Pazyryk
Deity
- Joined
- Jun 13, 2008
- Messages
- 3,584
This mod system is entirely built including UI, but doesn't have any individual policies yet. I only have a list of Policy names without effects (mostly). So I desperately need suggestions and (possibly just as important) some organizational help.
These appear as a "policy branch" in the lower right corner of the Policy Overview. It is opened when you gain your civilization name. Each civ will see four to seven extra policies here enabled specifically for the civilization. Most are shared by >1 civ but a few (particularly the "row 3" ones) are specific to only one or two civilizations. We could potentially have a "finisher" (when a civ finishes all enabled-policies for their own civ) but I wouldn't worry about that until we have added all of these below.
What I really strongly prefer are simple mechanics that are known to work from base Civ5 or other mods. Or effects that play off Éa-specific mechanics like Morale, KM, Animals, etc. (it's much easier for me to mod my own systems than fix Firaxis' systems that don't work). In general, if it takes more than one sentence to explain a policy effect, it is too complicated. Don't worry if your suggestions seem too obvious. It's true that too many yield effects gets a little boring. But we want the vast majority of these to be simple and obvious (and easy for me to add
). What I'll probably do is take the most completed suggestion list and then intersperse with suggestions from others that I think are simple and interesting.
Some in the list play off Éa mechanics that aren't added yet, like the Underdark related ones for Heldeofol and the Ur civ, or Ice Lords for the (not yet added) Hyperborea civ. It's likely you don't have enough information to know what is needed for these. But feel free to make suggestions on these anyway (it's just less likely to be used).
The list below isn't quite complete. It was designed to fit the needs of the first 30 or so civilizations. It'll fit the needs of most of the remaining except for a few gaps -- i.e., maybe 5-10 more policies to fit some missing civ-focuses which I'll add soon.
Here are the names with prereqs (a few have tech prereqs). The exact position of each policy in the branch window can vary for each civ, but "row" below is usually correct (constrained by policy prereqs). I'll update this OP with effects over time. When it is "complete" with effects that I can reasonably add in a reasonable time frame, I'll add them all en masse for a new mod version. And before you ask: Yes, I'll up the Approach CL level calculation to allow all civs to achieve more total policies in a game.
--"one-offs" (no policy prereq and no policy has it as a prereq)
--row 1 (prereq for row 2 policy)
--row 2 (prereq for row 3 policy and has row 1 prereq)
--row 3 (has row 2 as prereq)
These appear as a "policy branch" in the lower right corner of the Policy Overview. It is opened when you gain your civilization name. Each civ will see four to seven extra policies here enabled specifically for the civilization. Most are shared by >1 civ but a few (particularly the "row 3" ones) are specific to only one or two civilizations. We could potentially have a "finisher" (when a civ finishes all enabled-policies for their own civ) but I wouldn't worry about that until we have added all of these below.
What I really strongly prefer are simple mechanics that are known to work from base Civ5 or other mods. Or effects that play off Éa-specific mechanics like Morale, KM, Animals, etc. (it's much easier for me to mod my own systems than fix Firaxis' systems that don't work). In general, if it takes more than one sentence to explain a policy effect, it is too complicated. Don't worry if your suggestions seem too obvious. It's true that too many yield effects gets a little boring. But we want the vast majority of these to be simple and obvious (and easy for me to add

Some in the list play off Éa mechanics that aren't added yet, like the Underdark related ones for Heldeofol and the Ur civ, or Ice Lords for the (not yet added) Hyperborea civ. It's likely you don't have enough information to know what is needed for these. But feel free to make suggestions on these anyway (it's just less likely to be used).
The list below isn't quite complete. It was designed to fit the needs of the first 30 or so civilizations. It'll fit the needs of most of the remaining except for a few gaps -- i.e., maybe 5-10 more policies to fit some missing civ-focuses which I'll add soon.
Here are the names with prereqs (a few have tech prereqs). The exact position of each policy in the branch window can vary for each civ, but "row" below is usually correct (constrained by policy prereqs). I'll update this OP with effects over time. When it is "complete" with effects that I can reasonably add in a reasonable time frame, I'll add them all en masse for a new mod version. And before you ask: Yes, I'll up the Approach CL level calculation to allow all civs to achieve more total policies in a game.
--"one-offs" (no policy prereq and no policy has it as a prereq)
- Mistics +1 culture and 10% mana/faith from monuments
- Divinators +5 Divination Modifier
- Conjurors (Tech: Conjuring) +5 Conjuration Modifier
- Enchanters (Tech: Enchantment) +5 Divination Modifier
- Illusionists (Tech: Illusion) +5 Divination Modifier
--row 1 (prereq for row 2 policy)
- Woodsmen Recon units gain +15% combat and have no movement penalty in Forests and Jungles
- Nomads +1c for every 3 plots owned by each city (only 1 city can own a plot)
- Pastoralists +1p1c from Pastures
- Hunters +25% production for Hunters and all Recon units
- Archers +25% production for archer and horse-mounted Archer lines
- Seafarers +1 movement and visibility for all Naval units
- Whalers +1f1p1c from worked Whale plots; +1p per owned Whale from Whalery
- Farmers +10%f from Granaries
- Traders +2g for each Trader specialist
- Craftsmen +2c for each Artisan specialist
- Scholars +2s for each Scribe specialist
- Engineers (Tech: Construction) +2p for each Smith specialist
- Herbalists Gain 2 nearby Moly; +3f3m from improved Moly
- Alchemists (Tech: Alchemy) Gain 2 nearby Cinnabar;+3p3s from improved Cinnabar
- Bards +5 Barding Modifier [Barding policy changed to: -20% turns to complete all Epics]
- Missionaries Proselytize action takes 6 rather than 8 turns
- Miners +1p from all mines
- Smelters +50% strategic resources for Copper, Iron and Mithril
- War Tacticians +33% flanking bonus; +33% bonus for adjacent units (stack with other such effects)
- Aristocrats +10% Gold and Culture from capital
- Slavers +25% work rate for Slaves (same as Worker)
- Envoys Differing race penalties for diplomatic relationships reduced by 50% for both full civs and city states
--row 2 (prereq for row 3 policy and has row 1 prereq)
- Forest Lords (Woodsmen) No movement penalty in Forests/Jungle for any units; forest and jungle act as road for the purpose of internal trade routes and caravan travel distance
- Tundra Nomads (Nomads) +1f1p for every 7 Tundra or Snow plots owned by each city
- Desert Nomads (Nomads) +1f1p for every 7 Desert plots owned by each city
- Animal Breeders (Pastoralists / Tech: Animal Breeding) Gain 2 nearby random pasture resources; small per turn chance for additional pasture-resources to spawn
- Horse Tribes (Pastoralists / Tech: Horseback Riding) Gain 2 nearby Horses; +50% Horses strategic resource
- Elephant Tamers (Hunters) Gain 2 nearby Elephants; +50% Elephants strategic resource
- Animal Masters (Hunters) Recon units can take the Animal Master promotion allowing capture of defeated Animal units (civs at peace with Animals can challenge individual units, converting them to hostile temporarily)
- Bowyers (Archers) Gain 2 nearby Yew; +50% Yew strategic resource
- Caravaners (Traders) +50% range for Land Trade Routes
- Sea Traders (Traders, Seafarers) +50% range for Sea Trade Routes
- Ship Builders (Seafarers) +25% production for all Naval units
- Merchants (Traders) +2g per Trade Route; +5 Trade Modifiers for all Merchants
- Millers (Farmers) +1f1p per Watermill and Windmill
- Weavers (Craftsmen) +1g1c per Textiles Plantation
- Brewers (Craftsmen) +1g1c per Brewery and Winery
- Jewelers (Craftsmen) +1g1c from improved Gems and Oysters
- Gold- & Silversmiths (Craftsmen) +1g1c from improved Gold and Silver
- Philosophers (Scholars / Tech: Philosophy) +5 Scholarship Modifier for all Sages
- Astronomers (Scholars or Seafarers / Tech: Astronomy) +33%s from Observatories; +1m for all Naval units
- Divine Scholars (Scholars / Tech: Divine Liturgy) -20% research cost and knowledge maintenance for all divine techs leading to Knowledge of Heaven
- Arcane Scholars (Scholars / Tech: Thaumaturgy) -15% research cost and knowledge maintenance for all arcane techs
- Zealots (Missionaries) Devouts have +5 Proselytizing Modifier.
- Potion Makers (Herbalists) [...wait for potions?...]
- Bakkheians (Bards) Double happiness from Wine, Ale and Spirits luxury resources
- Performers (Bards) +2c from Amphitheater, Theater and Opera House
- Mathematicians (Scholars / Tech: Mathematics) -15% research cost and knowledge maintenance for Mathematics, Coinage, Music, Alchemy, Mechanics, Banking, Chemistry, Engineering, Machinery, Architecture and Steam Power
- Stonemasons (Craftsmen) +1p from Quarries; +20% construction rate for Walls and Castle
- Civil Engineers (Engineers) +20% construction rate for Aqueducts, Sewers, Bath Houses and Catacombs; +1 health per city
- Machinists (Engineers / Tech: Machinery) +20% construction rate for all "construct" units (all siege, Landship and Airship) and Factory
- Architects (Engineers / Tech: Architecture) +1c from all buildings that provide culture
- Weapon Smiths (Smelters) Steel/Mithril Working boosts increased from +2/+4 to +3/+6
- War Strategists (War Tacticians) +5 Logistics Modifier to all Warriors
- Deep Miners (Miners / Tech: Deep Mining) Gain 2 random nearby mine resources; small per turn change for additional mine resources to spawn
- Underdark Denizens (Miners / Tech: Deep Farming) [...need to develop tech branch first...]
- Royalists (Aristocrats) +5 Leadership Modifier for all great people
- Slave Lords (Slavers) -5 happiness; +25% production in all cities
- Diplomats (Envoys) +5 Espionage Modifier (affects actions Cause Intrigue and Incite Revolution which will be in v8!)
--row 3 (has row 2 as prereq)
- Horselords (Horse Tribes) +1m and +20% str/rng for all horse-mounted units
- Ice Lords (Tundra Nomads) +10 hp healing and +33% str/rng for all combat units and +10 city strength on tundra or snow
- Desert Lords (Desert Nomads) +10 hp healing and +33% str/rng for all combat units and +10 city strength on desert
- Master Mercenaries (Merchants) +6 relationship with all full civs (or +20 anchor; -20% decay rate with all CSs) that have hired at least one mercenary from your civ
- Leviathan Hunters (Whalers, Animal Masters) +4 extended range for Whaling Boats; +4g/+2c from Whalery
- Naval Engineers (Ship Builders) +1m, +1 sight, +15% str/rng for all ships
- Advanced Agriculturalists (Millers) +1p per Farm; +1g1c per Orchard
- Exotic Traders (Caravaners, Sea Traders) +1g1c per Exotics Plantation
- Bankers (Merchants) Earn 1% interest on treasury per turn (stacks with other such effects)
- Marksmen (Bowyers) All archer and horse-mounted archer units of level 6 or higher gain the Marksmen promotion providing +33% ranged strength
- Master Weavers (Weavers) +4g2c from Textile Mills
- Master Brewers (Brewers) +3 happiness and +10%c from all cities with a Brewery
- Œnologists (Brewers) +1 happiness and +20%c from all cities with a Winery
- Theologists (Divine Scholars) -15% research cost and knowledge maintenance for all Divine techs
- Crusaders (Zealots) Receive Divine Favor from kills
- Demonologists (Arcane Scholars) Allied demons regenerate up to 15 hp every turn, consuming mana equal to hp regenerated
- Hell Denizens (Arcane Scholars) +2f1p from Blighted resources
- Master Arcanists (Arcane Scholars) -25% research cost and knowledge maintenance for all arcane techs (stacks with Arcane Scholars and all other effects)
- Master Performers (Performers) +5 Barding Modifier
- Master Mathematicians (Mathematicians) +10%p from Workshops; +33% str/rng for all land "war constructs" (includes all siege, landships and airships)
- Monument Builders (Stonemasons) +4c from all plot and city Wonders that have a yield.
- Master City Engineers (Civil Engineers) +2 health from Aqueducts, Sewers, Bath Houses and Catacombs.
- Beastmasters (Animal Masters) All units with the Animal Master promotion can take the Beastmaster promotion allowing capture of defeated Beast units (Griffons, Giant Spiders, and similar).
- Metaphysicists (Philosophers / Tech: Metaphysics) +33%s in all cities
- Cosmologists (Astronomy / Tech: Transcendental Thought) Reveals entire map
- Weapon Masters (Weapon Smiths) All living land combat units gain +1 combat strength per level
- Imperialists (Royalists) Effective population is reduced by 25% for Culture Level and Knowledge Maintenance calculations
- Underdark Lords (Underdark Denizens) [wait for mtn yield mechanism]
- Ambassadors (Diplomats) +6 relationship with all full civs; -25% decay rate for city state relationships