Sid Meier's Civilization V

Sid Meier's Civilization V

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Reform and Rule (GK)
   
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14 Jun, 2012 @ 2:35pm
29 Jun, 2013 @ 7:11pm
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Reform and Rule (GK)

In 1 collection by Machiavelli
Machiavelli's modular mods (G&K)
3 items
Description
Replaces every Social Policy with unique, innovative and subtly synergistic options! Reform and Rule is compatible with most other mods and allows you to play with only the new social policy branches you want. How will you reform your civilization in its quest to rule the world?

Looking for the BNW version of this mod? Go here!

  • Tradition/Liberty/Honor: Will you go tall, wide or military? Will you complete the entire policy branch for the powerful capstone? Or will you grab only the policies you need while quickly transitioning to Piety? Or will you conserve your cultural capital, forgoing the advantage of policies now, and instead aim to quickly complete the more powerful late game policy branches?

  • Piety: Construct monuments to the gods! Use faith more efficiently! Have Golden Ages that power your empire to glory! Piety can be your savior but it can also lead to stagnation as completing it will delay access to more advanced social policies. Only your wisdom will help your empire find the right balance between spiritual and temporal affairs.

  • Patronage: Profit from City-States, be they loyal ally or conquered subject! With patronage capturing City-States can be a way to expand your empire without risking war with another major power.

  • Commerce: Money may not buy love but it can buy power, buildings and armies! A master of Commerce can make so much money that production is no longer required, everything can be purchased. The capstone policy gives you money when your treasury is empty -- allowing you to make money by spending money!

  • Rationalism: A technological edge can be decisive in Civilization and Rationalism will allow your empire to generate science by growing your population and increasing the productivity of your scientists. Completing Rationalism can be risky as it will delay access to potentially critical policies in Freedom, Autocracy and Order.

  • Freedom/Autocracy/Order: How will you win? If you are going for culture victory try Freedom. Planning to conquer the world? Try Autocracy. If you would rather conquer the stars try Order. Each policy branch directly supports a specific victory condition but crafty leaders can use the policies to support alternative victory conditions.

Discussion thread[forums.civfanatics.com] on CivFanatics | Download[forums.civfanatics.com] from CivFanatics
If you like this mod and want me to prioritize development on it let me know by rating it, favoriting it and by posting in the comments or discussion thread.

FAQ
  • Q: Why did a policy which gives a lump sum of X gold/science/culture/etc (such as the Freedom opener) give me Y gold/science/culture/etc?
  • A: Lump sums are often scaled based on game speed. If you are playing on a non-standard game speed the description will not be accurate.

  • Q: I think I got an incorrect amount happiness from a policy (such as Protectionism in Commerce). Is this a bug?
  • A: It could be a bug but certain sources of happiness are scaled based on map size and difficulty level. If you are playing on a non-standard sized map or at a low difficulty level the description of how much happiness may not be accurate.

  • Q: The commerce finisher didn't give me the right amount of gold. Is this a bug?
  • A: It could be a bug but if you playing on a non-standard game speed the point at which the bonus gold is zeroed out is moved up or down from the default of 1000.

  • Q: Why did no changes happen after I started a game with this mod?
  • A: Are you running Civ 5 in a language other than english? English is the only currently supported language in Reform & Rule (the German translation is out of date).

  • Q: I like most of the changes made by this mod but I don't want this mod to make any changes to policy branch X. Can I do that?
  • A: Yes you can! See the 'how to disable specific policy branches' section below for instructions.

  • Q: I have another mod that changes a specific policy branch (for example, say Honor). Can I use that mod in combination with Reform and Rule?
  • A: Probably. If you disable Reform and Rule's Honor branch (see the 'how to disable specific policy branches' section below for instructions) you can play with the other mod's Honor branch while the other policy branches will match Reform and Rule.

  • Q: Is this mod compatible with mod X?
  • A: This is not an easy question to answer but here is a good rule of thumb. If mod X changes social policies it will not be compatible (unless you disable the policy branches in Reform & Rule that mod X alters). But if mod X does not change social policies than it almost certainly is compatible.

How to disable specific policy branches
It is easy to disable the changes this mod makes to specific policy branches. Doing so would allow you to play with the unaltered version of the disabled policy branches. Disabling a specific branch would also allow you to combine this mod with another mod that altered the disabled policy branch. To disable policy branches do the following:
  • Go to your 'Sid Meier's Civilization 5/MODS/Reform and Rule (v X)/Social Policies' directory. Inside you will find a directory for each social policy branch (Tradition, Liberty, etc)
  • For each branch you want to disable, change the name of the directory to put an underscore at the start of the name. For example, changing 'Tradition' to '_Tradition'.

Possible conflict with other mods
There is one file 'InfoTooltipInclude.lua' that Reform and Rule replaces which could cause compatibility issues (but this is unlikely). If you want to disable the changes Reform and Rules makes to the file 'InfoTooltipInclude.lua' then go to your 'Sid Meier's Civilization 5/MODS/Reform and Rule (v X)/Shared' directory and rename the 'Building Tooltip fix' directory to '_Building Tooltip fix'. Disabling 'Building Tooltip fix' will not result in any game play differences, only a minor cosmetic difference.

Providing feedback
Leave a comment below or post in the discussion thread.

Known Issues
  • This issue is unlikely to be relevant during normal play as it requires a player to have policies in two mutually exclusive branches (such as Piety and Rationalism) and to switch back to Piety after getting Rationalism (just going from Piety to Rationalism won't cause problems). The issue is: when a player selects a blocked policy branch (selects Piety when they have policies in Rationalism) without getting a new policy in the blocked branch (Piety), certain parts of specific policies in blocked branch (Piety) will not 'unblock' and work until the player gets a new social policy.
125 Comments
Machiavelli  [author] 21 Jun, 2014 @ 7:30am 
It will crash when you get to ideologies. I strongly recommend using the BNW version of this mod: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=187067802
BuyThatAltye 21 Jun, 2014 @ 6:58am 
This DOES work for BNW, tried it out.
Dan 5 Oct, 2013 @ 5:34pm 
Alright, if I were you I'd go for the first approach. Thanks for the fast reply and I hope to play it soon enough then!
Machiavelli  [author] 5 Oct, 2013 @ 12:38pm 
Thanks for the interest dan, I've been been working on the BNW version and it is very close to finished. There are two possible ways I see going about releasing it.

1. Wait until after the civ 5 patch that is coming out next week is live. The patch will include allow modders to do certain effects I want to incorporate into the mod.

2. Release the current internal version of Reform and Rule with the knowledge that it will be changed again approximately a week later. (The changes would be a big overhall of honor and a couple other policies changing in other branches.)

Right now I'm leaning toward the first approach. But I could easily see going with the second approach.
Dan 5 Oct, 2013 @ 11:33am 
Any idea on when your BNW version will be finished?
Machiavelli  [author] 14 Aug, 2013 @ 3:47pm 
It sounds like you're using BNW Ditters, sadly this version of the mod is for G&K and won't work in BNW. I'm working on a BNW version.

As for playing in Spanish, that wouldn't cause any game play issues but it would mean that all of the tool tips would be unchanged giving the appearance of the mod not working.
Dittersdorff 14 Aug, 2013 @ 7:58am 
I'm playing in spanish, could that be the issue?
Dittersdorff 14 Aug, 2013 @ 6:54am 
Hi, isn't it crashing for everyone when reaserching the first social policy in BNW? I click on the pink bar but nothing happens
manannin 2 Aug, 2013 @ 6:30am 
I agree, would love to have this for BNW! However, you will need to think of a lot, so no hurry. Maybe have a slightly more diverse range of adoption beliefs for the ideologies? I feel once you adopt an ideology it takes quite a long time to get a number of policies,usually after the modern era which is most associated with it. Perhaps you could have an adoption policy as well as whatever free tenets you are lucky enough to get?
Btw, I have to say I like the balance in some of the base game policies now: aesthetics and piety I don't feel need much changes. Just to say, I would love to have a bit of a playtest, I've loved your improvements to social policies.
Fņŏŕď 22 Jul, 2013 @ 9:19am 
I love this mod.