policies

  1. T

    CivReimagined

    CIV REIMAGINED For Players Seeking A Longer Game with More Immersion Civ Reimagined Version 6.8 FEATURES: Featuring 130 New Techs, 45 New Civics, over 50 New Buildings, and over 65 new policy cards! Completely integrated with the Warfare Expanded Mod series! Completely redone civics and...
  2. P

    [BNW] (CIV V modding) having trouble modding social policies.

    Hey, I am trying to rebalance the social policies. I have managed to get the UI/text working. When you look at the policy screen all the changes are visible but when you actually play the game and unlock the policies non of the changes work. I have looked at other mods to try and see how they...
  3. P

    (CIV V modding) having trouble modding social policies.

    Hey, I am trying to rebalance the social policies. I have managed to get the UI/text working. When you look at the policy screen all the changes are visible but when you actually play the game and unlock the policies non of the changes work. I have looked at other mods to try and see how they...
  4. Trashperson

    Tradition (Up to date with Barbarian Clans update) 2.0

    Tradition is a simple flavour mod that renames several aspects of the game for accuracy and immersion, with all parts being modular in the settings. This mod's genesis was with how it always kinda bugged me that the legacy policy cards had such uninspired names, being just the government's name...
  5. sman1975

    SMAN's The Ancient World at War (AWAW)

    Greetings, This is a collaboration post for an upcoming project. The AWAW will extensively rework the Ancient, Classical, Medieval, and Renaissance Eras, and will be the bookend companion to my "SMAN's The World at War" family of mods, cf...
  6. Zoltan Messzi

    Policies are not applied when a Wonder is completed (1.0.1.501)

    When a Wonder that adds a new policy option benefit (Alhambra, Potala Palace etc.) is completed then the effect of the policies is not applied. It should first apply existing policies THEN expand available slots afterwards. It's really annoying, I just took over a free state and theoretically...
  7. C

    Expanded concepts: Uniques beyond units and infrastructure

    Some time ago, I was considering the possibility of unique wonders as additional to Unique units and infrastructures, and I realized... why stop at unique wonders? So I got pondering as to what other uniques could become standard to all civs. (Previous threads: Conservation and National Parks...
  8. killmeplease

    New Policy system

    I think policies aren't good enough currently. Its too much bustle with card switching in civ6, and the civic tree feels redundant. Civ5 policies were nice little things you collected throughout the game, very satisfying, but the whole system was too static. What i propose is a new policy...
  9. tu_79

    Tweaks to Fealty

    Ok, so it looks like Fealty is missing a few yields (or Statecraft has too much). What would you increase/decrease? I think part of the problem is that Fealty used to be for the religious inclined, and religion was stronger a few patches back. Now there are more religious contenders. Edit. I...
  10. M

    Why to stick with one tree?

    Hi there, I am new in VP and try to read as much as I can in order to have valuable opinions about the game mechanics. One thing that I couldn't understand very well is why the experts insist to stick one complete ancient era. Here is my thinking. I believe with only one city it is much...
  11. Shiroifushicho

    Radiant Additional Everlasting Policies 2.0

    ~~~~~~~~~~~~~~~~~~~ UPDATE STATUS ~~~~~~~~~~~~~~~~~~~ Updated on 08/09/2018. See the changes in the change notes button. ~~~~~~~~~~~~~~~~~~~ INTRODUCTION ~~~~~~~~~~~~~~~~~~~ Did you ever feel bored by the dull policy cards provided by vanilla game ? Don't you ever wanted some nice policy...
  12. washy

    Player:GetNumPolicies() Question

    It´s some way of using Player:GetNumPolicies() to get the number of policies of one special branch or is always the total number of policies?
  13. Angryr

    Estatic ModifierType is acting permanent without setting the flag to true.

    Hello, I'm using the ModifierType, 'MODIFIER_PLAYER_CITIES_ADJUST_HAPPINESS_YIELD', from the DynamicModifiers table to add 5% to all non-food yields when a policy card is active. Unfortunately, what happens is that it applies permanently when you activate the policy and applies again if you...
  14. S

    Policies for domination

    So I picked up VP around half a week ago, and so far I've really enjoyed it. It actually adds alot more to the game, and makes it fun and attractive to me once more, similiar to how when I got the DLC-s, the new addons were rather interesting. But, since it's rather complicated, I've been...
  15. Browd

    Quick Questions and Answers

    Browd submitted a new resource: Quick Questions and Answers - Quick Questions and Answers Read more about this resource...
  16. nuvakaita

    [1.0.0.56] Trade screen/policies changes causing crash

    I've been having a few issues where my game is crashing during moments that seem to strain the game. Both of these happened before the latest patch as well. This happens in pure vanilla; no mods. Here are the common scenarios: - I'm playing a large game/deep end-game and I'm managing 35+ trade...
  17. L

    [BNW] Rule Through the Ages

    This is for discussion of the Rule Through the Ages mod. A total conversion that drastically alters many elements of gameplay. See download page here: https://forums.civfanatics.com/resources/rule-through-the-ages.25331/ or steam here (requires login)...
  18. Alkanta

    [BNW] Help about Recovering Vanilla Social Policies into BNW

    Hello, so everything is in the title. I'd like to recover the social policies from the Vanilla/G&K versions of the game into the BNW one. It means deleting the Exploration and Aesthetics policy trees and re-spreading the three Ideology trees into three standard social Policy ones with 5...
  19. A

    Time X All In One 1.33

    INTRODUCTION: This mod add X times longer Research, Civics, GreatPerson and Years turns rate of all "GAMESPEED" options. It is not a gamespeed option and it not modify vanilla gamespeed. IT IS A ALL IN ONE MOD of my Other mods: FOR RESEARCH MOD ...
  20. A

    Civic Time X 1.31

    INTRODUCTION: This mod add X times longer only Civics turns rate of all "GAMESPEED" options. It is not a gamespeed option and it not modify vanilla gamespeed. By the way, once one activated, you haven't got to select it on the custom or fast game. Just Select your GameSpeed Construction...
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