Sid Meier's Civilization VI

Sid Meier's Civilization VI

Policy Rework: Version 2
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
pauloel7 16 Aug, 2018 @ 2:01pm 
Awesome mod!!! Much needed. Suspect the expropriation culture policy modifier might be off.
Remove Sniper from TF2  [author] 9 Aug, 2018 @ 4:24pm 
yeah you can go ahead
thombranx 6 Aug, 2018 @ 1:58pm 
hi @the_masked_man, I wanted to know if I could borrow some of your code from Veterancy policy to another part of a mod I'm working on? Thanks.
Remove Sniper from TF2  [author] 24 May, 2018 @ 6:04pm 
The text is called LOC_POLICY_PUBLIC_TRANSPORT_EXPANSION1_DESCRIPTION and LOC_POLICY_MILITARY_RESEARCH_EXPANSION1_DESCRIPTION
青铜龙王 24 May, 2018 @ 11:02am 
since the update it seems the text for Miltary Research and Public Transport(the buffed policies) can't be changed(i guess due to some priority issues?), could u tell me where is the update XML located I've been failing finding it SAD
DreamingHero 11 May, 2018 @ 10:22am 
Thanks Kill Bill the last update did indeed fix the issue!
Remove Sniper from TF2  [author] 11 May, 2018 @ 3:37am 
It's fixed now
DreamingHero 10 May, 2018 @ 11:00pm 
Seems I cant start a game with this mod toggled on, don't know if it's a mod conflict or a patch that broke the mod though.
Baradar67 29 Mar, 2018 @ 9:20pm 
Now that you have changed recon units you may want to think bout adding ssurvey back in. Getting scouts up in xp with that mod and even more so the Cree Okihtcitaw means survey is very useful. You could also add survey back in using the recon mod.
Nim 27 Mar, 2018 @ 7:36am 
This is a really well thought out mod. Now all we need is the same treatment done to governor promotions.:steamhappy:
Sitiran 19 Mar, 2018 @ 2:26pm 
This is very nice. I like the changes. It actually makes me think about what I'm going to take. Before it was just automatic because things were useless.
letetardmasque 13 Mar, 2018 @ 12:23am 
yes, will be nice to see the changes , description dont match with effect in others languages.
0A 12 Mar, 2018 @ 3:26am 
plz change description of these cards for every language,i mean u can just put eng into other language packs and so we(other language users)could know which card is changed and what is changed.and thx ur mod its great.
Serena 11 Mar, 2018 @ 8:02am 
Sweet, thanks!
Remove Sniper from TF2  [author] 10 Mar, 2018 @ 11:53pm 
MODIFIER_ALL_CITIES_ATTACH_MODIFIER is now replaced with MODIFIER_PLAYER_CITIES_ATTACH_MODIFIER. I've done a little testing and the issue seems to have been resolved now.
Serena 10 Mar, 2018 @ 1:52pm 
There seem to be at least some policies that are triggering multiple times. Most notably, Maritime Industries seem to be triggering multiple times, which shifts up and down on turn switches.

My best guess from digging around in the code a little is that when the policy is applied, the <ModifierType>MODIFIER_ALL_CITIES_ATTACH_MODIFIER</ModifierType> is applying it to all cities in the game, not just all cities in the civ which has the policy -- so if a few civs have a policy with that ModifierType, it's getting boosted multiple times for all civs.
lg10000 10 Mar, 2018 @ 7:45am 
And actually just found something in behaviortrees.xml that says "will use nukes" and this checks to see if the AI is willing to use nukes against his opponent. I cant figure out how this correlates to actual gameplay because it doesnt say when the AI will be willing to do this (aside from Gandhi always will, which isnt true)

Idk, I'm stumped lol. Ive been trying to create this mod to use alongside my Mass Destuction mod, so the upated nukes I made aren't so OP.
lg10000 10 Mar, 2018 @ 7:45am 
Ive been looking through the (vanilla) code and the main thing I saw in relation to AI using nukes is related to the nuke happy agenda in agendas.xml.

After extensive testing of a simple mod I was creating that makes nuke happy more common in civs that are real world nuclear powers, I decided that nuke happy makes creating nukes more common (Russia immediately started the manhattan project, made 12 regular nukes), but they will NOT use their nukes, even on the highest difficulty and once Ive nuked them. They also wont complete nuclear fusion to make hydrogen bombs.
Remove Sniper from TF2  [author] 10 Mar, 2018 @ 1:36am 
@lg10000 I haven't changed any AI code, so I don't actually know.
bmrigs 9 Mar, 2018 @ 4:11pm 
Thank you for this. Policy cards were lame and this spicies them up!
lg10000 9 Mar, 2018 @ 1:49pm 
Cool mod! Will the AI actually use the secondary strike? Like retaliate with nukes if you nuke them? Ive been trying to create a mod to make this happen but cant figure out how (similar to the MAD mod in civ 5)