Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Social Mechanic's Policy Rework
   
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8 Feb, 2021 @ 12:32pm
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Social Mechanic's Policy Rework

Description
Social Mechanic's Policy Rework

THIS MOD REQUIRES GATHERING STORM

This Civ 6 mod reworks some Policies and adds some additional Policies.

Changes

Survey : Also gives Recon units +1 Movement.
Discipline : No longer replaced by Native Conquest.
NEW Forward Observers (Industrial Era) : Replaces Survey and Discipline. Provides +10 Combat Strength vs. Barbarians and +1 Movement to Recon and Raider units.
Urban Planning : Also provides an additional +1 Production to coastal cities. No longer replaced by Exploration
NEW Urban Development (Modern Era) : Replaces Urban Planning. Provides +3 Production to each city and an additional +2 Production to coastal cities.
Insulae : Now provides +2 Housing, rather than +1.
Veterancy : Also includes the Aerodrome and Aerodrome buildings.
Bastions : No longer made obsolete by Public Works. Defense bonused changed from +6 to +5.
Limes : No longer made obsolete at Civil Engineering.
NEW Defensive Engineering (Industrial Era) : Replaces both Bastions and Limes. Provides both of their bonuses on a single Policy card.
Civil Prestige : Now provides +2 Amenities, rather than +1.
Colonial Offices : No longer makes Urban Planning obsolete.
NEW Colonial Supremacy (Information Era) : Replaces both Colonial Offices and Colonial Taxes. Provides both of their bonuses on a single Policy card.
Trade Confederation : Now also provides +1 Faith.
Serfdom : Now provides +30% Production toward Builders, but only gives +1 charge.
Marina Quarter : Now provides +3 Housing, rather than +2.
NEW Goods and Services (Classical Era) : Provides +1 Amenity to all cities with at least 2 specialty districts.
Liberalism : Replaces Goods and Services. Now provides +2 Amenities to all cities with at least 3 specialty districts.
NEW Citizen Defense (Industrial Era) : Cities with walls receive a +1, +3, +6, or +10 Defensive Strength bonus with populations of 10, 15, 20, or 25 (respectively).
New Deal : Provides +3 Housing, rather than +4 (respectively) (still replaces Liberalism and Marina Quarter).
Religious Orders : Now a Military policy card, rather than an Economic one.
Public Transportation : Provides +2 Production, up from +1, from Charming Neighborhoods. Provides +3 gold, up from +1.
Navigation : Replaced by Laissez-Faire.
Invention : Replaced by Science Foundations.
Military Research : Now includes +2 Science from Airports.
Market Economy : Now also provides +2 Faith.
NEW Favorable Populous (Modern Era) : Cities with a population of 15 or greater grants +2 Favor. Double this bonus in cities with a population of 25 or greater.
Integrated Space Cell : No longer replaces Military Research. Also receive bonus from Airports. Includes all projects, rather than just Space Race projects.
Communications Office : Now gives a default +1 Loyalty, on top of its existing bonuses.
NEW Police Regime : Replaces Retainers (rather than Propaganda) and Limitanei. Provides both of their bonuses on a single Policy card.
Music Censorship : Now reduces amenities by -2 and applies to all cities (regardless of population size).
Critical Art : Replaces Frescoes and Literary Tradition. Provide both Frescoes and Literary Tradition bonuses.
Flower Power : Purchase and Production cost increase now also excludes Naturalists.
NEW Ideological Warfare (Atomic Era) : Foreign cities within 9 tiles of your cities with 10 population or greater lose 2 Loyalty per turn.
NEW Regional Prestige (Atomic Era) : Replaces Civil Prestige. Provides +3 Housing and +3 Amenities to cities with Governors who have 3 or more promotions.

Known issues : This mod clashes with the "Better Report Screen" mod (sadly). I'm trying to fix this (if it is even possible). Also, policy pages in the Civilopedia are unfinished (and will probably remain that way).

This mod should be compatible with most mods, unless they directly impact existing policies this mod already changes.
18 Comments
Austin001 16 Jun, 2022 @ 12:02am 
If you wish to use this mod yourself it's a relatively simple fix, I removed all of the integrated space cell changes except for the fact it no longer obsoletes military research, and the music censorship changes and government screen now works fine
vandalthorne 24 Jan, 2022 @ 5:53pm 
No worries! Thanks for getting back to me. Happy New Year! :steamhappy:
Social Mechanic  [author] 22 Jan, 2022 @ 4:45am 
I'm not sure why I didn't get notifications regarding these comments.
Nonetheless, I'll look into these issues.
Vandalthorne: I removed it because I was REALLY wanting to get something to work but it just looks like it isn't going to. So, if I get the time, I'll reupload it.
Sorry for the delay
StompySquirrel 28 Jul, 2021 @ 6:13am 
UrbanPlanning description (+4 Prod) does not match effect (+3 Prod, +2 additional Prod in coastal cities).
StompySquirrel 17 Jul, 2021 @ 1:33pm 
Minor load error: BUILDING_IS_AMPHITHEATER RequirementSet redefinition at Gameplay.xml line 557. Already defined in GS Expansion1_Leaders.xml line 2017.
vandalthorne 4 Mar, 2021 @ 10:58am 
I see you removed your governor's rework mod. Will you be re-releasing it?
Social Mechanic  [author] 3 Mar, 2021 @ 6:30am 
Hmmm... okay, I see. Thank you! Good catch!
20Nuggets 3 Mar, 2021 @ 12:55am 
Ok as an update the issue is definitely when you discover Space Race, so I assume this issue lies with Integrated Space Cell.
Social Mechanic  [author] 21 Feb, 2021 @ 11:59am 
Thank you for letting me know. Given that being the fact, it might be unavoidable. I'll still check into it though.
20Nuggets 21 Feb, 2021 @ 10:55am 
Better report screen calculates the effect policies have (which extended policy cards uses to show in the policy selection screen) so perhaps there is something about the logic of one of the modified cards it's struggling to deal with. For me it was working until around Cold War too, can't say for sure whether it was Cold War specifically or another one in that ballpark.