Sid Meier's Civilization VI

Sid Meier's Civilization VI

Golden Age Policies
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.
starrynite120  [author] 16 Aug, 2018 @ 6:37pm 
Glad you like it :)
Cobber 16 Aug, 2018 @ 6:36pm 
You can disregard that question I just posted, as I just found the answer as soon as I opened the Classical.xml file in the mod's folder. Thanks for the mod by the way, it definitely makes getting/having golden ages a lot more rewarding and worthwhile.
starrynite120  [author] 16 Aug, 2018 @ 6:35pm 
I see some comments here about getting stuck with policy cards. I am aware of this bug, but am unsure how to fix it (and don't really have the time to figure it out) so just make sure to be aware of that when using this mod.

@ILOVEJETTROOPER There is one GPT policy in the medical era.

@cobber51 it is possible to do that. I can't remember which file it is, but you just remove the line that says obsolete era. It would remain only usable in a golden age though, you would have to change more to do that.
Cobber 16 Aug, 2018 @ 6:27pm 
Just curious if there is a way to make a Golden Age policy card from an earlier era able to be used for the remainder of the game regardless of any/all policy card/government/era changes? I'm happy to dive into the mod's files to adjust any values to make this happen if it's possible.
OFFLINECHARACTER258 13 Aug, 2018 @ 8:37pm 
Why no +GPT policies?
iieeann 16 Jul, 2018 @ 5:41am 
Obsolete policy cards were not removed during change of era and still occupying the slots. Not knowing so and press confirm, policy alert will become active and upon opening policy screen, nothing can be change, the alert will not go away, game cannot proceed. Reload the game, remove outdated policies and it will disappear from the listing. Fill it up with new policy and game is moving on.
AmbienPowered 11 Jul, 2018 @ 4:49pm 
I love the mod, but during a policy switch after back-to-back Golden Ages, I was unable to add or remove any policy to the open wildcard slot I had (it made the turn un-endable). I was able to go back to a save one turn prior and force the change to add a default card to the slot, and it works fine now. I'm not sure if building a wonder that created an extra Wildcard slot was what caused the bug...? Anyway, thanks for making the mod, despite that one wonky bug.
Akzal1231 28 Jun, 2018 @ 1:55pm 
Great mod! It dosent entirlely fix the unbalance of of heroic ages but still a great fix
starrynite120  [author] 22 Jun, 2018 @ 11:28am 
Well, since that mod is touching the same part of the game that could very well be the issue, depending on what it does. Try it without that mod and see what happens.
GroBoiD 22 Jun, 2018 @ 5:14am 
Hard to say, it is only one mod for a policies\goverments
starrynite120  [author] 22 Jun, 2018 @ 5:07am 
You'll have to give me more information than that. But since no one else is complaining with this issue, I'd guess it's a problem on your end.
GroBoiD 22 Jun, 2018 @ 2:25am 
Policies
starrynite120  [author] 21 Jun, 2018 @ 11:34am 
What doesn't work?
GroBoiD 21 Jun, 2018 @ 6:51am 
They do not work and always open..
GroBoiD 23 May, 2018 @ 1:16am 
Looks great, subscribed
Tastsicles 4 May, 2018 @ 8:55pm 
No rush though. It's a great a mod regardless.
starrynite120  [author] 3 May, 2018 @ 4:07pm 
That's unfortunate they're not working during heroic ages. I'm not sure why not, but if I can figure it out I'll update it.

Also strange you couldn't remove a policy. I thought I tested that and it worked alright. I'll take a look at that too.
Tastsicles 2 May, 2018 @ 7:25pm 
I too had the same problem as Toasted. This is a really neat mod though.
Dr Haribo 21 Apr, 2018 @ 12:54am 
Love your mod, IMO this feature should be part of the base game

I noticed a weird bug: When you have a GA policy active and transition from one GA to next, the slot with that policy becomes unusable and you cannot exit the change-policy screen.
Had to revert to autosave and unslot the GA policy.
starrynite120  [author] 18 Mar, 2018 @ 12:30pm 
They should, I'm not sure why its not. I'll have to look into it.
Mushroomancer 18 Mar, 2018 @ 11:30am 
Do Golden Age policies work during a Heroic Age? I entered a Heroic Age and tried to use Agrarian Commerce and it had no effect.
starrynite120  [author] 17 Mar, 2018 @ 7:41pm 
That would be cool, but is unfortunately beyond my current ability.
Radio Frequency 17 Mar, 2018 @ 5:04pm 
Make the cards look rainbow so they parallel the black dark age policies. Not huge, but would be a nice touch
starrynite120  [author] 15 Mar, 2018 @ 7:52pm 
Sure.
Hey starrynite120, I'd hate to clutter your comments with this but if you could add me that'd be appreciated. Wanted to reach out to you since I'm covering your mod and had some feedback / questions I suppose.
starrynite120  [author] 5 Mar, 2018 @ 8:29pm 
Honestly I don't really know anything about AI, sorry. Wish I did. My guess would be they don't use them.
Rob 5 Mar, 2018 @ 8:16pm 
Do the AI players use the "Golden Age Policies" and than only when they are in a golden age and will they change policies and so on?
starrynite120  [author] 2 Mar, 2018 @ 7:19pm 
@Kinglang: I didn't add anything to dark ages as I felt they were good as is.

@A Pen in Spaaaace: It is possible to add a combat bonus to golden ages (though not heroic ages as far as I'm aware), but I'm hesitant to apply any further bonuses. Something good about social policies is to slot any of these is a tradeoff because you can't slot something else, which helps prevent them from being too strong. As for dark ages, I think NOT getting the golden age bonuses with this mod is enough of a penalty. The devs said they didn't want to make dark ages a straight nerf, and I think that's a good idea. But thank you for the feedback!
KINGLANG 1 Mar, 2018 @ 4:06pm 
no add high-risk dark Age Policies?
Library of Alexandria 1 Mar, 2018 @ 5:11am 
Also, could be interesting to nerf combat strength for dark ages. A golden age (or heroic age) civ would have higher moral than a dark age civ, who already have reduced loyalty, which is basically moral for the government. This would also stop intentional dark ages.
Library of Alexandria 1 Mar, 2018 @ 5:08am 
Would it be possible for you to make a separate mod where civs in golden ages get ~+5 unit strength, and Heroic ages ~+10, or would that require DLL or other unrealesed files. That would allow some bonuses, without the yield snowballing.
starrynite120  [author] 1 Mar, 2018 @ 4:55am 
@greyTiger: I'll have to take a look into the Lua.

@A Pen in Spaaaace: This may make snowballing easier, yes. I will need some balance feedback. I do think that dark age policies were intended to be that kind of catch-up mechanic, but the way they were implemented many felt intentionally triggering a dark age could be more beneficial than going for a golden age. I sought to fix that and make golden ages the better choice (as I think they should be), but with dark ages still having their benefits.
Library of Alexandria 1 Mar, 2018 @ 2:36am 
But doesn't this make snowballing easier? I though dark age policies were only there to make the Heroic ages semi- feesible.
greyTiger 1 Mar, 2018 @ 12:21am 
Great idea. I think the only way to have Golden Age policies hidden unless in a Golden Age is to update the Lua code in the Government Screen.