Sid Meier's Civilization V

Sid Meier's Civilization V

Justice and Government Buildings Mod
55 Comments
DavidAce 25 May, 2016 @ 5:02am 
well freedoms naturally makee citizens happier but is less stable it is its nature.
Commander Red Vega 19 Jan, 2016 @ 10:12pm 
Love how Freedom has no issues with getting that +1 Happiness without a Tenet compared to Order or Autocracy.
DerigarsChairman 12 Jul, 2015 @ 5:06am 
Can you help me, I'm trying to move the requirements from the branches themselves to the the policies it's more useful and creates much less problems
Nicodemus 28 Jun, 2015 @ 12:33am 
Is it compatible with Reform and Rule?
Starjon 15 Apr, 2014 @ 6:45am 
Hi kiwusek,
I love your mod and I created my own one based an yours. It adds 2 Supreme Court for every ideology and 3 ministarys (economy, culture and defence). They all are a little bit overpowered, but they are national wonders so everyone can build one. I can give you a link, so you can add it to your mod if you like it (or I will publish it on my own, if you give me permission).

PS: It's my first mod and I'm german, so I haven't added new icons yet and there are probably some language mistakes. :)
Pinkiepie Aki Zeta-5 29 Dec, 2013 @ 5:47pm 
Maybe we should also add a happyness bonus for police station, or a generall unhappyness penalty for all cities without a police station while the spy effectiveness reduction building will be a security agency or something like that...I'd like to know who in Firaxis had the idea to give the police station a pure espionage point...
Cthulhu The 3rd 15 Dec, 2013 @ 2:43pm 
Hey. Love your buildings in this mod...just one thing. Is there any chance you might release a seperate mod that only has the buildings? I have another mod that alters policies I like and the two mods can't be on at the same time or the space time continum fails (Aka saves won't load.)
luna  [author] 4 Dec, 2013 @ 10:44pm 
@Ulixes, yeah no worries, they are just images I got from Google and threw on a oil filter so by all means go ahead :)

Sidenote, I was planning on doing a massive overhaul of the policies as well, make it more realistic, where there are multiple paths to chose, some being mutually exclusive, way before ideologies come into play. Something to make them more realistic, deeper, and more based in political science - which to me means way more powerful with interesting interactions. Unfortunately my Lua is pretty non-existant at the moment, it's something I mean to learn.

There is a user on the civfanatics forum that is undertaking something to a total social policy overhaul.
Ulixes 4 Dec, 2013 @ 9:54am 
Wanderful Idea! Well done! I'm building a MASSIVE overhaul of Civ5 and, among other things, I had a similar idea that I'm still developing (making policies more central in building a civilization, embracing buildings, technologies, units, traits, wonders, diplomacy, war, various game rules and so on..). Can I use some of your Icons? (giving credit, of course!). Thank you in advance for the reply, again my compliments, keep up the good work!
MigGui 15 Oct, 2013 @ 5:42pm 
my only problem with this mod is the cost/benefit ratio. I'm very late ingame and conquering lots of cities from my enemies, and when finally they stop resisting me I start producing the buildings they do not own. and, as a follower of the order path, I can now build the People's Council in them. problem is, it's cheaper/faster to buy/build both the zoo and the university, which come to play roughly at the same time as the people's council. so I can get +2 happiness and lots of science for the price/time of +1 happiness and +1 science, and it also unlocks other buildings like the research lab, emphasizing that choice. please make the buildings stronger or cheaper.
luna  [author] 12 Oct, 2013 @ 8:50am 
@Nuka-Cola

The intent with the Magistrate's Office is to model the Chinese approach to state building with a powerful centralised state that is based on a massive bureaucracy dispersed throughout the provinces. Where these provincial magistrates/administrators create laws and dispense justice within their jurisdiction.

The county court was to model the whole process of a strengthening of a rule of law so societies like those of Europe is what I am referring too. I have plans to further expand social policy related buildings to make it more of an interesting thing/add more weight to chosing each policy as it not only shapes via bonus but each unlocks specific building tree. Ideally it won't be too complex but complex enough that it appeals to the more roleplaying/simulator players.

For the cleric's court I am thinking of having an inquisitorial court that gives those benefits that you mentioned but further up the Piety tree, giving more of a reason to invest fully in a tree.
Merkwürdigliebe 11 Oct, 2013 @ 7:40pm 
Oh great mod by the way
Merkwürdigliebe 11 Oct, 2013 @ 7:40pm 
The only problem i have with this mod are the names of some buildings for example the county court and magistrates office names i feel could be switched because the liberty seems like more of a roman style goverment and affter all the magistrate or magistratus is originally Roman. The effects could also be modified to suit the type of civilization you have for example the one for liberty could reduce unhappiness by say 5% and the piety one could help reduce heathen religions from spreading in your cities and also keep yours strong in the citiy at the same time. Also off topic is anyone else upset over how liberty unlocks the pyramids and then tradition clearly has a picture of a egyptian chiseling in some hieroglyphics? Why not have a senate building added to the game (unlocked with liberty of course) to reduce citiy unhappiness so then wide civilizations dont have to get patronage just to get the forbidden palace wonder to stop the god damn reveloution going on outside your capital.
Rabioso 10 Oct, 2013 @ 9:14pm 
Haha! Nice
[Male of Aquatic Dwelling -
"Will they shutdown if officals don't agree with eachother?"]
Just a Whore 10 Oct, 2013 @ 12:40pm 
Will they shutdown if officals don't agree with eachother?
danielmobs 10 Oct, 2013 @ 12:34pm 
need G&K version
luna  [author] 9 Oct, 2013 @ 11:42pm 
@TIM

I don't think you can apply mods to games started without the mod. However, if you start a new game with this mod enabled it will work no problem, same with the other building and wonder mods.
TIM 9 Oct, 2013 @ 10:02pm 
I really want to get this mod to work on a previously save (BNW). But none of the buildings apears in the city screen. Here is what I did: I started Civ 5 BNW, went to the Mod menu, checked this mod is enabled, then clicked next -> single player -> load game. The save is post-victory and has all the policies adopted. But none of the buidlings apears. I tried several other buidling and wonder mods, but seems no luck.
luna  [author] 9 Oct, 2013 @ 11:07am 
@jazzman

Thanks, didn't catch that.

@S0l1dV3X

Try deleting your mod cache located at:
'C:\Users\(profile name)\My Documents\My Games\Sid Meiers Civilization 5\Cache'
The file will be called: Civ5ModsDatabase

Afterwhich run Civ5 and on the mods menu all the mods will be re-added to the game. It should fix the problem.
Jack_79 9 Oct, 2013 @ 4:54am 
Is it compatible without expansion?
S0L1dV3X 8 Oct, 2013 @ 3:28pm 
Sry, i got "Mod is missing required dependedencies"
Playing with BNW
Has anyone got this problem too?
Moe Lester 8 Oct, 2013 @ 3:00pm 
cool
VeggieG 8 Oct, 2013 @ 6:59am 
nice
Carbonated Lettuce 8 Oct, 2013 @ 6:47am 
Hhehehehe VV
Liter of Phlegm 8 Oct, 2013 @ 3:18am 
can i shut them down when i cant afford to pay for them?
Patty101 7 Oct, 2013 @ 7:35pm 
cool
Champion Red 7 Oct, 2013 @ 2:55pm 
Does this work with G&K?
Adversary 7 Oct, 2013 @ 9:18am 
Good mod,
BlackWidow 6 Oct, 2013 @ 11:33pm 
Historical legitimacy is ESSENTIAL in upholding the ambiant accuracy of the game. This, in my early days of table-top D&D, would be called a "Monty Haul". Basically, too big a boon to bestow, with too many whistles & bells, which diminishes the real means of acquiring World Wonders or the 'give each city 1 first & then go for the national library, college, or foundry'. These things give +1 (at best to Culture). It is a freebie & cheapens previous endevours. Make the people want it & work for it during game-play. What about autocratic chambers of judgement or aristocratic courts? What about Scientific consortium conservatories or theocratical prayer halls? Specific names reflect a more contemporary & not necessarily realistic center of decision making power. Whether tyranical overlord or supposedly Democratic executive/legislative - there are options & there are options. Represent 1, represent the rest.
Lord_Daemonar 6 Oct, 2013 @ 9:08pm 
Why not an Honor building? "Warleader's Council," +1 Happiness +1 Culture?
Cave D. Johnson 6 Oct, 2013 @ 3:51pm 
Hi I was just poking around in the XML files and noticed that the description for the legislature building has a typo in it <TEXT> The Legislature adds 1 [ICON_CULTURE] Faith and 2 [ICON_HAPPINESS_1] Happiness in the city which it is built. </TEXT> (saying faith instead of culture) I know it's a very minor thing but I thought I would bring it up anyway.
Whallopnation 6 Oct, 2013 @ 3:25pm 
:MrFoster: <I agree with Cheese.
Cheese4mayor 6 Oct, 2013 @ 2:35pm 
\/ lol, thats great
big cheese 6 Oct, 2013 @ 11:20am 
\/ lol
get.marekt 5 Oct, 2013 @ 7:00pm 
Justice ones seem balanced, but not Government ones--1 science<15% land unit production<1 happiness+1 culture (although perhaps 15% land unit production can compete with 1 happiness+1 culture if you're going hard for domination)
Empyrean 5 Oct, 2013 @ 5:52pm 
Har Har Har Negro helper
Schmidtandcum 5 Oct, 2013 @ 5:24pm 
I can't get the White House to work. It keeps saying, "Under Shutdown.".
Nobleknight747 5 Oct, 2013 @ 12:59pm 
Have you thought about making the Congress Freedom only and adding 2 others for Order and Autocracy
The King of the Hive 5 Oct, 2013 @ 11:13am 
Sounds interesting.
eranroland 5 Oct, 2013 @ 11:01am 
Good work!
mrallen77 5 Oct, 2013 @ 10:29am 
Great stuff
Darth Astzetuk 5 Oct, 2013 @ 9:57am 
Kiwusek you should make 3D models for the buildings so you can see them in the citys. Specifically the National Congress.
lilMobStick 5 Oct, 2013 @ 9:26am 
Great mod. Thank you.
luna  [author] 5 Oct, 2013 @ 7:28am 
Also I am thinking of reducing the building cost of People's Council and Mil HQ to about 600, maintenance will be kept at 1, while legislature costs 900 to build, and costs 3 to maintain.

Maybe I will play around with the bonuses of the two see if I can get something more unique, like giving them a specialist slot or something of that nature.
luna  [author] 5 Oct, 2013 @ 7:23am 
@Xichael, The Docteur

It's what I was going for, but I am thinking of updating the maintenance cost for the Legislature, while keeping the other ones around 0 or 1 (probably one), would that help balance it out?
Edgar Family Games 5 Oct, 2013 @ 7:06am 
@Xichael
With Legislature being associated with the Freedom tech, it's usually assumed you are going for larger, more powerful cities, while having less of them to begin with ...at least, I think that's where it's trying to go with that
John Titor 4 Oct, 2013 @ 4:36pm 
Legislature too strong compared to Military HQ and People's Council.
Stoichen 4 Oct, 2013 @ 1:50pm 
you should add functions for the National Congress, and if you dont use the functions enough it will cause a shut down and put you into Anarchy and some cities into Resistance
Pumba70 4 Oct, 2013 @ 11:19am 
Can you make it where people who don't get along run these places, then, they shut down inexplicably for some unknown reason?
thedUWUmslayer 4 Oct, 2013 @ 10:36am 
You know, peaking of new worker actions, maybe you make it so freedom civs could upgrade workers into an infantry unit that is weaker than its contemporary unit (so its always be weaker than your current infantry) but give it like +33% combat strength in your territory, make it cost no maintenance, and give it a -33% combat strenght debuff in foreign lands (to discourage using them as a fighting force). Also, make it so you can upgrade the "militia" back into workers when the war is over or you no longer need them to protect their country. For Order, maybe a super cheap weak infantry, like a conscript, that gets a combat bonus if adjacent to another conscript, and make that bonus stack so large armies of conscripts would be the way to go. For autocracy, maybe an infantry thats more expensive and stronger than its contemporaries, and maybe make it able to attack enemy units without a declaration of war. Idk, just some ideas.