Sid Meier's Civilization VI

Sid Meier's Civilization VI

RwF: Starting Governments
54 Comments
Manolo Rastamán 5 Jul, 2024 @ 8:52am 
Hy, the mod is available in spanish?
storyes3241 26 May, 2024 @ 11:21am 
love the concept but could somone make it so whenever any civ researches the next tech after code of laws(ie researches foreign trade/researches craftmanship) your able to choose the government that you want.
Koleszkot 17 May, 2023 @ 9:37am 
something went wrong and now i cant access to civics tree and goverment tree.
these are just un openable
im not sure if its becouse this mod or other but definitly becouse one of rule with faith mods
can sbtell me how to fix that?
Anataji 28 Jan, 2023 @ 3:41pm 
I love the idea, however, this mod removes the advantage of civs that start with an additional wildcard slot, or converts a diffferent slot to a wildcard slot.
I suggest a paired combination of the first three instead, as a separate mod?
Katz 23 Oct, 2022 @ 9:46pm 
Unsurprisingly incompatible with 6T Eras.
Hardened_Mass 29 Sep, 2022 @ 7:34pm 
Can this be used with the Golden Age compatible modlist?
CyborGnome 12 Feb, 2022 @ 12:47am 
Can this be used without gathering storm?
I used have this mod when i played... on the computer of a friend, yeah.
But now that i have the game IDK if it will work...
SpartanXZero 8 Jan, 2022 @ 1:40am 
1st off. This is an excellent concept for early ancient civilizations. I found it strange that you were locked in at Chiefdom for so long with a limited choice of policy unlocks when they became available, yet you could unlock policies in areas that you couldn't even use without a specific leader type or until you researched early empire development.

With that said, I would love to add on an expand upon this.

Nomadic culture - 2 Wildcards (allows some flex to push civilizations early on)

The next tier you have put in place should give 3 slots instead of 2 since the following tier gives you 4 so it only makes sense. Rather than to jump dramatically from 2 policies to 4.

Chiefdom - 1 Military, 1 Economic, 1 Wildcard
Horde - 2 Military, 1 Economic (Hordes weren't mindless an usually required great logistics to manage)
Polis - 2 Economic, 1 Wildcard (since they were a sort of pre-classic steps to early Empire formation)
Prophet Bridge 17 Dec, 2021 @ 4:14am 
@CrimsonCheshire If you want, this can be easy manipulated in the ini file. I've actually done it myself because your comment inspired me to.

D:\Programs\Steam\steamapps\workshop\content\289070\1788136817\Core

File labeled, StartGovts_Civilizations
MaeveKnight 22 Nov, 2021 @ 9:05am 
I know some of this is probably gameplay balance, but I don't think "Horde" is really an accurate starting government for China, Japan, or the Aztecs. Unless you have a really weird definition of "Horde."

The Aztecs in particular should really be under Polis. They were a collection of city states before unifying into the empire. They even called it the Triple Alliance, after the three founding member cities. Tenochtitlan was kind of above the others, but that's not any different to Athens controlling the Delian League over in Greece.

China and Japan are a little harder to put in one of those categories, but I think Chiefdom would be more accurate than Horde.
MightNight 25 Aug, 2021 @ 2:22am 
Could you make everyone start with nomadism and grant the following unlocks?

Horde = Military Hierarchy
Polis = Crafmanship
Chiefdom = Foreign Trade
TitanIX 24 Dec, 2020 @ 9:28pm 
Love the concept! I wish they would put this into the main game -- and I hope the author continues to update
Mialu 4 Dec, 2020 @ 11:49pm 
i think i will take a try on fixing this mod, because it seems the dev doesnt do anything, and
when i start out i already have chiefdom from the first civic researched and nomandism doesnt do anything, io i cant select it at start
dunnflaidth 10 Jun, 2020 @ 5:39pm 
I have to select a new govt and add a policy before doing anything when I start a game or it won't let me progress. After having done that, it won't let me progress the next time I can change policies. I cannot choose freely between the starting govts.
Online Addict 22 May, 2020 @ 7:40pm 
I think the latest update (and Frontier Pass) may have broke this mod. It worked once for me, but now it does not seem to.
matthewkcarter19 12 Feb, 2020 @ 10:09am 
Hey, @JFD I noticed that the AI does not choose a new government after Tier 4. I don't know why that is. While playing I've experienced a -20 with the AI based on different governments. I love all these mods by the way. It is very fun to play with all these governments.
VonUber 14 Jan, 2020 @ 1:06am 
I can't change governments at all. I end up having to shift+enter to carry on, I can't even pay to change. Had to disable the mod which is a shame as I was really enjoying it until it failed. :steamsad:
sullon 28 Dec, 2019 @ 2:36am 
I am also having problems with Germany not getting their extra military card.
Guynemer 24 Nov, 2019 @ 12:47pm 
Kupe doesn't seem to have a starting government, and the only policy slot in the early game is a wildcard.
The_Dead_Artist 12 Oct, 2019 @ 12:24am 
I've noticed that that when playing this mod that Civs like Germany who should have an extra Military Policy card slot as part of their Civ bonus no longer have it. Is this intentional or a bug?
Parker Posey's Mouth 20 Sep, 2019 @ 10:11pm 
Having a weird issue where the AI players are either all being assigned the wrong starting government, or all able to switch it? Not certain what's actually happening, but I see Spain, Germany, and Sweden all being Polises, and in my previous game, the Maphuche and Indonesians were Hordes.
fat shagger 8 Sep, 2019 @ 12:50pm 
Looks good.
tonycoolbek 11 Aug, 2019 @ 1:42pm 
Is there anyways you could Incorporate the plague into this?
Ostra 12 Jul, 2019 @ 1:21pm 
Hello JFD,

Thank you very much for your work on this. I would like to know when you will add new diplomacy cards that will make it more balanced for civilizations starting with the Chiefdom gov. I played several games and after the first scout built, the diplomacy card seemed obsolete.
Cheers from the UK!
JFD  [author] 9 Jul, 2019 @ 12:58pm 
It's there so that the game doesn't think you've technically switched Governments from a Chiefdom when you begin as a Polis or Horde
parsonlarson1 9 Jul, 2019 @ 12:54pm 
What is the purpose of Nomadism? Is this suppose to be a pre-Code of Law government?
Shalom 8 Jul, 2019 @ 4:40am 
@JFD Hey thanks for the advice, though it seems to have been for naught in honesty. There are a lot of errors and I can't see a single unique one in general. I was finding them in literally all parts of the database logs. There is just so much to parse through that I don't really have a clue what I'm looking for.

There's a lot of database errors but the only thing which stood out was at some point there becomes a lot of errors mentioning policies/policy modifiers or great person points. I think I found the first type of error involving that, and it brings up "CUI" which I have no clue what that means. I have no mods that use that in the title; the closest is CQUI, but I imagine that most people using your mods are also using that. So I'm just stuck.
JFD  [author] 7 Jul, 2019 @ 9:57am 

Next, take note of the numbers at the side - these are timestamps. Copy the timestamp listed where your error is given. Then open up the Modding.log file in the same folder as the Database.log and copy the timestamp you have and search for it. It should help you locate the exact (or near to) file where the error occurs. If the modder has taken proper etiquette, you'll be able to identify what mod the error comes from based on the file name (for instance, my files are always prefixed with an acronym or abbreviation for the mod title). If you can't tell exactly what mod from that, you'll at least be able to know the file(s) causing the issue and search for them in your Steam\steamapps\workshop\content\289070 folder and be able to narrow down the mod causing the issue.

Most likely it is a mod conflict, not an inherent error in the mod itself. GL
JFD  [author] 7 Jul, 2019 @ 9:57am 
Well, if it helps, you can trace any error through the logs.

You'll need to first enable logging, which you can see about here: https://forums.civfanatics.com/threads/how-do-you-enable-logs.602167/#post-14527366

Then, you'll need to load up your mods, load in-game until you get that error message and are thrown back to the main menu. Without closing civ, then go your to My Games\Sid Meier's Civilization VI\Logs folder.

In there, open the Database.log file. Search it for an error message that stands out, something like THIS_THING does not exist or something marked UNIQUE CONSTRAINT FAILED. It will depend on the type of error but you should be able to find it nearest the bottom.
Shalom 7 Jul, 2019 @ 9:33am 
@JFD Yeah, of course. I ain't that stupid. Close. But not quite.

@The Power of the Pun-ch
Yeah, that's a better solution. It'll still take me a while, I'll get back to ya'll when I've given it a whirl.
Greatly Annoyed Niko 7 Jul, 2019 @ 9:29am 
Chaotic, what I did to diagnose errors in my modlist was this: Disable them 5 at a time, starting from the top.

That way you always have a small pool of possible causes, and can easily determine which one is at fault within a few restarts.

That being said, I haven't gotten that error once using JFD's list, and can safely say it's not the cause.
JFD  [author] 7 Jul, 2019 @ 9:27am 
are you using Gathering Storm?
Shalom 7 Jul, 2019 @ 6:43am 
Using the RWF mods currently makes my game unplayable. I get the "Mods failing to load content" issue when I enable them. Going to guess that it's a mod confliction error, but I'm not really sure where to start with which one; else I would've already starting enabling and disabling mods to check. Problem is I run a lot of mods :steamhappy::steamsad:
Leonardo 6 Jul, 2019 @ 4:45pm 
How change the mod? :(
JFD  [author] 5 Jul, 2019 @ 6:36pm 
Actually, the text on Expeditions is meant to indicate a production boost toward Recon units, not an XP boost. Will upload a fix
Martarion 5 Jul, 2019 @ 12:43pm 
Oh! I didn't even realize there was another version. Thanks!
3AlanKing3 5 Jul, 2019 @ 12:17pm 
Does the new Diplomatic card stack with Survey? They both double recon unit experience.
JFD  [author] 5 Jul, 2019 @ 9:54am 
Yes. If you want to use pre-GS RwF, you'll have to use the entire thing as one.
Martarion 5 Jul, 2019 @ 9:25am 
Is the intention to have this modset be GS only? I got excited about your RwF concept, until I saw that I couldn't actually play with it.
Kilroy 4 Jul, 2019 @ 8:23am 
Never thought of having lower tier government type, very good idea :)
Greatly Annoyed Niko 3 Jul, 2019 @ 1:13pm 
I figured as much. I appreciate it.
JFD  [author] 3 Jul, 2019 @ 11:53am 
This mod also adds a new Diplomatic card, but admittedly yes, until I release the component that adds in Cultural and Religious slots (where Chiefdom has the latter), Chiefdom is going to be an undesirable pick. That's just the nature of compartmentalization.
Greatly Annoyed Niko 3 Jul, 2019 @ 11:04am 
So, forgive me if I'm overstepping, but doesn't this objectively make Chiefdom the worst one? I mean, there are no Diplo starting cards.
Wingnova 3 Jul, 2019 @ 7:09am 
I wish this went along with a mod that used to exist in civ 5. Prehistoric era. Was something like language you started with that led to ancient tooling that gave boosts to hunting and fire. from there it went into ancient. In addition with this mod nomadic, you get a few turns to roam to find a great spot to settle "loose your fog of war uncovering every time you move". 4000 bc only starts when you settle. Something like that. Love this mod, and my first review " and I am a serious Civ player"
conorbebe 2 Jul, 2019 @ 6:46am 
Thank you for breaking down RwF into smaller mods!
Bene Gesserit 2 Jul, 2019 @ 5:53am 
@JFD, thanks so much for this and all your mods. So happy to see you back in Civ VI.
JFD  [author] 1 Jul, 2019 @ 10:12pm 
Yep. That's pretty much my mantra for modding Civ in general; roleplay, world-building, flavour.
pajamathekid 1 Jul, 2019 @ 10:03pm 
It might seems a thing so simple, but I really love the roleplay factor that these starting governments bring.
circeus 1 Jul, 2019 @ 2:22pm 
I really, REALLY appreciate this modularization of RwF. Can't wait for the cosmetic mod that renames some districts and buildings.