Sid Meier's Civilization VI

Sid Meier's Civilization VI

Social Policies and The Other Things (BETA)
47 Comments
Aspen_Rogue 22 Dec, 2021 @ 2:26pm 
disabled all other mods.... ran a single player game with this mod only.... and the mod is NOT working.
Kenraali #BringBackQP 7 Feb, 2021 @ 5:48am 
Let me get this straight:
I want a mod that reintroduces Social Policies to Civ 6, replacing most of the Policy Card system. The old system allowed for more replayability, as you had to choose an effect over others and that choice would be permanent, and thus could not switch things on the fly. Therefore, most effects of Policy cards should be reworked into Social Policies.
As for Governments, perhaps remove most of the policy slots, halving current policy slots. Should a government have only 1 slot, it would slots that would make most sense for the government, such as for Oligarchy removing the diplomatic slot would make most sense.
And as for which cards should stay Cards, I am mostly inclined to think of production boosts for certain types of units, diplomatic slots that don't have yields and other "emergency" cards like Martial Law.
And the mod would literally do nothing else at the base level.
Could you do this?
Remove Sniper from TF2  [author] 1 Feb, 2021 @ 1:56am 
Oh yes, that mod seems to be not fully incompatible with changes that this mod does to the tech/civic trees, unfortunately
Torchfire 31 Jan, 2021 @ 5:41pm 
The only mod I'm running that affects the civics tree would be Real Tech Tree https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=871465857&searchtext=real+tech

It doesn't remove it, however.
Remove Sniper from TF2  [author] 31 Jan, 2021 @ 2:54pm 
it's supposed to unlock on feudalism, do you have any mod that removes the feudalism civic?
Torchfire 31 Jan, 2021 @ 2:32pm 
Trying this out for first time. I can make pikeman on first turn in ancient era?
Lezard 30 Jan, 2021 @ 6:49am 
Amazing mod btw, great work!
Lezard 30 Jan, 2021 @ 6:48am 
After some testing this mod plays nice with other mods if it is loaded first. despite civ6 not showing a load order, you have to deactivate all your mods, activate this one, then start activating your old mods, and it will remember the order apparently.
Remove Sniper from TF2  [author] 30 Jan, 2021 @ 4:39am 
if you can list the other mods you use I could maybe figure it out
Lezard 30 Jan, 2021 @ 4:37am 
What sorts of mods conflict with this? I dont have any that mess with govenors, or policies but I alwasy get conflicts.
Hyperion-c 27 Jan, 2021 @ 7:33pm 
Play Civ 5 in Civ 6,Great!
Mar 24 Dec, 2020 @ 6:15pm 
One step closer to making my Civ 6 a clone of Civ 5, will use this mod often and hoping for a full version in the future. Cheers
Remove Sniper from TF2  [author] 11 Dec, 2020 @ 9:04am 
Sure, would take no time to upload that. Will just wait until this is fully done.
Kenraali #BringBackQP 11 Dec, 2020 @ 8:52am 
I'd like a version of this that does not touch the buildings, districts or trade routes at a base level - only the social policies and reduced governmental policies.
Remove Sniper from TF2  [author] 30 Nov, 2020 @ 4:04pm 
I don't think I can do that.
Ratt 30 Nov, 2020 @ 11:42am 
Is there a way you can impliment this alongside the existing system, to make the effects stack? I've been looking for a system like that for a long time, especially if you can impliment ideologies from Civ V the same way.
Remove Sniper from TF2  [author] 26 Nov, 2020 @ 4:57pm 
Added support for the two expansions too, and also implemented many policies, most importantly the loyalty and amenity ones.
MFX_Media 24 Nov, 2020 @ 10:40am 
Oh, I like the idea!
Egalisator 23 Nov, 2020 @ 2:30am 
Thanks so much, that was fast!
Warfare Expanded has two expansion mods (armored assault and medieval), if you could add the same kind of code for those that would be great.
Remove Sniper from TF2  [author] 22 Nov, 2020 @ 5:20pm 
I've added some code that should put units from steel and thunder and warfare expanded on different techs. If something still needs fixing just tell me.
Egalisator 22 Nov, 2020 @ 4:55am 
When I use other mods some powerful units can be unlocked form the start if they are attached to technologies or civics that this mod removes from the trees entirely. Maybe you could add an optional compatibility patch that keeps "empty", only 1 turn to research, versions of the removed techs? Or maybe there could be some kinda scripting-based solution. Using this with mods that add units like Steel and Thunder or Warfare Expanded is especially a problem because they tend to add them all over the tech tree.

Aside from that compatibility issue, this is an amazing mod! I prefer social policies over governors so much and these policies are really exciting, less but inddividually more impactful than civ 5 ones. The other changes are all to my liking as well, it's my favorite overhaul mod by far.
Remove Sniper from TF2  [author] 17 Nov, 2020 @ 1:02pm 
good that it works :)
sdcarey2222 17 Nov, 2020 @ 12:46pm 
I used secret societies with this mod and had no issues
Remove Sniper from TF2  [author] 15 Nov, 2020 @ 2:10pm 
Updated the culture bonuses somewhat, see the new pictures for detail.
Remove Sniper from TF2  [author] 14 Nov, 2020 @ 1:17pm 
I don't have that dlc so I'm not sure how it works out
Kali 14 Nov, 2020 @ 1:09pm 
Does this effect secret societies game mode any? Or does it still work?
sdcarey2222 13 Nov, 2020 @ 7:33am 
ROFL, you are right. I totally forgot about that.

lola 12 Nov, 2020 @ 5:53pm 
@sdcarey2222 you're playing as Gaul.
totalslacker 12 Nov, 2020 @ 12:10pm 
Great concept and clever work in repurposing the governor screens. I'll be following this closely
sdcarey2222 11 Nov, 2020 @ 2:24pm 
NO I don't use the City Lights mod. I have a set of my favorite mods that I try out with every new mod I find. I used a slimmed down version of that mod set (removing anything that had to do with social polices, made modifications to the tech tree, and had to pull my Warfare expanded mods because I was able to build modern units in the ancient era) with your mod.

I really like the idea behind your mod but I do miss the policy cards :)
Remove Sniper from TF2  [author] 11 Nov, 2020 @ 12:05pm 
You should be able to put districts next to the city centers. Are you trying out the city lights mod by any chance? I know that one has many districts you have to build away from the city centers
sdcarey2222 11 Nov, 2020 @ 11:13am 
is it intentional that you cant build districts next to the city center or is it caused by mod conflicts?
Junky 11 Nov, 2020 @ 10:14am 
Incredible good idea. Looking forward to test it
AzteQ 11 Nov, 2020 @ 9:12am 
Can't wait for the final version of this! Heven't been using it because I like my policies but I definitely want to give yours a try once they're implemented
Remove Sniper from TF2  [author] 10 Nov, 2020 @ 4:19am 
I'm also adding policies that add amenities at a gold per pop cost, they are just not implemented yet. I can maybe add some code to give urban cities an extra trade capacity if the city lights mod is loaded
Larcrivereagle 9 Nov, 2020 @ 5:51pm 
Is there a way this mods trading system can be made compatible with City Lights? Urban cities in City Lights are dependent on domestic trade routes to rural cities for food. There are also some policies added in City Lights that let give you more amenities with a gold per population upkeep cost, is there a way to keep these policies?
Noah 9 Nov, 2020 @ 4:58pm 
😍
Lucius, the Heavenly Dragon 9 Nov, 2020 @ 2:30pm 
Ok, thank you for explaining your reasoning. I personally would prefer a more complex policy track, but I guess that is simply a difference in taste. I may try out eventually after I finish my other modded game and I'll let you know what I think then, as a sort of feedback review.

Once again, thank you for responding.
Remove Sniper from TF2  [author] 9 Nov, 2020 @ 10:57am 
Lucius, my intention is to make all policies available from the start and try to have them all be equally good, attractive picks. I think that this both makes the system more replayable and more strategic, due to increased number of combinations allowing you to be more flexible, instead of locking yourself to one policy tree if you want a policy at the bottom of the tree. Or at least this is my aim to accomplish, it's gonna require some playtesting and rebalancing to get there.
choijanggyu 9 Nov, 2020 @ 6:49am 
Maybe this mod makes effects useless which need a governor in the city.
Lucius, the Heavenly Dragon 9 Nov, 2020 @ 6:24am 
I like the idea of this mod, but perhaps a more complex policy path is in order, no?
From what I can see, the various social policies have no pre-requisites. Some are clearly superior to others though.
I might play it when it's finished, but for now, I will just keep an eye out here. I can see that you've put a great deal of effort into this.
Good Luck!
AzteQ 9 Nov, 2020 @ 3:11am 
Disregard that I'm sorry. It couldv'e been any number of things... probably incompatible ui mods that were causing my civic tree to not function
Remove Sniper from TF2  [author] 9 Nov, 2020 @ 3:04am 
what world tracker bug?
AzteQ 8 Nov, 2020 @ 10:00pm 
Also I'm not getting a weird world tracker bug that won't go away even after uninstalling the mod. I would consider removing that from the mods ui if it isn't necessary.
Terror-antula 8 Nov, 2020 @ 9:37pm 
fuck jannies
AzteQ 8 Nov, 2020 @ 9:17pm 
Unfortunately it is incompatible with my current mods, probably golden age... I really like the changes to governers and trade routes though.
AzteQ 8 Nov, 2020 @ 8:52pm 
Seems very cool and well thought out. I'll test this