Sid Meier's Civilization V

Sid Meier's Civilization V

Components - Governments
37 Comments
Grzesio 6 Jul, 2024 @ 4:42am 
Sometimes I dont get a popup to change my government after finishing building that should allow me to do so or policy. Is there a limit of changes or something?
Iska and Ismet  [author] 1 Apr, 2024 @ 2:32pm 
The issue is on your end, sounds like a mod conflict or you need to clear your cache.
LK ULTRA (루카스 울트라) 1 Apr, 2024 @ 7:59am 
running this mod disables producing Units and Buildings.
Hail Gaben 5 Feb, 2024 @ 4:49pm 
Can we get info on what the Government bonuses are in the Civilopedia?
yanivtal2003 28 Dec, 2023 @ 1:36pm 
@Jugulador you can't, you get the opportunity to change to a specific government at certain times (like when you choose the Republic policy or finish building Himeji Castl).

I wish we could change governments whenever we wanted to
Jugulador 28 Dec, 2023 @ 12:18pm 
How to change the government at will?
Iska and Ismet  [author] 16 Dec, 2023 @ 8:44am 
It's a problem on your end. Clear your cache and moduserdata folders, make sure you don't have EUI or any other pseudoDLC installed, and try without other mods to see what's conflicting. I can't help any further without logs.
SammoSan 15 Dec, 2023 @ 11:17pm 
This mod looks cool! However, I've stumbled upon a problem with it. Every time I've enabled this mod, the splash screen is blank, making the game unplayable. I really need help troubleshooting this problem. Thanks
[Reyne] Rabbit 13 Nov, 2023 @ 5:32am 
Now there is :)
Thank you for the file @Iska and Ismet
Iska and Ismet  [author] 12 Nov, 2023 @ 2:00pm 
(Data\Iska_Governments_Defines.xml)
Iska and Ismet  [author] 12 Nov, 2023 @ 1:49pm 
Nope, never got around to a pedia section. You can open up the mod files to check, the text descriptions should all be convenientally lined up in a probably easy to find file.
yanivtal2003 12 Nov, 2023 @ 12:26pm 
Yeah, Reyne Rabbit's asking a valid question
[Reyne] Rabbit 12 Nov, 2023 @ 5:55am 
Is there an overview with the bonuses related to each government type?
Iska and Ismet  [author] 6 Nov, 2023 @ 6:53am 
Send noods, I mean, logs
Soviet Biscuit 5 Nov, 2023 @ 9:42pm 
I built the kremlin but no event occured for the tsardom government type?
yanivtal2003 4 Nov, 2023 @ 11:24am 
More ideas for governments:
"Satrapy" government: +4 Happiness and +2 Loyalty for every city
"Nobility" government: NO Unhappiness from population in your two biggest cities, +25% Great People spawn rate.
"Theme" government (from the Byzantine Theme system of the 11th century): +4 Loyalty in every city, 20+ Production when building military units.
"Traditional Monarchy /Primogeniture" government: +2 Gold, +1 Loyalty in every city.
"Kaiser" government: +3 Production, +10% Production when building military units, +2 loyalty in every city that follows the State Religion.
"Art Patronage" government: +3 Culture, +33% Great Sculptor/Writer/Musician spawn rate in your 3 biggest cities.
yanivtal2003 3 Oct, 2023 @ 1:15am 
A suggestion I have is the ability to change governments at a whim. For example, I chose the monarchy government when my empire was 3 cities, but since then I've conquered 5 more cities, and now I want to adopt the Republic Goverment, which I chose not to adopt when I unlocked it.

IDEAS FOR NEW GOVERNMENTS, BECUZ WHY NOT
"Empire" government: +2 happiness and +2 Loyalty in every city, additional +2 hppiness in every non-puppet city.
"Duchy" government: +4 Faith in four of your cities.
"State" government: +3 Production, +1 Happiness, +1 Culture in four of your cities.
"Corporate" government: +6 Gold in every city.
"Maritime Hegemony" government:, +3 Gold from coastal cities, +50% production for naval vessels.
laplasian 2 Oct, 2023 @ 11:27pm 
At the moment, this mod is a very cut-down version of the governments from civilization 6. The most important element of the governments from civilization 6 is the presence of different combinations of slots for policy cards. There are no slot combinations, no cards, or even legacy bonuses. Accordingly, this mod is in dire need of adding depth! Now it’s just +1 Social Policy, which can simply be changed to another. It doesn’t even smell like governments, to be honest. :steammocking:

That being said, I don’t understand at all why Iska abandoned his previous governments mod. There really is a deep system of governments represented there. In my opinion, it is the previous mod that needs to be developed. Or, I repeat, deepen this mod. For example, add some new mechanics (loyalty/stability) or new yield that will be available only/mainly in governments. Add Upkeep like in Civilization 4 to make the player's choices more complex.
Iska and Ismet  [author] 15 Sep, 2023 @ 12:38pm 
Nope, didn't take it out. Should still be working, send logs if it isn't.
yanivtal2003 15 Sep, 2023 @ 8:49am 
Interesting, this was apparently added to Il Principe a couple months ago, but this mod was removed from Il Principe yesterday. Why? I like it.
Iska and Ismet  [author] 24 Aug, 2023 @ 8:56pm 
🤔 sounds like a conflict or you need to clear your cache. Send logs or idk
Xeno 24 Aug, 2023 @ 8:01pm 
when the tribalism menu pops up, I can't close it.
Iska and Ismet  [author] 14 Aug, 2023 @ 7:44pm 
You can adopt new ones by getting the prerequisites in the description, but no, you can't change between Govs otherwise, or go back to one you had before if you switched away from it.
1532156 14 Aug, 2023 @ 12:09am 
Can't I change Government?
Lucius, the Heavenly Dragon 13 Aug, 2023 @ 9:20am 
Nice
Iska and Ismet  [author] 13 Aug, 2023 @ 8:43am 
Well thanks to LeeS and Civfanatics [forums.civfanatics.com] the issue is solved.
Iska and Ismet  [author] 12 Aug, 2023 @ 8:57pm 
Thanks for the report Lucius! Appreciate it. Usually the bug is the other way around, with policy culture costs increasing. I suspect my fix is causing an issue. Will investigate.
Lucius, the Heavenly Dragon 12 Aug, 2023 @ 5:55pm 
Good Sir (or Lady) Iska, I have discovered a potential bug/unintended feature.

Adopting a new Government reduces the Culture Costs of the next Social Policy. This effect is exacerbated when adopting two governments in a single turn, achievable through several means.

Though the way I did it was by transitioning to the Caliphate Government through the Sharia Belief and then adopting the Despotate Government, which reduced my Social Policy costs to merely 20, allowing to quickly get three policies in around 15 turns.

I did only have one city, which may have contributed to the excessively low number, but nevertheless, through this I had managed to complete both Honor and Tradition by turn 101 using this "exploit", by building the Temple of Artemis and to get Theocracy and adopting Oligarchy and Monarchy in Tradition.
Iska and Ismet  [author] 12 Aug, 2023 @ 7:30am 
Hey guys, just released a new Egypt civ that gets a Unique Government with this mod <3 Check it out!
Iska and Ismet  [author] 12 Aug, 2023 @ 7:12am 
Fixed!
Zadakualan 11 Aug, 2023 @ 10:02pm 
I found a glitch where the name of the leaders in the leader screen disappears as soon as they found a government with Lord and the sorts, it just become blank. Pliz fex, thank
Lucius, the Heavenly Dragon 7 Aug, 2023 @ 6:02pm 
Can’t test it rn, away from PC but I will definitely try it out tomorrow!
Lucius, the Heavenly Dragon 7 Aug, 2023 @ 6:02pm 
Like how the other Governments Mod shows that X population are Serfs, and X is Nobles, etc.
Lucius, the Heavenly Dragon 7 Aug, 2023 @ 6:01pm 
This is really cool, but will there be a division of City Population in this one?
Seamus, That's the Dog 7 Aug, 2023 @ 5:21pm 
Nice to see someone who's excited about how AI will shape the future of Civ5 modding
Legodudelol9a 7 Aug, 2023 @ 2:42pm 
I'd like to suggest a government to add: Kritocracy (When the land is ruled by one or more Judges. There's 2 examples of this in history I can think of off the top of my head: Biblical pre-monarchy Israel and pre-medieval/early medieval Ireland)
Legodudelol9a 7 Aug, 2023 @ 1:22pm 
Do you still have the selection of government specific stuff in this version like the old one? (I really like that system)