I like the policy cards mechanism of Civ6, and I do plan to keep it in the mod, but a lot of the policies will need a complete rework to fit the mod's mechanisms.
Here is a list of policies that need to be adapted or removed:
[table=head] Policy | Type | Effect |
God King | Economic | +1 Gold and Faith in the Capital | no religion mechanism (yet)
Strategos | Wildcard | +2 Great General points per turn | no great people mechanism (yet)
Land Surveyors | Economic | Reduces the cost to purchase a tile by 20% | no tile purchase
Inspiration | Wildcard | +2 Great Scientist points per turn | no great people
Revelation | Wildcard | +2 Great Prophet points per turn | no great people
Insulae | Economic | +1 housing in all cities with at least 2 specialty districts | separated housing, less districts
Charismatic Leader | Diplomatic | +2 influence points per turn | No mechanism to use influence/envoys yet
Diplomatic League | Diplomatic | The first envoy you send to each city-state counts as 2 envoys | No city-state
Literary Tradition | Wildcard | +2 Great Writer points per turn | no great people
Bastions | Military | +6 City defense strength, +5 City ranged attack strength | no ranged attack for cities
Natural Philosophy | Economic | +100% Campus district adjacency bonuses | no campus
Scripture | Economic | +100% Holy Site district adjacency bonuses | no Holy Site
Naval Infrastructure | Economic | +100% Harbor district adjacency bonuses | limited adjacency bonuses
Navigation | Wildcard | +2 Great Admiral points per turn | no great people
Meritocracy | Economic | Each city receives +1 Culture for each specialty district it constructs | less districts
Retainers | Military | +1 amenity for cities with a garrisoned unit | no amenity mechanism (will be replaced by "needs")
Sack | Military | Yields gained from pillaging are doubled for districts | less districts
Professional Army | Military | -50% discount on all unit upgrades | maybe applied to reinforcement costs (would be OP at50%)
Merchant Confederation | Diplomatic | +1 Gold from each of your city-state | no city-state
Aesthetics | Economic | +100% Theater Square district adjacency bonuses | no Theater Square
Medina Quarter | Economic | +2 housing in all cities with at least 3 specialty districts | separated housing, less districts
Craftsmen | Economic | +100% Industrial Zone district adjacency bonuses | less adjacency bonuses
Town Charters | Economic | +100% Commercial Hub district adjacency bonuses | no Commercial Hub
Traveling Merchants | Wildcard | +2 Great Merchant points per turn |
Colonial Offices | Economic | +15% faster growth for cities not on your original Capital's continent |
Invention | Wildcard | +2 Great Engineer points per turn |
Frescoes | Wildcard | +2 Great Artist points per turn |
Wars of Religion | Military | +4 combat strength when fighting civilizations that follow other religions |
Simultaneum | Economic | Doubles Faith yield from Holy Site district buildings
Religious Orders | Economic | All religious units gain +5 religious strength in theological
Triangular Trade | Economic | +4 Gold and +1 Faith from all Trade Routes |
Rationalism | Economic | +100% Science from Campus district buildings | no Campus
Free Market | Economic | +100% Gold yield from Commercial Hub district buildings | no Commercial Hub
Liberalism | Economic | +1 amenity to all cities with at least 2 speciality districts
Raj | Diplomatic | +2 Science , Culture , Faith and Gold from all city-states you're Suzerain of
Symphonies | Wildcard | +4 Great Musician points per turn
Expropriation | Economic | Settler cost reduced by 50%. Plot purchase cost reduced by 20%. | no plot purchase
Military Organization | Wildcard | +4 Great General points per turn
Resource Management | Economic | 1 copy of a Strategic Resource allows you to produce or purchase units requiring it in every city | different mechanisms
Laissez-Faire | Wildcard | +4 Great Merchant points per turn |
Nobel Prize | Wildcard | +4 Great Scientist points per turn |
Economic Union | Economic | +100% Commercial Hub and Harbor district adjacency bonuses |
New Deal | Economic | +4 Housing, +2 Amenities , and -8 Gold to all cities with at least 3 specialty districts |
Gunboat Diplomacy | Diplomatic | Open Borders with all City-States, and +4 influence points per turn towards earning Envoys |
Five-Year Plan | Economic | +100% Campus and Industrial Zone district adjacency bonuses |
Collectivization | Economic | +4 Food from domestic Trade Routes | need to be balanced with the food values in the mod
Containment | Diplomatic | Each Envoy6 Envoy you send to a City-State counts as two, if its Suzerain has different government than you |
Heritage Tourism | Economic | +100% Tourism from Great Works and Artifacts |
Sports Media | Economic | +100% Theater Square district adjacency bonuses, and Stadiums generate +1 Amenity |
Satellite Broadcasts | Economic | Triples Tourism from Great Works of Music |
International Space Agency | Diplomatic | +10% Science per City-State you are the Suzerain of |
Online Communities | Economic | +50% Tourism output to civilizations to which you have a Trade Route |
Collective Activism | Diplomatic | +10% Culture per City-State you are the Suzerain of |
[/table]
And here is a list of effects that I'd like to attach to some policies (existing or news), I'd like your help on the design/naming:
Those two to control the debt (multiple level, with a new card every 2 eras for example):
- allow units to buy supply (for reinforcement/upgrades), even when the treasury is low (raising the debt, with a gold limit per turn)
- allow cities to buy resources (for construction/ repairing), even when the treasury is low (raising the debt, with a gold limit per turn)
Here is a list of policies that need to be adapted or removed:
[table=head] Policy | Type | Effect |
God King | Economic | +1 Gold and Faith in the Capital | no religion mechanism (yet)
Strategos | Wildcard | +2 Great General points per turn | no great people mechanism (yet)
Land Surveyors | Economic | Reduces the cost to purchase a tile by 20% | no tile purchase
Inspiration | Wildcard | +2 Great Scientist points per turn | no great people
Revelation | Wildcard | +2 Great Prophet points per turn | no great people
Insulae | Economic | +1 housing in all cities with at least 2 specialty districts | separated housing, less districts
Charismatic Leader | Diplomatic | +2 influence points per turn | No mechanism to use influence/envoys yet
Diplomatic League | Diplomatic | The first envoy you send to each city-state counts as 2 envoys | No city-state
Literary Tradition | Wildcard | +2 Great Writer points per turn | no great people
Bastions | Military | +6 City defense strength, +5 City ranged attack strength | no ranged attack for cities
Natural Philosophy | Economic | +100% Campus district adjacency bonuses | no campus
Scripture | Economic | +100% Holy Site district adjacency bonuses | no Holy Site
Naval Infrastructure | Economic | +100% Harbor district adjacency bonuses | limited adjacency bonuses
Navigation | Wildcard | +2 Great Admiral points per turn | no great people
Meritocracy | Economic | Each city receives +1 Culture for each specialty district it constructs | less districts
Retainers | Military | +1 amenity for cities with a garrisoned unit | no amenity mechanism (will be replaced by "needs")
Sack | Military | Yields gained from pillaging are doubled for districts | less districts
Professional Army | Military | -50% discount on all unit upgrades | maybe applied to reinforcement costs (would be OP at50%)
Merchant Confederation | Diplomatic | +1 Gold from each of your city-state | no city-state
Aesthetics | Economic | +100% Theater Square district adjacency bonuses | no Theater Square
Medina Quarter | Economic | +2 housing in all cities with at least 3 specialty districts | separated housing, less districts
Craftsmen | Economic | +100% Industrial Zone district adjacency bonuses | less adjacency bonuses
Town Charters | Economic | +100% Commercial Hub district adjacency bonuses | no Commercial Hub
Traveling Merchants | Wildcard | +2 Great Merchant points per turn |
Colonial Offices | Economic | +15% faster growth for cities not on your original Capital's continent |
Invention | Wildcard | +2 Great Engineer points per turn |
Frescoes | Wildcard | +2 Great Artist points per turn |
Wars of Religion | Military | +4 combat strength when fighting civilizations that follow other religions |
Simultaneum | Economic | Doubles Faith yield from Holy Site district buildings
Religious Orders | Economic | All religious units gain +5 religious strength in theological
Triangular Trade | Economic | +4 Gold and +1 Faith from all Trade Routes |
Rationalism | Economic | +100% Science from Campus district buildings | no Campus
Free Market | Economic | +100% Gold yield from Commercial Hub district buildings | no Commercial Hub
Liberalism | Economic | +1 amenity to all cities with at least 2 speciality districts
Raj | Diplomatic | +2 Science , Culture , Faith and Gold from all city-states you're Suzerain of
Symphonies | Wildcard | +4 Great Musician points per turn
Expropriation | Economic | Settler cost reduced by 50%. Plot purchase cost reduced by 20%. | no plot purchase
Military Organization | Wildcard | +4 Great General points per turn
Resource Management | Economic | 1 copy of a Strategic Resource allows you to produce or purchase units requiring it in every city | different mechanisms
Laissez-Faire | Wildcard | +4 Great Merchant points per turn |
Nobel Prize | Wildcard | +4 Great Scientist points per turn |
Economic Union | Economic | +100% Commercial Hub and Harbor district adjacency bonuses |
New Deal | Economic | +4 Housing, +2 Amenities , and -8 Gold to all cities with at least 3 specialty districts |
Gunboat Diplomacy | Diplomatic | Open Borders with all City-States, and +4 influence points per turn towards earning Envoys |
Five-Year Plan | Economic | +100% Campus and Industrial Zone district adjacency bonuses |
Collectivization | Economic | +4 Food from domestic Trade Routes | need to be balanced with the food values in the mod
Containment | Diplomatic | Each Envoy6 Envoy you send to a City-State counts as two, if its Suzerain has different government than you |
Heritage Tourism | Economic | +100% Tourism from Great Works and Artifacts |
Sports Media | Economic | +100% Theater Square district adjacency bonuses, and Stadiums generate +1 Amenity |
Satellite Broadcasts | Economic | Triples Tourism from Great Works of Music |
International Space Agency | Diplomatic | +10% Science per City-State you are the Suzerain of |
Online Communities | Economic | +50% Tourism output to civilizations to which you have a Trade Route |
Collective Activism | Diplomatic | +10% Culture per City-State you are the Suzerain of |
[/table]
And here is a list of effects that I'd like to attach to some policies (existing or news), I'd like your help on the design/naming:
Those two to control the debt (multiple level, with a new card every 2 eras for example):
- allow units to buy supply (for reinforcement/upgrades), even when the treasury is low (raising the debt, with a gold limit per turn)
- allow cities to buy resources (for construction/ repairing), even when the treasury is low (raising the debt, with a gold limit per turn)
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