Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Policies of Metropolis
   
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20 May, 2023 @ 9:58am
7 Aug, 2024 @ 8:07pm
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Policies of Metropolis

Description
Inspired by Ophidy's "Policy Cards - Cosmopolitan Cities" mod, I've expanded some of the policies regarding population so that more populous cities have appropriate bonuses in each era. Values have not been precisely balanced and potential bugs have yet to be worked out. If you find any bugs, please paste the contents of the log file associated with the bug into the online clipboard and leave a link to the online clipboard in the comments section (nugine pastebin is recommended, with the language set to plain text and the expiration time set to 30 days), otherwise all bugs will not be fixed. In particular, if it's an effect that doesn't work or a localization bug, you don't have to follow the procedure above, just raise it in the discussion forum.

This mod adds a total of 8 wildcard slots for policy cards unlocked by "State Workforce", "Political Philosophy", "Feudalism", "Humanism", "Urbanization", "Ideology", "Cold War", and "Globalization" civics, with each policy card replacing the one from the previous era except for the one unlocked by "Urbanization". These cards give a bonus to City Citizen Output, Housing, and Amenities when the number of Specialized Areas within the city is greater than or equal to the number required by the policy card. In particular, when "State Workforce" civic is completed, there is normally no wildcard slot to place the corresponding policy card for that civic, but for the purpose of achieving the "appropriate bonus for each era", the policy card is still kept in place to meet the need for placing it in special cases.

Below are the names, unlock conditions, and specific effects of the Policy Cards:
1. Township (unlocked by "State Workforce" civic): +2 Food, +3 Faith and +3 Production per citizen to all cities with at least 2 specialty districts.
2. Early Towns (unlocked by "Political Philosophy" civic): +3 Food, +4 Gold, +4 Faith and +4 Production per citizen and +3 Amenities to all cities with at least 3 specialty districts.
3. Towns(unlocked by "Feudalism" civic): +4 Food, +5 Science, +5 Culture, +5 Gold, +5 Production and +5 Faith per citizen and +5 Housing, +4 Amenities to all cities with at least 4 specialty districts.
4. Early Cities (unlocked by "Humanism" civic): +5 Food, +8 Science, +8 Culture, +8 Gold, +8 Production and +8 Faith per citizen and +8 Housing, +5 Amenities to all cities with at least 5 specialty districts.
5. Cities (unlocked by "Urbanization" civic): +7 Food, +11 Science, +11 Culture, +11 Gold, +11 Production and +11 Faith per citizen and +11 Housing, +7 Amenities to all cities with at least 7 specialty districts.
6. Large Cities(unlocked by Ideology civic): +8 Food, +14 Science, +14 Culture, +14 Gold, +14 Production and +14 Faith per citizen and +14 Housing, +8 Amenities to all cities with at least 8 specialty districts.
7. Metropoleis(unlocked by "Cold War" civic): +9 Food, +17 Science, +17 Culture, +17 Gold, +17 Production and +17 Faith per citizen and +17 Housing, +9 Amenities to all cities with at least 9 specialty districts.
8. International Metropoleis(unlocked by "Globalization" civic): +10 Food, +20 Science, +20 Culture, +20 Gold, +20 Production and +20 Faith per citizen and +20 Housing, +10 Amenities to all cities with at least 10 specialty districts.

Please forgive me for not being able to name policy cards properly ......

2023.5.21 Update: Fixed issue with ObsoletePolicies being in the wrong order.
2023.5.24 Balancing update: Removed the setting where the "Cities" policy card replaced the "Early Cities" policy card.
2024.5.21 Update: Added LoadOrder attribute to module events to work with AI Use Invalidation Patch for this mod.
2024.8.7 Update: Fixed an issue with incorrect Modifier names.
2024.8.8 Update: Added localized text for en_US.
55 Comments
SamShawCraft  [author] 6 Mar @ 7:27pm 
@Yuki的游戏 这个是很难优化的事情,因为各项加成的计算各有一个 modifier,然后每张卡的每个 modifier 上都有一个 requirement,所以说挂卡之后会进行很多的判定和加成的计算,卡顿是难以避免的。:conalarmed:
Yuki的游戏 6 Mar @ 6:13pm 
发现一个问题,每次更新这个政策卡的时候会很卡,大概是调整住房导致的
Doc_Furtado 8 Aug, 2024 @ 9:05am 
Thank you, great mod
SamShawCraft  [author] 8 Aug, 2024 @ 6:09am 
@Doc_Furtado As you can see, there is an "AI Use Invalidation Patch" in the description here. If you do not apply that mod, AI will use these policies. And yes, if you are challenging yourself to win a game with only one city, this is a simple approach to make this challenge easier and less dependent on the map, leader, and civilization. If you choose to play a game with many a city, applying this mod, it's nothing but overpowered.
Doc_Furtado 8 Aug, 2024 @ 4:11am 
Great! Now i can see, is some powerful policy cards, maybe, unbalanced, to help 1 city game, but, not limited to it, causing a cheat in game with several cities, in my opinion. I ask you about AI, they will use these policy cards too?
SamShawCraft  [author] 7 Aug, 2024 @ 8:21pm 
@Doc_Furtado I've translated this mod into English. Feel free to raise localization problems in the comment if there are any.
Doc_Furtado 7 Aug, 2024 @ 1:43pm 
ok, tks
SamShawCraft  [author] 7 Aug, 2024 @ 7:46am 
@Doc_Furtado Maybe later. I'm not sure if I can translate all these terms in the game correctly. When I'm free I'll study the descriptions of vanilla policies and try to translate mine to fit the English context.
Doc_Furtado 7 Aug, 2024 @ 4:05am 
in game, will be in english too?
SamShawCraft  [author] 6 Aug, 2024 @ 9:30pm 
已经修复此问题,请各位订阅者重新订阅此模组以更新。