Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Golden Age Policies
   
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Type: Mod
Mod: Gameplay
File Size
Posted
72.238 KB
28 Feb, 2018 @ 7:05pm
1 Change Note ( view )
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Golden Age Policies

Description
This mod adds Golden Age Policies into the game!

Why I made this: Something a lot of people have thought odd is that, due to Dark Age policies, sometimes it was more beneficial to go into a dark age than a golden age, and many felt that gameplay during a dark age was more interesting than a golden age. Dark Age policies are great, because they make dark ages interesting, but it led to them being more interesting than golden ages, which is unfortunate. To fix this, I have made Golden Age policies!

This will hopefully make golden ages more interesting, beneficial, and more clearly desirable, and make the timing of when you get a golden age to be more important since each bonus is significant but lasting only one era.



How it works: In every era there will be 3 unique golden age policies available. They are all wild cards, like dark age policies, but they don't have the drawbacks the dark age policies have. The policies can be viewed above by era. Due to limitations in the system, these policies are not hidden during an era like the dark age policies, but they will have no effect if you slot them. All policies which are golden age policies begin their description with "Golden Age: ..." so as to avoid any confusion. They do function like the dark age policies, however, in that they are only visible and selectable during their relevant era.



NOTE: Selecting a Golden Age policy during a non-Golden age will have no effect. Unfortunately there was no way to hide them. Also, if you have slotted a golden age policy and an era changes, it will unfortunately stay slotted. Once you slot something else it will disappear, so remember to do so. I will be looking into a fix for this, but am unsure if it's possible.

Feedback: I would love to hear your feedback for this mod! If you think anything is too powerful, not powerful enough, if you think of a better idea, or anything else, I would love to hear it. This is just the first version and I fully expect to be tweaking as I and others play with it and give feedback. As I am only one person, this could definitely use some more balance testing. I wholeheartedly welcome any feedback and criticisms as it will help me improve the mod and make a better game.

I hope you enjoy the mod!
44 Comments
starrynite120  [author] 22 Dec, 2019 @ 6:30am 
Sorry, I don’t plan to make any further updates to this. Feel free to use and edit the files on your own.
Cobber 20 Dec, 2019 @ 9:45pm 
With Gathering Storm, when starting a new game with this mod active, you cannot complete the initial 1st turn in the Ancient era as it requests you update your government policies (which you can't do as you haven't unlocked any policy cards yet), and unfortunately it is definitely this mod that is the source of the issue. I can't find anything specific in the mod's files that stand out as being the cause of the issue, but it's definitely something in this mod's code that is the source of the problem. I'll keep looking for a solution for myself, but if you can update it for full GS compatibility that'd likely solve the problem. Please and thank you.
phenyxasher 16 Mar, 2019 @ 6:05pm 
could you please update for Gathering Storm
Dovakim 13 Jan, 2019 @ 10:07pm 
Occasionally it disables policy pannel a while,
and whole game by small chance.
I'am crying.
pauloel7 19 Aug, 2018 @ 8:00am 
In the file Information.xml and <Requirements> you have got a mistaken doubled entry for apostles.
pauloel7 19 Aug, 2018 @ 7:23am 
Believe "Agrarian Commerce" is too weak, and "Last Crusade" is too strong.
pauloel7 19 Aug, 2018 @ 7:21am 
Suppose you must had meant to have "<Permanent>false</Permanent>" under " <ModifierId>KWM_GA_GREAT_AWAKENING_MONUMENT</ModifierId>"? If "true" it would make +1 on monuments permanent. Was the the intention?
OFFLINECHARACTER258 17 Aug, 2018 @ 10:11pm 
Sorry, I was speaking loosely, counting on the fact there are multiple policies affecting things like faith and GP points, but only the Agrarian one I saw initially, and the Efficient planning policy I only saw just now, that affect Gold to supply the contrast of the "relative to" discrepancies between numbers of policies affecting things. (sorry also if that was the most confusing thing you've read all day; I've been awake for quite a while and just took some Zquil :).

More specifically: why only one or two +GPT policies throughout all the eras? Especially when other yields have 3, 4, or 5 applicable?
Cobber 17 Aug, 2018 @ 1:27am 
I can confirm that changing the maximum (obsolete) era for each Golden Age policy to the Information Age eliminates that bug. I did it earlier today for my current game and it worked, despite the fact that it says in the mod info that this mod affects saved games too (I'm using the Apostles 30% discount policy currently, can't remember what its actual name is though). It did mean having to go into each xml file for each era (Classical to Information) and manually changing the maximum era from the default entry (eg. Classical) to Information, but it worked flawlessly.
Cobber 16 Aug, 2018 @ 6:40pm 
@starrynite120: Thanks for the response, you posted it whilst I was drafting mine lol. Anyway, I'll just adjust the obsolete era for the policies I want to be able to keep using to the future era, and that theoretically should also eliminate that bug from happening (I've been experiencing it too in my current game), which I realise is not your original intention with having obsolete eras for policies but in the interim it might be a reasonable workaround until a better solution is discovered.