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Feudal Society: 50% less border friction between your subjects. +10% naval capacity and food from subjects.
Requirements: Same as vanilla.
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Strategos: Replaces Administrator jobs with Strategos which provide +3 Alloys +4 unity.
+1 Soldier jobs every 25 pops.
Requirements: Fanatic Militarist. Dictatorial or Imperial Authority.
Is not:
Egalitarian
Technocracy
Exalted Priesthood
Merchant Guilds
Aristocratic Elite
Diplomatic Corps
Colonial Supremacy
Artistic Patronage.
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Artistic Patronage: Replaces Administrator jobs with Patrons which provide +5% and +8 Unity.
Artisans produce +2 unity.
Requirements: Fanatic Pacifist. Oligarchic, or Imperial Authority.
Is not:
Authoritarian
Technocracy
Exalted Priesthood
Merchant Guilds
Aristocratic Elite
Strategos
Colonial Supremacy
Diplomatic Corps
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Colonial Supremacy: Administrators and Colonists Provide +5 administrative Capacity and +25% Xenophobe Attraction.
Requirements: Xenophobe, Fanatic Xenophobe, Democratic or Imperial Authority.
Is not:
Pacifist
Technocracy
Exalted Priesthood
Merchant Guilds
Aristocratic Elite
Strategos
Diplomatic Corps
Artistic Patronage.
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Diplomatic Corps: Replaces Administrator jobs with Ambassadors which provide +2 diplomatic weight per pop and +4 unity.
+1 envoy.
Requirements: Xenophile, Fanatic Xenophile, Democratic or Oligarchic Authority.
Is not:
Militarist
Technocracy
Exalted Priesthood
Merchant Guilds
Aristocratic Elite
Strategos
Colonial Supremacy
Artistic Patronage.
___________________________________________________________________________
Other civics could be made which do the same to every ethic {Spirituralist, Authoritarian, and Materialist excluded since there are already civics for them}. I do not know, however, if this would be balanced.