Sid Meier's Civilization V

Sid Meier's Civilization V

Reform and Rule (GK)
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.
Machiavelli  [author] 14 Jul, 2013 @ 8:35am 
You're not being demanding, your showing interest in the mod! I was going to port Race for Religion to BNW before Reform and Rule because Race would be less work, but given that I am hearing more requests for Reform and Rule I may switch to getting Reform ported first.

As for time frame, the earliest Reform and Rule would be available is the end of next weekend. More likely I would need two weekend. A non-tested "pre-release" version of Reform for BNW will be made available to anyone who asks, with the public release of the mod happening after I finish testing it for errors.
LordRimaru 13 Jul, 2013 @ 6:34pm 
I know this statement can be pressuring (or even demanding) but when will you be able to get this mod working for BNW? Can you give us an estimated time frame of when will you be able to upload this mod to make it compatible with BNW?

Thank you for reading this message and I enjoy your social policies mod. XD
Machiavelli  [author] 11 Jul, 2013 @ 9:57pm 
Good to know you were able to get the mod working! This version of Reform and Rule won't work for BNW but I am working on porting it to BNW.

I am putting together a first draft of this mod for BNW that I plan to send to playtesters (and anyone who wants to see). After I run the first draft through testing I plan to release it on the workshop. The BNW version of this mod will have a separate entry in the workshop from this page.

After that I be going through and doing balance refinements as we all get a better sense of how BNW shakes up the Civ strategies.
FibonacciSpiral 11 Jul, 2013 @ 6:20pm 
hey machiavelli! I finally had gotten it to work, i just had to change a few things. I'm curious, now that brave new world is out, will this mod still work for it? and will you be creating/ editing mods for it?
Machiavelli  [author] 11 Jul, 2013 @ 6:15pm 
Glad to hear you like the mod! You even tried it with Race for Religion. What devious combos did you create?

As for Collective Rule, I have been thinking about changing it. My current thinking is to move all the stable boosting policies to honor and replace it with something else. Current I'm thinking of having Collective Rule give +2 Science for every libaray. Early game, with small cities, libraries barely provide any science. Getting +2 Science may make it worthwhile for Liberty's small cities to build libraries early. Is that something you would find interesting or is it too similar to the current Collective Rule?
diermoor 10 Jul, 2013 @ 4:52pm 
Great Mod! I have a habbit of leaning towards the same policies every game and this mod got me to re-think my options and go with a different style of empire :)

My only quibble is the Collective Rule: +2 science from every Stable, it just seems so underwhelming compared to other policies. Stables require a source of horses, and a nation usually has at most 1-4 cities with horses (if you're lucky). Perhaps something like +2% science or food for Aqueducts (since its an expansion/population path), or moving the Citizenship maintenance cost to it. Just my 2 cents :)

Loved the addition of conquering bonuses to the Patronage tree, and the birthplaces for Freedom are a neat mechanism.

I played it with Race for Religion, Echoes of Ages and Edwards Economy Revision mods and they all worked quite well together.
Machiavelli  [author] 17 Jun, 2013 @ 5:01pm 
The last update for the mod was about a month ago. It sounds like your issue may be a corrupt download. Or steam workshop may have randomly half deleted-and-redownloaded the mod.

I would recommend:
1) unsubscribe from the mod
2) delete your local version of the mod
3) redownload the mod from the civfanatics link
Let me know if you're still having issues.
FibonacciSpiral 16 Jun, 2013 @ 11:55pm 
like i have the mod donwloaded, and it shows that i do, but it just doesnt show up in my mods screen in game. when was the last update for this mod, because mine show that the last update was like 2 days after i originally subscribed to it.
Machiavelli  [author] 16 Jun, 2013 @ 5:21am 
ReallyLameFace, that is concerning but can you elaborate? What isn't working about the mod? Did you change what version of the mod you are using? Is Reform & Rule the only mod you are using or is it being combined with another mod that was recently changed? Does the game crash when you try to play a game with Reform & Rule?
FibonacciSpiral 15 Jun, 2013 @ 9:12pm 
i love this mod, but it just all of a sudden doesn't work anymore. what do? D:
Jhonmcgiver 12 Jun, 2013 @ 1:53pm 
Has someone ever told you that you are just THE SHIT? Because you are, keep the good work, if you were "for profit" I will be donating to keep you doing work.
Machiavelli  [author] 11 Jun, 2013 @ 4:08pm 
No mutual exclusivity between [Piety, Rationalism] and [Freedom, Autocracy, Order] will be non-default behavior. Players who want that behavior will need to change a directory name, similar to disabling a policy branch. It will be in the next version of the mod which will be released some point before Brave New World comes out.
Jhonmcgiver 11 Jun, 2013 @ 12:54pm 
@machiavelli, If you are really planning on removing the restriction on polices, I will suggest that you make it in a way that the player could choose weather or not to disable that restriction. Having the rationalism oppener and the Piety wonder/hapiness policy can make you kind of OVERPAWERED.
Jhonmcgiver 9 Jun, 2013 @ 12:50pm 
I was using fighting against England and needed something to catch up with their navy, so I just disable the Reform Y Rule naval tradition policy. The generic one gives you +2 moves and 1 sight for naval units, so I was able to reach Elizabeth's ship of the line. The only problem is the policy brank commerce as a change on the design, the chain breaks at a point but it works just fine. I love if you disable the restriction as Podjackel said.
Machiavelli  [author] 7 Jun, 2013 @ 4:22pm 
podjacket, do you mean an option that removes the mutual exclusivity of [Piety, Rationalism] and [Freedom, Autocracy, Order]?

That wouldn't be hard for me to include in the next version. It is literally one line to delete everything in the "PolicyBranch_Disables" table. If you have another mod that only does that it should be compatible with Reform & Rule.

Based on my brief reading of the workshop description this mod looks like it should do what you want. You'll probably need to rename that mod's "text EN" file so it doesn't overwrite Reform & Rule's tooltips. I haven't looked at the code for that mod so I can't promise it will work as advertised, but if it was implemented correctly it should be fine. Let me know if you have any issues.
Blaise of Glory 6 Jun, 2013 @ 10:12pm 
I really like this mod. Any chance the restriction on which policies can be active at the same time can be removed?
Machiavelli  [author] 3 Jun, 2013 @ 8:21pm 
I'm glad to hear you're enjoying the mod. I would be interested in hearing what policies you use and how they fit into your strategy.

As for disabling specific files, I would not recommend it in general. In many cases disabling a specific file rather than an entire branch will cause the user interface displaying the branch to break. Other times the text you see in game will change but the actual mechanical effects will not match. The specifics of what files are safe to disable and what files are not is complected. Disabling Naval_Tradition is safe -- but I can't promise it will be safe to disable other files.
Jhonmcgiver 30 May, 2013 @ 6:49am 
I renname naval_tradiction, to _naval_tradiction.
Jhonmcgiver 30 May, 2013 @ 6:48am 
Hey Machiavellli, I love your mod (cmpletely love it). all the new policies are extrematly effective and really boost my Empire, although I didn't like that commerce didn't give me the + 1 movement and sight for my naval units, so I try to deactive only the "Naval Tradiction" social policy and it worked. I didn't have to diable the whole commerce branch but just that policy by renaming the file in the "commerce" folder. I don't know if you knew that it worked that way, so I am just letting you know. Keep the hard work.
Spongecore 24 May, 2013 @ 1:16pm 
OH OKAY, didnt know that^^...thanks 4 ur help ... im really enjoying your mod :D
Machiavelli  [author] 24 May, 2013 @ 1:03pm 
There are two conditions that must be true for the Rationalism Opener to give science and culture. 1) The city must be of 10 population or more, and 2) The city must be a larger size than it has been at any point in the past.

My guess is that it is the second condition is why you aren't seeing the bonus science and culture. The most likely situation is if you capture a 20 population city from another civilization, reducing its population to 10, than while that city regrows from 10 population to 20 population you will not get the bonus. However, once the city gets to 21+ population you will start getting the bonus again.

Is this an accurate description of your experience?
Spongecore 24 May, 2013 @ 9:41am 
But the Rationalism opener doesnt seem to work at all, no sci and kulture increase with new citizens :((
Machiavelli  [author] 11 May, 2013 @ 8:30am 
I agree that the Rationalism opener in its current form is overpowered. I've been testing it as only giving +25sci, +25cul no matter the city population but I'm still concerned that may still be too good. I want it to be useful while people are growing but for it to become less useful as their population catches up to their happiness.
manannin 10 May, 2013 @ 6:03pm 
That's great! It seemed like a really obscure issue, only taking certain unlikely circumstances. I have to say I love the mod, it really makes it worth pursuing policies. My only comment in general is that some policies seem a little overpowered (the start of rationalism, as I like big cities), so maybe tone that one down. Great mod, though.
Machiavelli  [author] 9 May, 2013 @ 6:24pm 
Good new manannin, I can reproduce the issue! Time to start fixing it. Thank you for bringing the issue to my attention, it would have been a shame if this bug had persisted into the next version of this mod that I was planning to release this week.
manannin 9 May, 2013 @ 10:53am 
Policies:http://cloud-2.steampowered.com/ugc/864967329496766176/20CC6BC7F56B5CF6498BE887E68AE2F90FAF95B7/
Unfortunately my autosaves have been overwritten, but i'm certain it was universal suffrage/golden age in the same turn.
manannin 9 May, 2013 @ 10:51am 
The issue started when I unlocked universal suffrage, and the same turn I had a golden age as well, but after the golden age ends the problem persists. It seems each city has a random extra "culture per specialist" even with no specialists present. It seems to be connected to distance from the capital - the furthest cities away had over 100, the closest had about 30. The capital itself had very little extra culture.

Taking into consideration this random extra culture, the culture per specialist works normally, adding +2 each specialist from universal suffrage.

Another odd thing is that cities that I conquered after the golden age ended no longer have the bug - it only affects the cities that were part of my empire during the golden age.

Finally, after switching from Freedom (as a test), the problem disappeared, so it does seem just to be universal suffrage that has this issue.

Machiavelli  [author] 8 May, 2013 @ 5:15pm 
A couple of things that may help me reproduce the issue:

1) Could you post a screen shot of the policies you have (and let me know if you've disabled any policy branches).
2) If you have autosaves of the game, can you go back 10 turns or so and see if you can find when the issue started?
3) When you add or remove a single specialist, how much does the city culture (the tooltip in the upper left) change? If you remove all the specialists, does the "culture from specialists" go to zero?
4) You are not using an UI mod like info addict right?
manannin 8 May, 2013 @ 7:49am 
I checked, but unfortunately it doesn't seem to be the problem, at least explicitly. I cannot see universal suffrage in any city but the capital, and when I mouseover specialists, it shows like this:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=143933640
The culture looks like it should be. Somewhat odd.
Machiavelli  [author] 7 May, 2013 @ 3:56pm 
I have a theory for what could be causing the issue you're seeing manannin. Could you look at your capital city and see if you can find a building called "Universal Sufferage" (it should be below the buildings that provide specialists and have an icon of the palace). Once you find that building see if you can also find it in your other cities.

If the mod is working correctly, the "Universal Sufferage" building should only be in your capital.
manannin 7 May, 2013 @ 7:32am 
Here's a screenshot of the city screen: the sum of culture coming from specialists is about four- eight times as high as it should be, depending on the city.

http://gtm.steamproxy.vip/profiles/76561198026822798/home#

The only other mod i am using is a map called Svens mod, I don't think it changes any of the internals apart from one or two city state names. I will try and put up the save file too, if I can work out how to do it on steam!

Machiavelli  [author] 6 May, 2013 @ 8:13pm 
Manannin, I am look at the behavior of Universal Suffrage right now and I (so far) haven't been able to reproduce the issue. Could you clarify what you mean by "registering culture coming from specialists that weren't even working"? Do you mean specialist slots were providing culture even if no citizen was assigned to the slot? Were you playing with any mods that include a building or wonder that gives culture per specialist? Do you have a copy of the saved game (and all mods that were being used for that game) so I could take a look myself?

I am currently testing a new version of this mod that I want to release in a week or so and I want to squash all the bugs I can before I release the update.
manannin 6 May, 2013 @ 5:21pm 
Hey, I had a problem with the universal suffrage, I activated it and suddenly went up to 5000 culture generated per turn (this was in a golden age) ; I checked in my cities, and it was registering culture coming from specialists that weren't even working. Odd bug, the only other mod I was using was Svens map of Europe.
Gang Fight 12 Jan, 2013 @ 9:28am 
Hi Machiavelli, I love this mod, especially being able to choose which policies to rebalance and which to keep unmodded. Two comments:

When I started the Commerce branch, the +2 gold per Merchant specialist doesn't seem to be happening.........

Of lesser concern, Trade Unions text is in German. I haven't unlocked it yet, so no comment on whether it works wonky or not, but the actual text on screen is German.

Any help would be appreciated!
Remove Sniper from TF2 11 Jan, 2013 @ 12:54pm 
this mod sometimes freeze the game (1 freeze at loading a new game, one at doing the next turn)
Machiavelli  [author] 26 Dec, 2012 @ 12:20pm 
Hello Riskke, the mod should be functioning correctly, the problem is that I only changed the text that shows up in the mouse over box for English and German. Anyone running Civ 5 with a different language will have the default text boxes even though the mechanical function of the policies have been altered by the mod.

If you switch to running Civ 5 in English (or German) the tooltips will change to reflect the altered policies. I will add a more explicit note about supported languages to the mod's workshop page since you are not the first person who has had this problem.
Hero30 23 Dec, 2012 @ 2:32pm 
Sorry, everything seems WAY OVERPOWERED. Too many sides which can combo into abbilities to gain an infinite loop of good tidings. Way too many combos and makes culture far too viable (similar to the fame and fortune expansion to civ the board game). I like the idea but in the current state everything is far too powerful.
Riskke 21 Dec, 2012 @ 2:00am 
I only got changed the tree but not the effects or the benefits for taking policies.

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=114683603

As you can see I got old policies. I don't have any other mod that change policies
Akinaba 3 Nov, 2012 @ 9:01am 
For some reason I'a able to construct all culture policies traits or even fbibshers in the city. Exactly build. As they were building. Everything cost 1 turn to build. Can not know what to do.

I have plenty of mods ang can not figure out what exactly causes such incompatibility. Yet there is such huge bug, of which I can not use the mod
Machiavelli  [author] 6 Sep, 2012 @ 8:28am 
CreepyFellow, thank you for the bug report, that is concerning. Did you have any other mods activated when you saw that behavior?

I have some theories about what could be the cause but unfortunately it will be about five days before I will be able to look at the code again. Sadly this means I won't be able to get a fix out as fast as I would like.

If possible CreepyFellow could you hang on to an autosave of the game where you saw the incorrect behavior (preferably one before you selected the Happiness policy in Rationalism). That way if I have trouble reproducing the behavior I'll be able to take a look at what was going on in your game and see if that points me in the right direction.