Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Policy Rework: Version 2
   
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Type: Mod
Mod: Gameplay
File Size
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191.564 KB
9 Mar, 2018 @ 5:57am
18 Mar, 2019 @ 10:06am
9 Change Notes ( view )
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Policy Rework: Version 2

Description
Changes a bunch of policies to make them better and more fun:

-Survey: recon units gain double experience, and all recon units gain camouflage, so that they cannot be seen by enemies unless directly adjacent to the enemy.
-Professional Army: +25% xp to all units, units have -50% less strength loss from injury
-Secondary Strike Capability: +25% production on nukes and nuclear projects, -25% maintenance on nukes, +1 uranium per turn from uranium mines
-Limes: +50% production toward walls and encampments, +1 gold and culture from all types of forts
-Veterancy: +100% tile acquisition rate
-Total War: your enemy suffer +50% war weariness when fighting against you
-Military Research: +15% science in cities with a military academy
-Integrated Space Cell: +15% science and space project production in cities with a military academy
-Lightning Warfare: all units heal +25HP when destroying an enemy unit
-Native Conquest: gain gold when defeating an unit from an earlier era, equal to 100% of the enemy's strength
-Agoge: +1 production in all cities, and additional +2 production in cities with encampments
-Feudal Contract: +1 gold from mines and lumber mills
-Grande Armee: units have +50% flank and support bonus, unit maintenance reduced by 1 gold per unit
-Military First: units have no strength loss from injury
-Maritime Industries: +2 production in coastal cities, +25% production on naval units
-International Waters: +3 production in coastal cities, +50% production on naval units
-Finest Hour: +50% production on all aircraft, as well as aerodromes, hangars and airports. All air units have +2 range.
-National Identity: +100% tile acquisition rate, +3 loyalty in cities founded by you
-Defense of the Motherland: +5 strength to units in your territory, and no war weariness from combat in your territory
-Conscription: land units heal +10 health per turn in your territory, +25% production on land units
-Levee en Masse: land units heal +15 health per turn in your territory, +50% production on land units

-God king: +1 faith and +2 gold in the capital
-Ilkum: +30% production to districts (except encampments)
-Serfdom: +1 gold from farms and pastures
-Insulae: +2 housing in all cities
-Colonization: +2 food in all cities
-Land Surveyors: +1 culture in all cities
-Expropriation: +2 food and +1 culture in all cities
-Public Works: +50% production toward builders, and builders have +2 movement
-Medina Quarter: +3 housing in all cities
-Urban Planning: +30% production on settlers and city center buildings (except walls)
-Public Transport: +2 gold per turn from neighbourhoods, per appeal of their tile
-Liberalism: +1 amenity in all cities, and an additional +1 amenity in cities with 10+ population
-New Deal: +2 amenities in all cities, and +1 housing for every specialty district in a city

-Diplomatic League: +1 diplomatic favor per turn from every city state you are suzerain of
-Raj: +10% faith for every city state you are suzerain of
-Communications Office: +4 loyalty in cities with a governor
-Charismatic Leader: +3 envoy points per turn
-Gunboat Diplomacy: +5 envoy points per turn and open borders with all city states
-International space agency: +10% science for every city state you are suzerain of
-Collective activism: +10% culture for every city state you are suzerain of
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-Warlords throne: no longer gives +20% production on city conquest, instead halves gold and resource cost of unit upgrades.
-Audience chamber: no longer give a loyalty penalty in cities without a governor.
-War department: no longer give +20HP on destroying an enemy unit, instead gives +25% combat experience, and melee units gain the ability to push back defenders they attack, if the defender is weaker than the attacker.

Removes a few policies: Maneuver, Chivalry, Press Gangs, Online Communities, Heritage Tourism, Strategic Air Force.
These policies have all been integrated elsewhere (conscription, maritime industries, cultural heritage civic, finest hour).

-Colonial Offices moved to Colonialism
-Native Conquest moved to Exploration
-Agoge moved to Military Tradition
-Corvee moved to Craftsmanship
-Expropriation moved to Nationalism

-Colonialism require Exploration
-Conservation require Ideology
-Mass Media don't require Natural History

-Double tourism bonus of the Computers tech is moved to the Social Media civic
-Having the Cultural Heritage Civic now grant +100% tourism from artifacts
-Having the Feudalism civic now grants +1 build charge to all new builders you make
Popular Discussions View All (1)
2
4 May, 2019 @ 12:20am
New Deal
pauloel7
31 Comments
Remove Sniper from TF2  [author] 21 May, 2020 @ 4:26pm 
I've made a new and better version, it has been published as a new mod called Policy Rework 3.
Remove Sniper from TF2  [author] 12 Dec, 2019 @ 11:10am 
Thanks, I will look at it.
pauloel7 12 Dec, 2019 @ 10:54am 
Hi MM. It seems MilitaryPolicies.xml is still using the broken "MODIFIER_PLAYER_UNITS_ADJUST_FLANKING_BONUS_MODIFIER" ModifierType, instead of "MODIFIER_PLAYER_UNIT_ADJUST_FLANKING_BONUS_MODIFIER" in the Grand Armee policy. This issue is coming from a pending fix by Firaxis, currently addressed over the unmodded game by
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1776020612 .
pauloel7 4 May, 2019 @ 12:43am 
Hello MM. With this mod I've experienced an UI glitch when changing the government to Democracy. New Deal policy behaved really weirdly, appearing as a military policy AND economic, among other issues. I took a look at the code, and believe that policy changes are not quite working. I made my changes and the problem was resolved - posted in the discussion. Also, previous glitches in the BRS "Policies" tab are now resolved. Just thought of dropping this feed-back for your review. Cheers.
Remove Sniper from TF2  [author] 18 Mar, 2019 @ 10:26am 
Revamped version has been uploaded.
jklame 5 Jan, 2019 @ 6:09pm 
With this mod I get the following message in Database.log

[551836.385] [Gameplay] ERROR: UNIQUE constraint failed: PolicyModifiers.PolicyType, PolicyModifiers.ModifierId
[551836.385] [Gameplay]: While executing - 'insert into PolicyModifiers('PolicyType', 'ModifierId') values (?, ?);'
[551836.385] [Gameplay]: In XMLSerializer while inserting row into table insert into PolicyModifiers('PolicyType', 'ModifierId') with values (POLICY_LIMES, LIMES_STARFORTPRODUCTION, ).
[551836.385] [Gameplay]: In XMLSerializer while updating table PolicyModifiers from file MilitaryPolicies.xml.
[551836.385] [Gameplay] ERROR: UNIQUE constraint failed: PolicyModifiers.PolicyType, PolicyModifiers.ModifierId


Remove Sniper from TF2  [author] 5 Dec, 2018 @ 2:13pm 
by the time you have levee en masse you are no longer producing ancient era units, hence why I didn't bother to finish those modifiers. the policy works just fine.
infixo 5 Dec, 2018 @ 1:46pm 
This warning means that the modifier for Levee en Masse is not defined in Modifiers table. So, basically is doesn’t exist.
pauloel7 8 Sep, 2018 @ 6:01pm 
After playing for a while, I found this lua.log message:
"ReportScreen: WARNING! FetchAndCacheData: No definition for Modifier LEVEEENMASSE_ANCIENT_RANGED_PRODUCTION"
Seems something is off there with BRS by Infixo - maybe take a look?
pauloel7 16 Aug, 2018 @ 8:49pm 
Because of error log error messages, I delved into the code, pardom me. Believe National Identity and Defense of Motherland ModifierType wasn't workiing... so I took Russia Cossack's in. Also, found a few issues with GameText.xml. Think I've managed to clear them out and am sharing the files. Now, because I play with Ancient Policies on as well, a few policies - I believe Conscription, Land Surveyors, and Urban Planning - share some code, so I uploaded my tweaked files along for reference. https://www.dropbox.com/sh/7esw3a0t3wqxkv2/AABJdhx2ljNiDby5wpHA0mrIa?dl=0