punishment)
Lifetime Sentence: +1 Stability on District
Hard Labor: +1 Industry on Resource Deposit per Workers
Capital Punishment (Forfeiture)
Lifetime Sentence: +1 Stability on District
Rehabilitation: +1 Food on Resource Deposit per Farmers
Fellow Peoples: -50% Cost of signing Treaties with Independent Peoples (and add a new grievance against empires that attack or have relations with a your allied Independent People)
Mercenary Armies: -50% on Hire Army cost (this should count even when buying-out your units with Money or Influence)
War Slaves: +2 Food per Farmers on Victorious City, +2 Industry per Workers on Victorious City
Criminal Slaves: +3 Industry on Commons Quarter per adjacent Makers Quarter, +3 Food on Commons Quarter per adjacent Farmers Quarter
Note: I kindly remind you that, since 1M pts ideas shall potentially make its addition to the game, an upvote would be really appreciated.
Thank you for your support :)
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