Sid Meier's Civilization VI

Sid Meier's Civilization VI

ARS - Improved Policies v1.2
33 Comments
Sternentier 24 Aug, 2024 @ 9:59am 
Hmm, interesting set of policies. The thing about scouts, though, the way I play, I get the +20 combat strength as soon as possible, making recon units viable throughout the game. I believe this mod reduces the experience gain of scouts, but gives them a combat boost, It will be interesting to see how that plays out with my recon strategy.

Another thing is that this set of mods seems to give a considerable boost to the early game, perhaps making it easier to build up an army before you have a strong trade system. This should make things much easier on higher difficulty levels, where early expansion is crucial. I can't wait to try this mod.
Dr.Abominate 30 Jun, 2023 @ 12:56pm 
Thank you for response.
I am aware of how much time you must sacrifice for updating mods.
However, if you ever find some time, polishing such as Civilipedia entries would be nice.
No pressure, just focus on the priorites : )
Arstahd  [author] 30 Jun, 2023 @ 11:03am 
Dr.Abominate - I'm glad you enjoy it. I'm actually preparing to release a major update. Many, many. improvements, such as : Yield boost polices buffed from +2/+3/+4 to +3/+4/+5, +Gold/+Faith policies buffed, plus numerous new policies.

By descriptions are you referring to Civilopedia entries? That would certainly add some polish to the mod, unfortunately it isn't something that I can spare time on, it's hard enough to find time to make functional updates.
Dr.Abominate 30 Jun, 2023 @ 8:20am 
A very good mod if you want to experience some freshness.
I just have a question, will you ever add descriptions to the cards? It would be nice to read about it.
Keep up the good work
Arstahd  [author] 16 Apr, 2023 @ 9:16pm 
v1.2 uploaded.

Changed the LoadOrder for 6T mod compatibility plus a few bug fixes and tweaks.
Potatoes and Tomatoes 14 Apr, 2023 @ 11:07am 
Wierd, i dont really have any mods effecting the policies tbh
I will check it later.
Arstahd  [author] 14 Apr, 2023 @ 11:01am 
I just enabled every 6T mod plus several other JNR mods related to policies and government and the game started without a hitch.. My current build is using a LoadOrder of 25600. Problem seems to be on your end.
Potatoes and Tomatoes 14 Apr, 2023 @ 1:31am 
yea i did, i do have lots of mods on, but i am not sure what conflicts.
my main mods are the 6t core project
Arstahd  [author] 13 Apr, 2023 @ 8:50pm 
Potatoes and Tomatoes - Are you sure you modified the LoadOrder correctly? There are 3 entries in the modinfo file to change. Anyway, it's been a long time coming, but I've finally gotten around to playing again and should have an update addressing this issue uploaded in a day or two.
Potatoes and Tomatoes 13 Apr, 2023 @ 7:02am 
sadly i have the same issue, i changed the load order, it wont start the game
Winn 4 Oct, 2022 @ 5:38am 
Thank you so much for the fix.
BigRedz 20 Aug, 2022 @ 1:58pm 
FWIW I also found a load order with this mod. I tried changing the order to 22600 and it still failed but I changed it to 25600 and it worked!
Arstahd  [author] 19 Aug, 2022 @ 9:35pm 
Harold Smith - Looks to be a problem with Load Order, the 6T mods run through a wide range, including the range that I use for my mods. I tried bumping up the Load Order for Improved Policies so that it loads after 6T and was able to get the game to start without error. My mod removes a large number of base policies which would cause problems if 6T then wanted to move them around.

I'm not sure if there are any other incompatibilities so won't be making an update until I have time and inclination to give some thorough testing. In the mean time, you can change the Load Order yourself by editing "Improved Policies.modinfo" in the mod's local Steam workshop folder. Change the three instances of 12600 to 22600.
Harold Smith 19 Aug, 2022 @ 10:44am 
I found an incompatibility with this mod and "Grand Eras (Project 6T Core)." Any chance of a fix or patch to make these work together? The aforementioned mod adds a new era, techs, and civics. I imagine the issue would be related to this mod adding a new era, but fail to see how the policy card revisions and additions would conflict.
bene_dictator 15 Oct, 2021 @ 1:42am 
Hey, can there be integration with Maritime Districts, and some consideration on creating policies improving Encampments and Neighbourhoods? Thank you very much for these mods, they're very good!
Arstahd  [author] 24 Aug, 2021 @ 1:15am 
DestrockQc - I do have a mod that I use to nerf gold income for humans which I may someday release. There are others out there that are available. Policies aren't a great place for nerfs.

j_kovic - Thanks for the heads up on Bastions becoming obsolete too early, that is unintended. When I get back into working on modding again I'll come up with a fix.

Good point about Diplomatic League, it is one of those policies that a human tends to flip on for a couple of turns and cash in on a bunch of envoys. I'll have to give it some thought.


Thank you both for your feedback.
j_kovic 23 Aug, 2021 @ 11:43pm 
Thanks for a great mod, can't play without it anymore.

Couple of tweaks I would make:

- Bastions are obsolete after Public works. Your mod moves public works one era earlier, and you can't use production bonus for walls in Renaissance. This is only small grievance, but I would like you to know if this wasn't intended.

- Personal preference, but I don't like Diplomatic League, as it only helps human player game the system and get more out of envoys than AI. Harder part is to come up with something more interesting. Maybe food and production per envoy or something...?
Arstahd  [author] 22 Aug, 2021 @ 11:08am 
DestrockQc - ??? I'm not following your math. Scout, base CS = 10, Warrior base CS = 20. Add +6 and the scout is 16, 4 less than warrior. The +3 vs barbs applies to both scouts and warriors, so no advantage. I have an unreleased update and did lower to scout boost from +6 to +5.

The goal was to make a scout heavy start a viable option. Scouts will still fold when going against neighbor civs, but at least have a chance against barbs.
Lilt 28 May, 2021 @ 7:29am 
I just discovered you and your mods, and thank GOODNESS for you! Policy enhancing mods seem to be really sparse, so I am psyched to use this.
Arstahd  [author] 13 May, 2021 @ 11:45pm 
Better Report Screen has just been updated and is now compatible with my modified policies. Any mods that piggy back off that should also be compatible.
Arstahd  [author] 10 May, 2021 @ 4:02pm 
Adriaman - Unfortunately Better Report Screen doesn't detect yields from a modifier I use on several cards leading to incorrect displays for those cards. I posted the issue on BRS's page, perhaps compatibility can be added in a future update.
Adriaman 9 May, 2021 @ 4:26am 
And does it work with Alternate Policy Screen + Better Report Screen? This mod should take into account complex modifiers.
hungluong9x 8 May, 2021 @ 4:38pm 
thank you so much Arstahd, you are very helpful
Arstahd  [author] 8 May, 2021 @ 3:06pm 
hungluong9x - If you can't live without any deleted policy, you can edit "Improved Policies Data.sql" and remark out "--" any line of code deleting an individual policy (lines 51-93).

Professional Army, Retinues, Force Modernization are lines 59, 92, 93.

Steam ID for this mod is 2480104245

hungluong9x 8 May, 2021 @ 2:46pm 
thank you for clarifying. It does make the game a bit harder but even at deity I am still dominating now so it is ok. btw can you tell me how we can retrieve that policy back, in case I miss it and want to use it?
Arstahd  [author] 8 May, 2021 @ 2:16pm 
hungluong9x - Yes. The upgrade cost reduction policies are basically a cheat against the AI. Humans save up all their upgrades, switch on the discount policy, upgrade everything at 1/2 cost and then switch off a couple of turns later. No one upgrades at full cost except in emergencies, and then you feel bad for wasting gold.

With those policies eliminated, upgrade costs are what they are. One doesn't need to waste energy plotting out the best timing to upgrade, just upgrade when needed. It's one less thing to be concerned with.
hungluong9x 8 May, 2021 @ 1:24pm 
DId you remove the 50% gold upgrade military policy? I cant find it anymore
NuDDen 8 May, 2021 @ 8:27am 
Okay. Thank u for looking into it.
Arstahd  [author] 8 May, 2021 @ 7:56am 
Taking a quick look at Urban Complexity - Campus, my guess is that my mod is largely compatible. My mod loads later, removes the various yield adjacency bonus Policy Cards and then replaces them with my versions.
Arstahd  [author] 8 May, 2021 @ 6:14am 
Haven't tried Urban Complexity, so no idea there.

Unfortunately Extended Policy cards displays incorrect yield info. The various cards that boost yields in the Capital and in each relevant district, only show the yields from the Capital portion, ignoring the majority of the card's bonus which comes from each city's districts.

That being said, with the greatly simplified formula, it is much easier to have an idea on how much each card is likely to provide even without a display. Rather than some value based off of each district's adjacency and depending on which level of building is or isn't present, it's a simple flat value for each copy of a district in your empire, plus an extra for the Capital.
NuDDen 8 May, 2021 @ 2:26am 
And iam wondering too if ur mod is compatible with JNRs Urban Complexity since JNR is adding/altering new/old civics as well.
NuDDen 8 May, 2021 @ 2:25am 
Hey! Are ur civics supported by "Extended Policy Cards" Mod?
Arstahd  [author] 7 May, 2021 @ 7:33pm 
v1.1 Already an update. I realized that the Builder charge boosts in my unreleased Civics mod belonged here, where I had removed the Builder boost Policy Cards. Also fixed a minor typo.