Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Social Policies and The Other Things (BETA)
   
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8 Nov, 2020 @ 5:14pm
9 Dec, 2020 @ 5:51pm
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Social Policies and The Other Things (BETA)

Description
The main thing of this mod is that the governors are replaced with new bonuses that have a global effect, rather than being tied to a specific city. The new bonuses are divided into five categories: war, city development, and expansion, which are available from the ancient era, plus capitalism and colonialism, which unlock in the industrial era. Each category contains four bonuses, and you can take each one in whatever order you want.

Pretty much all of the policy cards have been removed from the game, as the new bonuses take their place. Some new policy cards have been added, playing a new kind of role: as a way to spend your money to improve your cities in various ways. Policy cards can now be swapped in and out whenever you feel like it. The government bonuses have also been changed a bit. As with the removal of many policy cards, many civics also had to be removed, which means that the civics tree has been restructured. I've also taken the liberty of moving writing and education from the tech tree over to the civics tree.

(Note: none of the policy cards are currently functional, their effects will be added shortly when the final version is uploaded)

The trade route system has been changed significantly, with a quality-over-quantity approach. Trade capacity does not depend on number of cities, but instead increases when you unlock certain techs and civics. The maximum number is now only 6 (at the end of the game, that is). International trade yields instead increase with districts both in the origin and destination city, meaning the quality of your own cities also matter. Trade yields are now given to both the sender and the receiver, so that going to war on those who send you traders is a less fruitful idea. This also promotes sending your traders to different civilizations, instead of sending all your traders to the one and same city.

The government plaza has been re-purposed as a commercial capital district, with each building increasing trade yields to and from that city.

Buildings in your cities now only grant great people points with certain population levels: tier 1 buildings require 5 population, tier 2 require 10 population, and tier 3 require 15 population. Resource stockpile increases from military buildings also depend on population. When buildings like the factory are powered, they no longer receive a fixed yield increase, but instead receive a boost that scale with population. Tier 2 and tier 3 buildings no longer have any base yields, but instead give better yields from their citizen slots.

No buildings have any ranged effect anymore, so that you have to build those in each city if you want their effect, again increasing the value of population. Additionally, the entertainment complex has been removed, and its buildings and project now belong to the city center. This because it allows big cities to work an additional tile. The Mexico city city-state, along with Tesla and Paxton great engineers, have gained new effects as their boost to ranged buildings no longer have any effect.

Neighborhoods now give a +1 adjacency bonus to all districts, and luxury resources give a +1 adjacency to theater districts, while bonus resources give +1 gold to commercial hubs. Hills give +1 production and -1 food to their tiles. Coastal tiles are +2 food instead of +1 food. Engineers become mechanized engineers with the combustion tech, gaining increased movement. Slots for works of writing, music, or relics has been doubled in the relevant buildings, so that you are less reliant on city spam in order to have a place for all your things. Cost increase of techs and civics in eras ahead of the current one is increased from +20% to +40% to reduce the incentive for beelining into the future, and to help with balancing the new structure of the civics tree. Tech and civic boosts have been removed for the same reason (also because I just don't like them). National parks give gold equal to their tourism. Builders and engineers gain an extra build charge at civil engineering (renamed skyscrapers). Various other small changes that I've forgotten to mention may also exist.
Popular Discussions View All (1)
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11 Apr @ 5:07am
This mod alone doesn't work
Caius
47 Comments
Aspen_Rogue 22 Dec, 2021 @ 2:26pm 
disabled all other mods.... ran a single player game with this mod only.... and the mod is NOT working.
Kenraali #BringBackQP 7 Feb, 2021 @ 5:48am 
Let me get this straight:
I want a mod that reintroduces Social Policies to Civ 6, replacing most of the Policy Card system. The old system allowed for more replayability, as you had to choose an effect over others and that choice would be permanent, and thus could not switch things on the fly. Therefore, most effects of Policy cards should be reworked into Social Policies.
As for Governments, perhaps remove most of the policy slots, halving current policy slots. Should a government have only 1 slot, it would slots that would make most sense for the government, such as for Oligarchy removing the diplomatic slot would make most sense.
And as for which cards should stay Cards, I am mostly inclined to think of production boosts for certain types of units, diplomatic slots that don't have yields and other "emergency" cards like Martial Law.
And the mod would literally do nothing else at the base level.
Could you do this?
Remove Sniper from TF2  [author] 1 Feb, 2021 @ 1:56am 
Oh yes, that mod seems to be not fully incompatible with changes that this mod does to the tech/civic trees, unfortunately
Torchfire 31 Jan, 2021 @ 5:41pm 
The only mod I'm running that affects the civics tree would be Real Tech Tree https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=871465857&searchtext=real+tech

It doesn't remove it, however.
Remove Sniper from TF2  [author] 31 Jan, 2021 @ 2:54pm 
it's supposed to unlock on feudalism, do you have any mod that removes the feudalism civic?
Torchfire 31 Jan, 2021 @ 2:32pm 
Trying this out for first time. I can make pikeman on first turn in ancient era?
Lezard 30 Jan, 2021 @ 6:49am 
Amazing mod btw, great work!
Lezard 30 Jan, 2021 @ 6:48am 
After some testing this mod plays nice with other mods if it is loaded first. despite civ6 not showing a load order, you have to deactivate all your mods, activate this one, then start activating your old mods, and it will remember the order apparently.
Remove Sniper from TF2  [author] 30 Jan, 2021 @ 4:39am 
if you can list the other mods you use I could maybe figure it out
Lezard 30 Jan, 2021 @ 4:37am 
What sorts of mods conflict with this? I dont have any that mess with govenors, or policies but I alwasy get conflicts.