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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. :)
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.
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.
[Male of Aquatic Dwelling -
"Will they shutdown if officals don't agree with eachother?"]
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.
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.
Playing with BNW
Has anyone got this problem too?
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.
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?
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