Some civics have interesting effects on gameplay, while others are honestly quite forgettable and weak. So I have some suggestions to try and spice some of these civics up a bit!
If I don’t mention a civic, It’s because I think it brings enough flavor to the table, is just strong enough or I don’t know how to change it
Let's go through the civics from B to W
To make the building more worthwhile, I'd change the housing and amenities bonus to come from administrators. eg -2% housing and amenities usage per administrator.
Alternatively, the -10% amenities usage could be removed and instead administrator jobs produce extra amenities (I'm thinking +4 but that could be up to debate)
Alternatively, just remove the Bureacratic Complex and add extra administrator jobs to the capital buildings.
This civic has potential to make better use of soldier jobs. As the game is right now, you get most of your naval capacity from techs and anchorages, so you have little reason to use soldiers except for fortifying a planet, which, to be honest, doesn’t matter most of the time.
Now, as a disclaimer, I don’t think all the suggestions I’m coming with here should be used at the same time, but a mix and match.
Remove the +15% naval capacity and replace it with something like +100% naval capacity from soldier jobs.
Add soldier jobs to planetary capital buildings.
Increase soldier unity output by quite a bit, 1 isn’t really enough in my opinion.
Make soldier jobs produce a small amount of amenities
+1 job and housing per stronghold/fortress
Start with a stronghold on home planet
A way to make this civic allow a slightly different playstyle would be to change the requirement from not having to not be egalitarian to not having to be fanatic egalitarian, and make the egalitarian faction be okay with resettlement with this civic chosen.
Alternatively, it could add 1 extra pop to newly founded colonies, although that might make it a bit too strong.
I’d propose to change the effect to -50% cost to promoting/suppressing factions.
Perhaps add a flat 0.5 monthly influence gain on top.
Since 10% is really nothing at all, bump up the ethics attraction to 50%, or even change it to +100% religious attraction since it’s a cult worshipping their ruler as a god.
I’d suggest adding a +50% ruler experience gain, or maybe even +100%
Alternatively, it could increase the gain from ruler levels instead of increasing the cap, by increasing unity gain from ruler levels to 5% from 3% per level and edict duration to +10% from +5%.
Now, as a disclaimer, I don’t think all the suggestions I’m coming with here should be used at the same time, but a mix and match.
Change the +5 stability to +1 stability from enforcer jobs
-50% law building upkeep and build time
Increase unity gain from enforcers, since the +1 isn’t enough (unless some of the other ideas are applied)
Extra enforcer jobs from capital buildings
Start with a precinct house on home planet
Slightly nerf the -75% election cost to -50%
+1000% ruler political power
-100% specialist political power
Now, as a disclaimer, I don’t think all the suggestions I’m coming with here should be used at the same time, but a mix and match.
+66% army damage
-66% army upkeep
+50% army training speed
-50% upkeep for stronghold/fortress buildings (make it a good combo with citizen service or make the exclusive to each other)
Make soldier jobs produce unity and/or amenities
I'm no expert on balance, so let me know what you think.
If I don’t mention a civic, It’s because I think it brings enough flavor to the table, is just strong enough or I don’t know how to change it
Let's go through the civics from B to W
- Byzantine Bureaucracy
- Pop housing and Amenities usage -10%
- Can construct Bureacratic Complex (500 minerals, 480 days) that adds 2 administrator jobs (3 unity, 8 amenities each)
To make the building more worthwhile, I'd change the housing and amenities bonus to come from administrators. eg -2% housing and amenities usage per administrator.
Alternatively, the -10% amenities usage could be removed and instead administrator jobs produce extra amenities (I'm thinking +4 but that could be up to debate)
Alternatively, just remove the Bureacratic Complex and add extra administrator jobs to the capital buildings.
- Citizen Service
- Soldiers produce +1 unity
- +15% naval capacity
This civic has potential to make better use of soldier jobs. As the game is right now, you get most of your naval capacity from techs and anchorages, so you have little reason to use soldiers except for fortifying a planet, which, to be honest, doesn’t matter most of the time.
Now, as a disclaimer, I don’t think all the suggestions I’m coming with here should be used at the same time, but a mix and match.
Remove the +15% naval capacity and replace it with something like +100% naval capacity from soldier jobs.
Add soldier jobs to planetary capital buildings.
Increase soldier unity output by quite a bit, 1 isn’t really enough in my opinion.
Make soldier jobs produce a small amount of amenities
+1 job and housing per stronghold/fortress
Start with a stronghold on home planet
- Corvée System
- Pop growth from immigration +15%
- Resettlement cost -25%
A way to make this civic allow a slightly different playstyle would be to change the requirement from not having to not be egalitarian to not having to be fanatic egalitarian, and make the egalitarian faction be okay with resettlement with this civic chosen.
Alternatively, it could add 1 extra pop to newly founded colonies, although that might make it a bit too strong.
- Cutthroat Politics
- Edict cost -20%
I’d propose to change the effect to -50% cost to promoting/suppressing factions.
Perhaps add a flat 0.5 monthly influence gain on top.
- Environmentalist
- -10% pop consumer goods upkeep
- Imperial Cult
- +25% edict duration
- +10% governing ethics attraction
Since 10% is really nothing at all, bump up the ethics attraction to 50%, or even change it to +100% religious attraction since it’s a cult worshipping their ruler as a god.
- Philosopher King
- +2 ruler level cap
I’d suggest adding a +50% ruler experience gain, or maybe even +100%
Alternatively, it could increase the gain from ruler levels instead of increasing the cap, by increasing unity gain from ruler levels to 5% from 3% per level and edict duration to +10% from +5%.
- Police State
- +5 stability
- +1 unity from enforcer jobs
Now, as a disclaimer, I don’t think all the suggestions I’m coming with here should be used at the same time, but a mix and match.
Change the +5 stability to +1 stability from enforcer jobs
-50% law building upkeep and build time
Increase unity gain from enforcers, since the +1 isn’t enough (unless some of the other ideas are applied)
Extra enforcer jobs from capital buildings
Start with a precinct house on home planet
- Shadow Council
- -75% election influence cost
Slightly nerf the -75% election cost to -50%
+1000% ruler political power
-100% specialist political power
- Warrior Culture
- +20% army damage
- -20% army upkeep
Now, as a disclaimer, I don’t think all the suggestions I’m coming with here should be used at the same time, but a mix and match.
+66% army damage
-66% army upkeep
+50% army training speed
-50% upkeep for stronghold/fortress buildings (make it a good combo with citizen service or make the exclusive to each other)
Make soldier jobs produce unity and/or amenities
I'm no expert on balance, so let me know what you think.
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